ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.92 by root, Mon Jan 8 01:19:04 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 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; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
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;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
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); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 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}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
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);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 ob->remove ();
200 ob->map = 0;
195 201
196/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
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;
205 204
206 if (!p) { 205 players.erase (this);
207 p = (player *) malloc(sizeof(player)); 206}
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 207
211 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
212 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
213 * end of the list - there is in fact no compelling reason that 210void
214 * that needs to be done except for things like output of 211player::connect (client *ns)
215 * 'who'. 212{
216 */ 213 this->ns = ns;
217 player *tmp = first_player; 214 ns->pl = this;
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;
224 215
225 p->next = NULL; 216 ns->update_look = 0;
226 } 217 ns->look_position = 0;
227 218
228 /* Clears basically the entire player structure except 219 clear_los (ob);
229 * for next and socket. 220
221 /* make sure he's a player -- needed because of class change. */
222 ob->type = PLAYER; // we are paranoid
223 ob->race = ob->arch->clone.race;
224
225 if (!legal_range (ob, shoottype))
226 shoottype = range_none;
227
228 ob->carrying = sum_weight (ob);
229 link_player_skills (ob);
230
231 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
232
233 assign (title, ob->arch->clone.name);
234
235 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
236 * from the class, and not race. I don't see any way to get the class information
237 * to then update this. I don't think this will actually break anything - anyone
238 * that can use armour should be able to use a shield. What this may 'break'
239 * are features new characters get, eg, if someone starts up with a Q, they
240 * should be able to use a shield. However, old Q's won't get that advantage.
230 */ 241 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 242 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 243 SET_FLAG (ob, FLAG_USE_SHIELD);
233 244
245 /* if it's a dragon player, set the correct title here */
246 if (is_dragon_pl (ob))
247 {
248 object *tmp, *abil = 0, *skin = 0;
249
250 shstr_cmp dragon_ability_force ("dragon_ability_force");
251 shstr_cmp dragon_skin_force ("dragon_skin_force");
252
253 for (tmp = ob->inv; tmp; tmp = tmp->below)
254 if (tmp->type == FORCE)
255 if (tmp->arch->name == dragon_ability_force)
256 abil = tmp;
257 else if (tmp->arch->name == dragon_skin_force)
258 skin = tmp;
259
260 set_dragon_name (ob, abil, skin);
261 }
262
263 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
264
265 esrv_new_player (this, ob->weight + ob->carrying);
266
267 ob->update_stats ();
268 ns->floorbox_update ();
269
270 esrv_send_inventory (ob, ob);
271 esrv_add_spells (this, 0);
272
273 activate ();
274
275 send_rules (ob);
276 send_news (ob);
277 display_motd (ob);
278
279 INVOKE_PLAYER (CONNECT, this);
280 INVOKE_PLAYER (LOGIN, this);
281}
282
283void
284player::disconnect ()
285{
286 if (ns)
287 {
288 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290
291 INVOKE_PLAYER (DISCONNECT, this);
292
293 ns->pl = 0;
294 this->ns = 0;
295 }
296
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315}
316
317player::player ()
318{
234 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 320 * we deal with that below this point.
236 */ 321 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 325
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 326 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 */
257 327
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10; 328 gen_sp_armour = 10;
263 p->last_speed= -1; 329 last_speed = -1;
264 p->shoottype=range_none; 330 shoottype = range_none;
265 p->bowtype=bow_normal; 331 bowtype = bow_normal;
266 p->petmode=pet_normal; 332 petmode = pet_normal;
267 p->listening=10; 333 listening = 10;
268 p->usekeys=containers; 334 usekeys = containers;
269 p->last_weapon_sp= -1; 335 last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
271 p->do_los=1; 337 do_los = 1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274 338
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, 339 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
284 * at zero. 342 * at zero.
285 */ 343 */
286 for (i=0; i < NUM_SKILLS; i++) { 344 for (int i = 0; i < NUM_SKILLS; i++)
287 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 346
289 }
290 for (i=0; i < NROFATTACKS; i++) { 347 for (int i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 348 last_resist[i] = -1;
292 } 349
293 p->last_stats.exp = -1; 350 last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 351 last_weight = (uint32) - 1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 352}
300 353
301 354void
302/* This loads the first map an puts the player on it. */ 355player::do_destroy ()
303static void set_first_map(object *op)
304{ 356{
305 strcpy(op->contr->maplevel, first_map_path); 357 disconnect ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
311/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
313 * mode. 376 * mode.
314 */ 377 */
378player *
379player::create ()
380{
381 player *pl = new player;
315 382
316int add_player(NewSocket *ns) { 383 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); 384 set_first_map (pl->ob);
331 385
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; 386 return pl;
339} 387}
340 388
341/* 389/*
342 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 392 * Note: there MUST be at least one player archetype!
345 */ 393 */
394archetype *
346archetype *get_player_archetype(archetype* at) 395get_player_archetype (archetype *at)
347{ 396{
348 archetype *start = at; 397 archetype *start = at;
398
349 for (;;) { 399 for (;;)
400 {
350 if (at==NULL || at->next==NULL) 401 if (at == NULL || at->next == NULL)
351 at=first_archetype; 402 at = first_archetype;
352 else 403 else
353 at=at->next; 404 at = at->next;
405
354 if(at->clone.type==PLAYER) 406 if (at->clone.type == PLAYER)
355 return at; 407 return at;
408
356 if (at == start) { 409 if (at == start)
410 {
357 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 412 exit (-1);
359 } 413 }
360 } 414 }
361} 415}
362 416
363 417object *
364object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
365 object *op = NULL; 420 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 421 objectlink *ol;
368 unsigned lastdist; 422 unsigned lastdist;
369 rv_vector rv; 423 rv_vector rv;
370 424
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
426 {
372 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
376 */ 431 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
378 object *tmp=ol->ob; 434 object *tmp = ol->ob;
379 435
380 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 437 * itself will have been cleared.
382 */ 438 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
440 tmp->debug_desc ());
384 ol = ol->next; 441 ol = ol->next;
385 remove_friendly_object(tmp); 442 remove_friendly_object (tmp);
443 if (!ol)
386 if (!ol) return op; 444 return op;
387 } 445 }
388 446
389 /* Remove special check for player from this. First, it looks to cause 447 /* 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 448 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 449 * 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 450 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 451 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 452 * on_same_map check, as can_detect_enemy also does this
395 */ 453 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 454 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 455 continue;
398 456
399 if(lastdist>rv.distance) { 457 if (lastdist > rv.distance)
458 {
400 op=ol->ob; 459 op = ol->ob;
401 lastdist=rv.distance; 460 lastdist = rv.distance;
402 } 461 }
403 } 462 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 463
464 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 465 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 466 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 467 {
412 } 468 op = pl->ob;
469 lastdist = rv.distance;
470 }
471
413#if 0 472#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 473 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 474#endif
416 return op; 475 return op;
417} 476}
418 477
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 478/* 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 479 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 480 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 494 * 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 495 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 496 * is probably not a good thing.
438 */ 497 */
439#define MAX_SPACES 50 498#define MAX_SPACES 50
440
441 499
442/* 500/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 501 * 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 502 * 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 503 * 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. 516 * 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, 517 * 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 518 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 519 * is blocking itself.
462 */ 520 */
521int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 522path_to_player (object *mon, object *pl, unsigned mindiff)
523{
464 rv_vector rv; 524 rv_vector rv;
465 sint16 x,y; 525 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 526 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 527 maptile *m, *lastmap;
468 528
469 get_rangevector(mon, pl, &rv, 0); 529 get_rangevector (mon, pl, &rv, 0);
470 530
471 if (rv.distance<mindiff) return 0; 531 if (rv.distance < mindiff)
532 return 0;
472 533
473 x=mon->x; 534 x = mon->x;
474 y=mon->y; 535 y = mon->y;
475 m=mon->map; 536 m = mon->map;
476 dir = rv.direction; 537 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 538 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); 539 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. */ 540 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 541 if (diff > max)
542 return 0;
481 while (diff >1 && max>0) { 543 while (diff > 1 && max > 0)
544 {
482 lastx = x; 545 lastx = x;
483 lasty = y; 546 lasty = y;
484 lastmap = m; 547 lastmap = m;
485 x = lastx + freearr_x[dir]; 548 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 549 y = lasty + freearr_y[dir];
487 550
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 551 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); 552 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 553
491 /* Space is blocked - try changing direction a little */ 554 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 555 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)))) { 556 && (m == mon->map && blocked_link (mon, m, x, y))))
557 {
494 /* recalculate direction from last good location. Possible 558 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 559 * we were not traversing ideal location before.
496 */ 560 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 561 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 562 if (rv.direction != dir)
563 {
499 /* OK - says direction should be different - lets reset the 564 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 565 * the values so it will try again.
501 */ 566 */
502 x = lastx; 567 x = lastx;
503 y = lasty; 568 y = lasty;
504 m = lastmap; 569 m = lastmap;
505 dir = firstdir = rv.direction; 570 dir = firstdir = rv.direction;
571 }
506 } else { 572 else
573 {
507 /* direct path is blocked - try taking a side step to 574 /* direct path is blocked - try taking a side step to
508 * either the left or right. 575 * either the left or right.
509 * Note increase the values in the loop below to be 576 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 577 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 578 * 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 579 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 580 * stepping back and forth
514 */ 581 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 582 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
583 {
584 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 585 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 586 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 587 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 588 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 589 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 590 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 591 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 592 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 593 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 594 * the last direction the creature has successfully
526 * moved. 595 * moved.
527 */ 596 */
528 597
529 x = lastx + freearr_x[absdir(lastdir+i)]; 598 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 599 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 600 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 601 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 602 if (mflags & P_OUT_OF_MAP)
603 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 604 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 605 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
606 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 607 if (mflags & P_BLOCKSVIEW)
608 continue;
537 609
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 610 if (m == mon->map && blocked_link (mon, m, x, y))
611 break;
539 } 612 }
540 /* go through entire loop without finding a valid 613 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 614 * sidestep to take - thus, no valid path.
542 */ 615 */
543 if (i==(DETOUR_AMOUNT+1)) 616 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 617 return 0;
545 diff--; 618 diff--;
546 lastdir=dir; 619 lastdir = dir;
547 max--; 620 max--;
548 if (!firstdir) firstdir = dir+i; 621 if (!firstdir)
622 firstdir = dir + i;
549 } /* else check alternate directions */ 623 } /* else check alternate directions */
550 } /* if blocked */ 624 } /* if blocked */
551 else { 625 else
626 {
552 /* we moved towards creature, so diff is less */ 627 /* we moved towards creature, so diff is less */
553 diff--; 628 diff--;
554 max--; 629 max--;
555 lastdir=dir; 630 lastdir = dir;
631 if (!firstdir)
556 if (!firstdir) firstdir = dir; 632 firstdir = dir;
633 }
634 if (diff <= 1)
557 } 635 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 636 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 637 * headed toward player for entire distance.
561 */ 638 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 639 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); 640 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 641 }
565 if (diff>max) return 0; 642 if (diff > max)
643 return 0;
566 } 644 }
567 /* If we reached the max, didn't find a direction in time */ 645 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 646 if (!max)
647 return 0;
569 648
570 return firstdir; 649 return firstdir;
571} 650}
572 651
652void
573void give_initial_items(object *pl,treasurelist *items) { 653give_initial_items (object *pl, treasurelist * items)
654{
574 object *op,*next=NULL; 655 object *op, *next = NULL;
575 656
576 if(pl->randomitems!=NULL) 657 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 658 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 659
579 for (op=pl->inv; op; op=next) { 660 for (op = pl->inv; op; op = next)
661 {
580 next = op->below; 662 next = op->below;
581 663
582 /* Forces get applied per default, unless they have the 664 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 665 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 666 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 667 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 668 SET_FLAG (op, FLAG_APPLIED);
587 669
588 /* we never give weapons/armour if these cannot be used 670 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 671 * by this player due to race restrictions
590 */ 672 */
591 if (pl->type == PLAYER) { 673 if (pl->type == PLAYER)
674 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 675 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 676 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 677 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 678 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 679 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 } 680 {
602 } 681 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; 682 continue;
622 } 683 }
623 if (op->nrof > 1) op->nrof = 1; 684 }
685
686 /* This really needs to be better - we should really give
687 * a substitute spellbook. The problem is that we don't really
688 * have a good idea what to replace it with (need something like
689 * a first level treasurelist for each skill.)
690 * remove duplicate skills also
691 */
692 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 693 {
694 object *tmp;
625 695
696 for (tmp = op->below; tmp; tmp = tmp->below)
697 if (tmp->type == op->type && tmp->name == op->name)
698 break;
699
700 if (tmp)
701 {
702 op->destroy ();
703 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
704 continue;
705 }
706
707 if (op->nrof > 1)
708 op->nrof = 1;
709 }
710
626 if (op->type == SPELLBOOK && op->inv) { 711 if (op->type == SPELLBOOK && op->inv)
712 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 713 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 714 }
629 715
630 /* Give starting characters identified, uncursed, and undamned 716 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 717 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 718 * merged properly.
633 */ 719 */
634 if (need_identify(op)) { 720 if (need_identify (op))
721 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 722 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 723 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 724 CLEAR_FLAG (op, FLAG_DAMNED);
725 }
726 if (op->type == SPELL)
638 } 727 {
639 if(op->type==SPELL) { 728 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 729 continue;
730 }
731 else if (op->type == SKILL)
643 } 732 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 733 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 734 op->stats.exp = 0;
647 op->level = 1; 735 op->level = 1;
648 } 736 }
649 /* lock all 'normal items by default */ 737 /* lock all 'normal items by default */
738 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 739 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 740 } /* for loop of objects in player inv */
652 741
653 /* Need to set up the skill pointers */ 742 /* Need to set up the skill pointers */
654 link_player_skills(pl); 743 link_player_skills (pl);
655} 744}
656 745
657void get_name(object *op) { 746void
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) { 747get_party_password (object *op, partylist *party)
748{
734 if (party == NULL) { 749 if (party == NULL)
750 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 751 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 752 return;
737 } 753 }
754
738 op->contr->write_buf[0]='\0'; 755 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 756 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 757 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 758 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 759}
743
744 760
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 761/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
762static int
746int roll_stat(void) { 763roll_stat (void)
764{
747 int a[4],i,j,k; 765 int a[4], i, j, k;
748 766
749 for(i=0;i<4;i++) 767 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 768 a[i] = (int) RANDOM () % 6 + 1;
751 769
752 for(i=0,j=0,k=7;i<4;i++) 770 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 771 if (a[i] < k)
754 k=a[i],j=i; 772 k = a[i], j = i;
755 773
756 for(i=0,k=0;i<4;i++) { 774 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 775 if (i != j)
758 k+=a[i]; 776 k += a[i];
759 } 777
760 return k; 778 return k;
761} 779}
762 780
763void roll_stats(object *op) { 781void
764 int sum=0; 782object::roll_stats ()
765 int i = 0, j = 0; 783{
766 int statsort[7]; 784 int statsort [7];
767 785
786 for (;;)
768 do { 787 {
769 op->stats.Str=roll_stat(); 788 int sum = 0;
770 op->stats.Dex=roll_stat(); 789 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 790 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);
780 791
792 if (sum >= 82 && sum <= 116)
793 break;
794 }
795
781 /* Sort the stats so that rerolling is easier... */ 796 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 797 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;
789 798
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]; 799 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 800 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 801 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 802 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 803 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 804 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 805 stats.Cha = statsort[6];
809 806
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; 807 stats.exp = 0;
821 op->stats.ac=0; 808 stats.ac = 0;
822 809
810 stats.hp = stats.maxhp;
811 stats.sp = stats.maxsp;
812 stats.grace = stats.maxgrace;
813
814 if (contr)
815 {
823 op->contr->levhp[1] = 9; 816 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 817 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 818 contr->levgrace[1] = 3;
826 819
827 fix_player(op); 820 contr->orig_stats = stats;
821 }
822}
823
824void
825object::swap_stats (int a, int b)
826{
827 int tmp = get_attr_value (&contr->orig_stats, a);
828 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
829 set_attr_value (&contr->orig_stats, b, tmp);
830
831 stats.Str = contr->orig_stats.Str;
832 stats.Dex = contr->orig_stats.Dex;
833 stats.Con = contr->orig_stats.Con;
834 stats.Int = contr->orig_stats.Int;
835 stats.Wis = contr->orig_stats.Wis;
836 stats.Pow = contr->orig_stats.Pow;
837 stats.Cha = contr->orig_stats.Cha;
838
839 //TODO: the following code looks so borked and should, at the very least,
840 // be merged with the similar code in roll_stats
841 stats.ac = 0;
842
843 level = 1;
844 stats.exp = 0;
845 stats.ac = 0;
846
828 op->stats.hp = op->stats.maxhp; 847 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 848 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 849 stats.grace = stats.maxgrace;
850
851 if (contr)
852 {
853 contr->levhp[1] = 9;
854 contr->levsp[1] = 6;
855 contr->levgrace[1] = 3;
856
831 op->contr->orig_stats=op->stats; 857 contr->orig_stats = stats;
858 }
832} 859}
833 860
834void Roll_Again(object *op) 861static void
862start_info (object *op)
835{ 863{
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]; 864 char buf[MAX_BUF];
844 865
845 if ( op->contr->Swap_First == -1 ) { 866 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); 867 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 868 //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); 869 //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} 870}
953 871
954/* This function takes the key that is passed, and does the 872/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 873 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 874 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 875 * separate race and class; this actually changes the RACE,
958 * not the class. 876 * not the class.
959 */ 877 */
960 878int
961int key_change_class(object *op, char key) 879key_change_class (object *op, char key)
962{ 880{
963 int tmp_loop; 881 int tmp_loop;
964 882
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 883 if (key == 'd' || key == 'D')
884 {
971 char buf[MAX_BUF]; 885 char buf[MAX_BUF];
972 886
973 /* this must before then initial items are given */ 887 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 888 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 889
890 treasurelist *tl = find_treasurelist ("starting_wealth");
891 if (tl)
892 create_treasure (tl, op, 0, 0, 0);
893
977 INVOKE_PLAYER (BIRTH, op->contr); 894 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 895 INVOKE_PLAYER (LOGIN, op->contr);
979 896
980 op->contr->state=ST_PLAYING; 897 op->contr->ns->state = ST_PLAYING;
981 898
982 if (op->msg) { 899 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 900 op->msg = NULL;
985 }
986 901
987 /* We create this now because some of the unique maps will need it 902 /* We create this now because some of the unique maps will need it
988 * to save here. 903 * to save here.
989 */ 904 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 905 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 906 make_path_to_file (buf);
992 907
993#ifdef AUTOSAVE 908#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 909 op->contr->last_save_tick = pticks;
995#endif 910#endif
996 start_info(op); 911 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 912 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 913 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 914 link_player_skills (op);
1000 esrv_send_inventory(op, op); 915 esrv_send_inventory (op, op);
1001 fix_player(op); 916 op->update_stats ();
1002 917
1003 /* This moves the player to a different start map, if there 918 /* This moves the player to a different start map, if there
1004 * is one for this race 919 * is one for this race
1005 */ 920 */
1006 if(*first_map_ext_path) { 921 if (*first_map_ext_path)
922 {
1007 object *tmp; 923 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 924 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 925
1011 first_map_ext_path, op->arch->name); 926 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 927 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 928 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 929 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 930 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 931 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 932 * if the map isn't there, then stay on the
1018 * default initial map */ 933 * default initial map */
1019 free_object(tmp); 934 tmp->destroy ();
935 }
1020 } else { 936 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 937 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 938
1023 return 0; 939 return 0;
1024 } 940 }
1025 941
1026 /* Following actually changes the race - this is the default command 942 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 943 * if we don't match with one of the options above.
1028 */ 944 */
1029 945
1030 tmp_loop = 0; 946 tmp_loop = 0;
1031 while(!tmp_loop) { 947 while (!tmp_loop)
1032 const char *name = add_string (op->name); 948 {
949 shstr name = op->name;
1033 int x = op->x, y = op->y; 950 int x = op->x, y = op->y;
951
1034 remove_statbonus(op); 952 op->remove_statbonus ();
1035 remove_ob (op); 953 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 954 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 955 op->arch->clone.copy_to (op);
1038 op->instantiate (); 956 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 957 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 958 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; 959 op->x = x;
1045 op->y = y; 960 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 961 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 962 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 963 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 964 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 965 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 966 }
967
1055 update_object(op,UP_OBJ_FACE); 968 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 969 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 970 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 971 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 972 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 973 op->stats.grace = 0;
974
1061 if (op->msg) 975 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 976 new_draw_info (NDI_BLUE, 0, op, op->msg);
977
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 978 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; 979 return 0;
1065} 980}
1066 981
1067int key_confirm_quit(object *op, char key) 982void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
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;
1110}
1111
1112void flee_player(object *op) { 983flee_player (object *op)
984{
1113 int dir,diff; 985 int dir, diff;
1114 rv_vector rv; 986 rv_vector rv;
1115 987
1116 if(op->stats.hp < 0) { 988 if (op->stats.hp < 0)
989 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 990 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 991 CLEAR_FLAG (op, FLAG_SCARED);
992 return;
993 }
994
995 if (op->enemy == NULL)
996 {
997 LOG (llevDebug, "Fleeing player had no enemy.\n");
998 CLEAR_FLAG (op, FLAG_SCARED);
999 return;
1000 }
1001
1002 /* Seen some crashes here. Since we don't store an
1003 * op->enemy_count, it is possible that something destroys the
1004 * actual enemy, and the object is recycled.
1005 */
1006 if (op->enemy->map == NULL)
1007 {
1008 CLEAR_FLAG (op, FLAG_SCARED);
1009 op->enemy = NULL;
1010 return;
1011 }
1012
1013 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1014 {
1015 op->enemy = NULL;
1016 CLEAR_FLAG (op, FLAG_SCARED);
1017 return;
1018 }
1019
1020 get_rangevector (op, op->enemy, &rv, 0);
1021
1022 dir = absdir (4 + rv.direction);
1023 for (diff = 0; diff < 3; diff++)
1024 {
1025 int m = 1 - (RANDOM () & 2);
1026
1027 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1028 return;
1120 } 1029 }
1121 1030
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 */ 1031 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1032 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1033 op->enemy = NULL;
1156} 1034}
1157 1035
1158 1036
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1037/* 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 1038 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1039 * stop.
1162 */ 1040 */
1041int
1163int check_pick(object *op) { 1042check_pick (object *op)
1043{
1164 object *tmp, *next; 1044 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1045 int stop = 0;
1167 int j, k, wvratio; 1046 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1047 char putstring[128], tmpstr[16];
1169 1048
1170
1171 /* if you're flying, you cna't pick up anything */ 1049 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1050 if (op->move_type & MOVE_FLYING)
1173 return 1; 1051 return 1;
1174 1052
1175 op_tag = op->count;
1176
1177 next = op->below; 1053 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1054
1181 /* loop while there are items on the floor that are not marked as 1055 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1056 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1057 while (next && !next->destroyed ())
1184 { 1058 {
1185 tmp = next; 1059 tmp = next;
1186 next = tmp->below; 1060 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1061
1190 if (was_destroyed (op, op_tag)) 1062 if (op->destroyed ())
1191 return 0; 1063 return 0;
1192 1064
1193 if ( ! can_pick (op, tmp)) 1065 if (!can_pick (op, tmp))
1194 continue; 1066 continue;
1195 1067
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1068 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1069 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1070 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1071 pick_up (op, tmp);
1200 continue; 1072 continue;
1201 } 1073 }
1202 1074
1203 /* high not bit set? We're using the old autopickup model */ 1075 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1076 if (!(op->contr->mode & PU_NEWMODE))
1077 {
1205 switch (op->contr->mode) { 1078 switch (op->contr->mode)
1079 {
1080 case 0:
1206 case 0: return 1; /* don't pick up */ 1081 return 1; /* don't pick up */
1082 case 1:
1207 case 1: pick_up (op, tmp); 1083 pick_up (op, tmp);
1208 return 1; 1084 return 1;
1085 case 2:
1209 case 2: pick_up (op, tmp); 1086 pick_up (op, tmp);
1210 return 0; 1087 return 0;
1088 case 3:
1211 case 3: return 0; /* stop before pickup */ 1089 return 0; /* stop before pickup */
1090 case 4:
1212 case 4: pick_up (op, tmp); 1091 pick_up (op, tmp);
1213 break; 1092 break;
1093 case 5:
1214 case 5: pick_up (op, tmp); 1094 pick_up (op, tmp);
1215 stop = 1; 1095 stop = 1;
1216 break; 1096 break;
1217 case 6: 1097 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1098 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); 1099 pick_up (op, tmp);
1221 break; 1100 break;
1222 1101
1223 case 7: 1102 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1103 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1104 pick_up (op, tmp);
1226 break; 1105 break;
1227 1106
1228 default: 1107 default:
1229 /* use value density */ 1108 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1109 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1110 && (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); 1111 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 } 1112 }
1262 } 1113 }
1263 } 1114 else
1115 { /* old model */
1116 /* NEW pickup handling */
1117 if (op->contr->mode & PU_DEBUG)
1118 {
1119 /* some debugging code to figure out item information */
1120 if (tmp->name != NULL)
1121 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1122 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1123 else
1124 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1125 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1126
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1127 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1128 }
1265 1129
1130 /* philosophy:
1131 * It's easy to grab an item type from a pile, as long as it's
1132 * generic. This takes no game-time. For more detailed pickups
1133 * and selections, select-items should be used. This is a
1134 * grab-as-you-run type mode that's really useful for arrows for
1135 * example.
1136 * The drawback: right now it has no frontend, so you need to
1137 * stick the bits you want into a calculator in hex mode and then
1138 * convert to decimal and then 'pickup <#>
1139 */
1140
1141 /* the first two modes are exclusive: if NOTHING we return, if
1142 * STOP then we stop. All the rest are applied sequentially,
1143 * meaning if any test passes, the item gets picked up. */
1144
1145 /* if mode is set to pick nothing up, return */
1146
1147 if (op->contr->mode & PU_NOTHING)
1148 return 1;
1149
1150 /* if mode is set to stop when encountering objects, return */
1151 /* take STOP before INHIBIT since it doesn't actually pick
1152 * anything up */
1153
1154 if (op->contr->mode & PU_STOP)
1155 return 0;
1156
1157 /* useful for going into stores and not losing your settings... */
1158 /* and for battles wher you don't want to get loaded down while
1159 * fighting */
1160 if (op->contr->mode & PU_INHIBIT)
1161 return 1;
1162
1163 /* prevent us from turning into auto-thieves :) */
1164 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1165 continue;
1166
1167 /* ignore known cursed objects */
1168 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1169 continue;
1170
1171 /* all food and drink if desired */
1172 /* question: don't pick up known-poisonous stuff? */
1173 if (op->contr->mode & PU_FOOD)
1174 if (tmp->type == FOOD)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 if (op->contr->mode & PU_DRINK)
1181 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1182 {
1183 pick_up (op, tmp);
1184 continue;
1185 }
1186
1187 if (op->contr->mode & PU_POTION)
1188 if (tmp->type == POTION)
1189 {
1190 pick_up (op, tmp);
1191 continue;
1192 }
1193
1194 /* spellbooks, skillscrolls and normal books/scrolls */
1195 if (op->contr->mode & PU_SPELLBOOK)
1196 if (tmp->type == SPELLBOOK)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 if (op->contr->mode & PU_SKILLSCROLL)
1203 if (tmp->type == SKILLSCROLL)
1204 {
1205 pick_up (op, tmp);
1206 continue;
1207 }
1208
1209 if (op->contr->mode & PU_READABLES)
1210 if (tmp->type == BOOK || tmp->type == SCROLL)
1211 {
1212 pick_up (op, tmp);
1213 continue;
1214 }
1215
1216 /* wands/staves/rods/horns */
1217 if (op->contr->mode & PU_MAGIC_DEVICE)
1218 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* pick up all magical items */
1225 if (op->contr->mode & PU_MAGICAL)
1226 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_VALUABLES)
1233 {
1234 if (tmp->type == MONEY || tmp->type == GEM)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239 }
1240
1241 /* rings & amulets - talismans seems to be typed AMULET */
1242 if (op->contr->mode & PU_JEWELS)
1243 if (tmp->type == RING || tmp->type == AMULET)
1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1249 /* we don't forget dragon food */
1250 if (op->contr->mode & PU_FLESH)
1251 if (tmp->type == FLESH)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* bows and arrows. Bows are good for selling! */
1258 if (op->contr->mode & PU_BOW)
1259 if (tmp->type == BOW)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 if (op->contr->mode & PU_ARROW)
1266 if (tmp->type == ARROW)
1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1271
1272 /* all kinds of armor etc. */
1273 if (op->contr->mode & PU_ARMOUR)
1274 if (tmp->type == ARMOUR)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_HELMET)
1281 if (tmp->type == HELMET)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_SHIELD)
1288 if (tmp->type == SHIELD)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_BOOTS)
1295 if (tmp->type == BOOTS)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 if (op->contr->mode & PU_GLOVES)
1302 if (tmp->type == GLOVES)
1303 {
1304 pick_up (op, tmp);
1305 continue;
1306 }
1307
1308 if (op->contr->mode & PU_CLOAK)
1309 if (tmp->type == CLOAK)
1310 {
1311 pick_up (op, tmp);
1312 continue;
1313 }
1314
1315 /* hoping to catch throwing daggers here */
1316 if (op->contr->mode & PU_MISSILEWEAPON)
1317 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322
1323 /* careful: chairs and tables are weapons! */
1324 if (op->contr->mode & PU_ALLWEAPON)
1325 {
1326 if (tmp->type == WEAPON && tmp->name != NULL)
1327 {
1328 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1329 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334 }
1335
1336 if (tmp->type == WEAPON && tmp->name == NULL)
1337 {
1338 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343 }
1344 }
1345
1346 /* misc stuff that's useful */
1347 if (op->contr->mode & PU_KEY)
1348 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1353
1354 /* any of the last 4 bits set means we use the ratio for value
1355 * pickups */
1356 if (op->contr->mode & PU_RATIO)
1357 {
1358 /* use value density to decide what else to grab */
1359 /* >=7 was >= op->contr->mode */
1360 /* >=7 is the old standard setting. Now we take the last 4 bits
1361 * and multiply them by 5, giving 0..15*5== 5..75 */
1362 wvratio = (op->contr->mode & PU_RATIO) * 5;
1363 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1364 {
1365 pick_up (op, tmp);
1266#if 0 1366#if 0
1267 /* print the flags too */ 1367 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1368 if (tmp->name != NULL)
1269 { 1369 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1370 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1371 }
1272 { 1372 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1373 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1374 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1375 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 1376#endif
1279 } 1377 continue;
1280 /* philosophy: 1378 }
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 } 1379 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1380 } /* 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 } 1381 }
1440 } /* the new pickup model */ 1382
1441 }
1442 return ! stop; 1383 return !stop;
1443} 1384}
1444 1385
1445/* 1386/*
1446 * Find an arrow in the inventory and after that 1387 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1388 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1389 * found object is returned.
1449 */ 1390 */
1391object *
1450object *find_arrow(object *op, const char *type) 1392find_arrow (object *op, const char *type)
1451{ 1393{
1452 object *tmp = NULL; 1394 object *tmp = NULL;
1453 1395
1454 for(op=op->inv; op; op=op->below) 1396 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1397 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); 1398 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1399 else if (op->type == ARROW && op->race == type)
1459 return op; 1400 return op;
1460 return tmp; 1401 return tmp;
1461} 1402}
1462 1403
1463/* 1404/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1405 * 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 1406 * 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 1407 * 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. 1408 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1409 */
1469 1410
1411object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1412find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1413{
1472 object *tmp = NULL, *arrow, *ntmp; 1414 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1415 int attacknum, attacktype, betterby = 0, i;
1474 1416
1475 if (!type) 1417 if (!type)
1476 return NULL; 1418 return NULL;
1477 1419
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1420 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1421 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1422 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1423 {
1481 i = 0; 1424 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1425 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1426 if (i > betterby)
1427 {
1484 tmp = ntmp; 1428 tmp = ntmp;
1485 betterby = i; 1429 betterby = i;
1486 } 1430 }
1431 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1432 else if (arrow->type == ARROW && arrow->race == type)
1433 {
1488 /* allways prefer assasination/slaying */ 1434 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1435 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1436 {
1491 if (arrow->attacktype & AT_DEATH) { 1437 if (arrow->attacktype & AT_DEATH)
1438 {
1492 *better = 100; 1439 *better = 100;
1493 return arrow; 1440 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1441 }
1498 } else { 1442 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 } 1443 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1444 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1445 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 } 1446 }
1515 } 1447 }
1448 else
1449 {
1450 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1451 {
1452 attacktype = 1 << attacknum;
1453 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1454 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1455 {
1456 tmp = arrow;
1457 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1458 }
1459 }
1460 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1461 {
1462 tmp = arrow;
1463 betterby = 2 + arrow->magic + arrow->stats.dam;
1464 }
1465 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1466 {
1467 tmp = arrow;
1468 betterby = 1 + arrow->magic + arrow->stats.dam;
1469 }
1516 } 1470 }
1471 }
1517 } 1472 }
1518 if (tmp == NULL && arrow == NULL) 1473 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1474 return find_arrow (op, type);
1520 1475
1521 *better = betterby; 1476 *better = betterby;
1522 return tmp; 1477 return tmp;
1523} 1478}
1524 1479
1525/* looks in a given direction, finds the first valid target, and calls 1480/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1481 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1482 * op = the shooter
1528 * type = bow->race 1483 * type = bow->race
1529 * dir = fire direction 1484 * dir = fire direction
1530 */ 1485 */
1531 1486
1487object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1488pick_arrow_target (object *op, const char *type, int dir)
1533{ 1489{
1534 object *tmp = NULL; 1490 object *tmp = NULL;
1535 mapstruct *m; 1491 maptile *m;
1536 int i, mflags, found, number; 1492 int i, mflags, found, number;
1537 sint16 x, y; 1493 sint16 x, y;
1538 1494
1539 if (op->map == NULL) 1495 if (op->map == NULL)
1540 return find_arrow(op, type); 1496 return find_arrow (op, type);
1541 1497
1542 /* do a dex check */ 1498 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1499 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))) 1500 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1501 return find_arrow (op, type);
1546 1502
1547 m = op->map; 1503 m = op->map;
1548 x = op->x; 1504 x = op->x;
1549 y = op->y; 1505 y = op->y;
1550 1506
1551 /* find the first target */ 1507 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1508 for (i = 0, found = 0; i < 20; i++)
1509 {
1553 x += freearr_x[dir]; 1510 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1511 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1512 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1513 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1514 {
1557 tmp = NULL; 1515 tmp = NULL;
1516 break;
1517 }
1518 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1519 {
1520 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1521 * perhaps a bad assumption.
1522 */
1523 tmp = NULL;
1524 break;
1525 }
1526 if (mflags & P_IS_ALIVE)
1527 {
1528 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1529 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1530 {
1531 found++;
1532 break;
1533 }
1534 if (found)
1558 break; 1535 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 } 1536 }
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 } 1537 }
1576 if (tmp == NULL) 1538 if (tmp == NULL)
1577 return find_arrow(op, type); 1539 return find_arrow (op, type);
1578 1540
1579 if (tmp->head) 1541 if (tmp->head)
1580 tmp = tmp->head; 1542 tmp = tmp->head;
1581 1543
1582 return find_better_arrow(op, tmp, type, &i); 1544 return find_better_arrow (op, tmp, type, &i);
1583} 1545}
1584 1546
1585/* 1547/*
1586 * Creature fires a bow - op can be monster or player. Returns 1548 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1549 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1552 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1553 * 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 1554 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1555 * player fire modes.
1594 */ 1556 */
1557int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1558fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1559{
1598 object *left, *bow; 1560 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1561 int bowspeed, mflags;
1601 mapstruct *m; 1562 maptile *m;
1602 1563
1603 if (!dir) { 1564 if (!dir)
1565 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1567 return 0;
1606 } 1568 }
1569
1607 if (op->type == PLAYER) 1570 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1571 bow = op->contr->ranges[range_bow];
1609 else { 1572 else
1573 {
1610 for(bow=op->inv; bow; bow=bow->below) 1574 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1575 /* 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. 1576 * don't need to switch back and forth between bows and weapons.
1613 */ 1577 */
1614 if(bow->type==BOW) 1578 if (bow->type == BOW)
1615 break; 1579 break;
1616 1580
1617 if (!bow) { 1581 if (!bow)
1582 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1583 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1584 return 0;
1620 } 1585 }
1621 } 1586 }
1587
1622 if( !bow->race || !bow->skill) { 1588 if (!bow->race || !bow->skill)
1589 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1591 return 0;
1625 } 1592 }
1626 1593
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1594 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1595
1629 /* penalize ROF for bestarrow */ 1596 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1597 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1598 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1599
1632 if (bowspeed < 1) 1600 if (bowspeed < 1)
1633 bowspeed = 1; 1601 bowspeed = 1;
1634 1602
1635 if (arrow == NULL) { 1603 if (arrow == NULL)
1604 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1605 if ((arrow = find_arrow (op, bow->race)) == NULL)
1606 {
1637 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1608 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 */ 1609 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1610 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1611 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1612 return 0;
1644 } 1613 }
1645 } 1614 }
1615
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1616 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1617 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1618 return 0;
1649 } 1619
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1620 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1621 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1622 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1623 return 0;
1653 } 1624 }
1654 1625
1655 /* this should not happen, but sometimes does */ 1626 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1627 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1628 {
1658 free_object(arrow); 1629 arrow->destroy ();
1659 return 0; 1630 return 0;
1660 } 1631 }
1661 1632
1662 left = arrow; /* these are arrows left to the player */ 1633 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1634 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1635 if (!arrow)
1636 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1637 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1638 return 0;
1669 } 1639 }
1670 set_owner(arrow, op); 1640
1671 if (arrow->skill) free_string(arrow->skill); 1641 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1642 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1643 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1644
1678 if (op->type == PLAYER) { 1645 if (op->type == PLAYER)
1646 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1647 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1648 op->update_stats ();
1681 } 1649 }
1682 1650
1683 SET_ANIMATION(arrow, arrow->direction); 1651 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1652 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1653 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1654 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1655 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1656 arrow->spellarg = strdup (arrow->slaying);
1689 1657
1690 /* Note that this was different for monsters - they got their level 1658 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1659 * added to the damage. I think the strength bonus is more proper.
1692 */ 1660 */
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 1661
1662 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1663
1698 /* update the speed */ 1664 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1665 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1666 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 1667
1704 if (arrow->speed < 1.0) 1668 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1669 arrow->speed_left = 0;
1708 1670
1709 if (op->type == PLAYER) { 1671 if (op->type == PLAYER)
1672 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1673 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1674 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1675 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 1676
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1677 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1678 }
1679 else
1680 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1681 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; 1682 arrow->level = op->level;
1721 } 1683 }
1684
1722 if (arrow->attacktype == AT_PHYSICAL) 1685 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687
1724 if (bow->slaying != NULL) 1688 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1689 arrow->slaying = bow->slaying;
1726 1690
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1691 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1692 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1693
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1694 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1695 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1696
1735 if (!was_destroyed(arrow, tag)) 1697 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1698 move_arrow (arrow);
1737 1699
1738 if (op->type == PLAYER) { 1700 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1701 {
1702 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1703 esrv_del_item (op->contr, left->count);
1741 else 1704 else
1742 esrv_send_item(op, left); 1705 esrv_send_item (op, left);
1743 } 1706 }
1707
1744 return 1; 1708 return 1;
1745} 1709}
1746 1710
1747/* Special fire code for players - this takes into 1711/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1712 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1713 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1714 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1715 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1716 * hence the function name.
1753 */ 1717 */
1718int
1754int player_fire_bow(object *op, int dir) 1719player_fire_bow (object *op, int dir)
1755{ 1720{
1756 int ret=0, wcmod=0; 1721 int ret = 0, wcmod = 0;
1757 1722
1758 if (op->contr->bowtype == bow_bestarrow) { 1723 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1724 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1725 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); 1726 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1727 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1728 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1729 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1730 wcmod = -1;
1731
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1732 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1733 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1734 else if (op->contr->bowtype == bow_threewide)
1735 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 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)]); 1737 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)]); 1738 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1739 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1740 else if (op->contr->bowtype == bow_spreadshot)
1741 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1742 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); 1743 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); 1744 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1745
1776 } else { 1746 }
1747 else
1748 {
1777 /* Simple case */ 1749 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1750 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1751 }
1780 return ret; 1752 return ret;
1781} 1753}
1782 1754
1783 1755
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1756/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1757 * Broken apart from 'fire' to keep it more readable.
1786 */ 1758 */
1759void
1787void fire_misc_object(object *op, int dir) 1760fire_misc_object (object *op, int dir)
1788{ 1761{
1789 object *item; 1762 object *item;
1790 1763
1791 if (!op->contr->ranges[range_misc]) { 1764 if (!op->contr->ranges[range_misc])
1765 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1766 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1767 return;
1794 } 1768 }
1795 1769
1796 item = op->contr->ranges[range_misc]; 1770 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1771 if (!item->inv)
1772 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1774 return;
1800 } 1775 }
1801 if (item->type == WAND) { 1776 if (item->type == WAND)
1777 {
1802 if(item->stats.food<=0) { 1778 if (item->stats.food <= 0)
1779 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1780 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)); 1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1782 return;
1806 } 1783 }
1784 }
1807 } else if (item->type == ROD || item->type==HORN) { 1785 else if (item->type == ROD || item->type == HORN)
1786 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1788 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1790 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)); 1791 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1792 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1793 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; 1794 return;
1817 } 1795 }
1818 } 1796 }
1819 1797
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1798 if (cast_spell (op, item, dir, item->inv, NULL))
1799 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1800 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1801 if (item->type == WAND)
1802 {
1823 if (!(--item->stats.food)) { 1803 if (!(--item->stats.food))
1804 {
1824 object *tmp; 1805 object *tmp;
1806
1825 if (item->arch) { 1807 if (item->arch)
1808 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1809 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1810 item->face = item->arch->clone.face;
1828 item->speed = 0; 1811 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1812 }
1813
1831 if ((tmp=is_player_inv(item))) 1814 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1815 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1816 }
1834 } 1817 }
1835 else if (item->type == ROD || item->type==HORN) { 1818 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1819 drain_rod_charge (item);
1837 }
1838 } 1820 }
1839} 1821}
1840 1822
1841/* Received a fire command for the player - go and do it. 1823/* Received a fire command for the player - go and do it.
1842 */ 1824 */
1825void
1843void fire(object *op,int dir) { 1826fire (object *op, int dir)
1827{
1844 int spellcost=0; 1828 int spellcost = 0;
1845 1829
1846 /* check for loss of invisiblity/hide */ 1830 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1831 if (action_makes_visible (op))
1832 make_visible (op);
1848 1833
1849 switch(op->contr->shoottype) { 1834 switch (op->contr->shoottype)
1835 {
1850 case range_none: 1836 case range_none:
1837 return;
1838
1839 case range_bow:
1840 player_fire_bow (op, dir);
1841 return;
1842
1843 case range_magic: /* Casting spells */
1844 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1845 return;
1846
1847 case range_misc:
1848 fire_misc_object (op, dir);
1849 return;
1850
1851 case range_golem: /* Control summoned monsters from scrolls */
1852 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1853 {
1854 op->contr->ranges[range_golem] = 0;
1855 op->contr->shoottype = range_none;
1856 }
1857 else
1858 control_golem (op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if (!op->chosen_skill)
1863 {
1864 if (op->type == PLAYER)
1865 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1866 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 } 1867 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875 1868
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); 1869 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1870 return;
1871 case range_builder:
1872 apply_map_builder (op, dir);
1873 return;
1887 default: 1874 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1875 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1876 return;
1890 } 1877 }
1891} 1878}
1892 1879
1893 1880
1894 1881
1901 * inv is the objects inventory to searched 1888 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1889 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1890 * This function can be called recursively to search containers.
1904 */ 1891 */
1905 1892
1893object *
1906object * find_key(object *pl, object *container, object *door) 1894find_key (object *pl, object *container, object *door)
1907{ 1895{
1908 object *tmp,*key; 1896 object *tmp, *key;
1909 1897
1910 /* Should not happen, but sanity checking is never bad */ 1898 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1899 if (container->inv == NULL)
1900 return NULL;
1912 1901
1913 /* First, lets try to find a key in the top level inventory */ 1902 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1903 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1904 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1905 if (door->type == DOOR && tmp->type == KEY)
1906 break;
1916 /* For sanity, we should really check door type, but other stuff 1907 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1908 * (like containers) can be locked with special keys
1918 */ 1909 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1910 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1911 break;
1921 } 1912 }
1922 /* No key found - lets search inventories now */ 1913 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1914 /* 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 1915 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1916 * a key, return
1926 */ 1917 */
1927 if (!tmp) { 1918 if (!tmp)
1919 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1920 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1921 {
1929 /* No reason to search empty containers */ 1922 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1923 if (tmp->type == CONTAINER && tmp->inv)
1924 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1925 if ((key = find_key (pl, tmp, door)) != NULL)
1926 return key;
1932 } 1927 }
1933 } 1928 }
1929 if (!tmp)
1934 if (!tmp) return NULL; 1930 return NULL;
1935 } 1931 }
1936 /* We get down here if we have found a key. Now if its in a container, 1932 /* 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 1933 * see if we actually want to use it
1938 */ 1934 */
1939 if (pl!=container) { 1935 if (pl != container)
1936 {
1940 /* Only let players use keys in containers */ 1937 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1938 if (!pl->contr)
1939 return NULL;
1942 /* cases where this fails: 1940 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1941 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1942 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1943 * If the container is not active, return now since only active
1946 * containers can be used. 1944 * containers can be used.
1947 * If we only search keyrings and the container does not have 1945 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1946 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1947 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1948 * inv must have been an container and must have been active.
1951 * 1949 *
1952 * Change the color so that the message doesn't disappear with 1950 * Change the color so that the message doesn't disappear with
1953 * all the others. 1951 * all the others.
1954 */ 1952 */
1955 if (pl->contr->usekeys == key_inventory || 1953 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1954 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1956 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1958 "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; 1959 return NULL;
1964 } 1960 }
1965 } 1961 }
1966 return tmp; 1962 return tmp;
1967} 1963}
1968 1964
1969/* moved door processing out of move_player_attack. 1965/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1966 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1967 * such that the caller should not do anything more,
1972 * 0 otherwise 1968 * 0 otherwise
1973 */ 1969 */
1970static int
1974static int player_attack_door(object *op, object *door) 1971player_attack_door (object *op, object *door)
1975{ 1972{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1973 /* 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 - 1974 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1975 * otherwise, we fall through to the rest of the code.
1980 */ 1976 */
1981 object *key=find_key(op, op, door); 1977 object *key = find_key (op, op, door);
1982 1978
1983 /* IF we found a key, do some extra work */ 1979 /* IF we found a key, do some extra work */
1984 if (key) { 1980 if (key)
1981 {
1985 object *container=key->env; 1982 object *container = key->env;
1986 1983
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1984 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1985 if (action_makes_visible (op))
1986 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1987 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1988 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 1989 if (door->type == DOOR)
1990 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1991 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 1992 }
1993 else if(door->type==LOCKED_DOOR) { 1993 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1994 {
1995 "You open the door with the %s", query_short_name(key)); 1995 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 ;-) */ 1996 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1997 }
1998 /* Do this after we print the message */ 1998 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1999 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2000 /* Need to update the weight the container the key was in */
2001 if (container != op) 2001 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2002 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2003 return 1; /* Nothing more to do below */
2004 }
2004 } else if (door->type==LOCKED_DOOR) { 2005 else if (door->type == LOCKED_DOOR)
2006 {
2005 /* Might as well return now - no other way to open this */ 2007 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2008 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2009 return 1;
2008 } 2010 }
2009 return 0; 2011 return 0;
2010} 2012}
2011 2013
2012/* This function is just part of a breakup from move_player. 2014/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2015 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2016 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2017 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2018 * going to try and move (not fire weapons).
2017 */ 2019 */
2018 2020void
2019void move_player_attack(object *op, int dir) 2021move_player_attack (object *op, int dir)
2020{ 2022{
2021 object *tmp, *mon; 2023 object *tmp, *mon;
2022 sint16 nx, ny; 2024 sint16 nx, ny;
2023 int on_battleground; 2025 int on_battleground;
2024 mapstruct *m; 2026 maptile *m;
2025 2027
2026 nx=freearr_x[dir]+op->x; 2028 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2029 ny = freearr_y[dir] + op->y;
2028 2030
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2031 on_battleground = op_on_battleground (op, 0, 0);
2030 2032
2031 /* If braced, or can't move to the square, and it is not out of the 2033 /* 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 2034 * 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 2035 * 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 2036 * 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 2037 * 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 2038 * 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 2039 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2040 * move_ob uses.
2039 */ 2041 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2042 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2043 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2044 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 } 2045 {
2046 m = op->map->xy_find (nx, ny);
2047 if (!m)
2048 return; /* Don't think this should happen */
2049 }
2050 else
2045 else m =op->map; 2051 m = op->map;
2046 2052
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2053 if (!(tmp = m->at (nx, ny).bot))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2054 return;
2055
2056 mon = 0;
2057 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space
2061 */
2062 while (tmp)
2063 {
2064 if (tmp == op)
2065 {
2066 tmp = tmp->above;
2067 continue;
2068 }
2069
2070 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2071 {
2072 mon = tmp;
2073 break;
2074 }
2075
2076 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2077 mon = tmp;
2078
2079 tmp = tmp->above;
2080 }
2081
2082 if (!mon) /* This happens anytime the player tries to move */
2083 return; /* into a wall */
2084
2085 if (mon->head)
2086 mon = mon->head;
2087
2088 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2089 if (player_attack_door (op, mon))
2090 return;
2091
2092 /* The following deals with possibly attacking peaceful
2093 * or frienddly creatures. Basically, all players are considered
2094 * unaggressive. If the moving player has peaceful set, then the
2095 * object should be pushed instead of attacked. It is assumed that
2096 * if you are braced, you will not attack friends accidently,
2097 * and thus will not push them.
2098 */
2099
2100 /* If the creature is a pet, push it even if the player is not
2101 * peaceful. Our assumption is the creature is a pet if the
2102 * player owns it and it is either friendly or unagressive.
2103 */
2104 if ((op->type == PLAYER)
2105#if COZY_SERVER
2106 &&
2107 ((mon->owner && mon->owner->contr
2108 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2109#else
2110 && mon->owner == op
2111#endif
2112 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2113 {
2114 /* If we're braced, we don't want to switch places with it */
2115 if (op->contr->braced)
2049 return; 2116 return;
2050 }
2051 2117
2052 mon = NULL; 2118 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2053 /* Go through all the objects, and find ones of interest. Only stop if 2119 (void) push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2120 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2121 make_visible (op);
2056 * on the space 2122
2123 return;
2124 }
2125
2126 /* in certain circumstances, you shouldn't attack friendly
2127 * creatures. Note that if you are braced, you can't push
2128 * someone, but put it inside this loop so that you won't
2129 * attack them either.
2057 */ 2130 */
2058 while (tmp!=NULL) { 2131 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2132 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2133#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2134 (op->contr->peaceful
2135 || (mon->type == PLAYER
2136 && mon->contr->
2137 peaceful)) &&
2138#else
2139 op->contr->peaceful &&
2140#endif
2141 !on_battleground))
2142 {
2143 if (!op->contr->braced)
2144 {
2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2146 push_ob (mon, dir, op);
2062 } 2147 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2148 else
2064 mon = tmp; 2149 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2150
2151 if (op->contr->tmp_invis || op->hide)
2152 make_visible (op);
2153 }
2154
2155 /* If the object is a boulder or other rollable object, then
2156 * roll it if not braced. You can't roll it if you are braced.
2157 */
2158 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2159 {
2160 recursive_roll (mon, dir, op);
2161 if (action_makes_visible (op))
2162 make_visible (op);
2163 }
2164
2165 /* Any generic living creature. Including things like doors.
2166 * Way it works is like this: First, it must have some hit points
2167 * and be living. Then, it must be one of the following:
2168 * 1) Not a player, 2) A player, but of a different party. Note
2169 * that party_number -1 is no party, so attacks can still happen.
2170 */
2171 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2172 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2173 {
2174
2175 /* If the player hasn't hit something this tick, and does
2176 * so, give them speed boost based on weapon speed. Doing
2177 * it here is better than process_players2, which basically
2178 * incurred a 1 tick offset.
2179 */
2180 if (!op->contr->has_hit)
2181 {
2182 op->speed_left += op->speed / op->contr->weapon_sp;
2183
2184 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2185 }
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 2186
2075 if(mon->head != NULL) 2187 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2188
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2189 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2190 * hitback, and doesn't loose luck either.
2080 2191 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2192 * 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 */ 2193 */
2088 2194 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 )) { 2195 {
2129 if (!op->contr->braced) { 2196 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2197
2131 (void) push_ob(mon,dir,op); 2198 mon->contr->has_hit = 1;
2132 } else { 2199 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2200 mon->stats.luck = luck;
2134 } 2201 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2202
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); 2203 if (action_makes_visible (op))
2144 } 2204 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 } 2205 }
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 */ 2206 } /* if player should attack something */
2185} 2207}
2186 2208
2209int
2187int move_player(object *op,int dir) { 2210move_player (object *op, int dir)
2211{
2188 int pick; 2212 int pick;
2189 2213
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2214 if (!op->map || 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; 2215 return 0;
2216
2217 /* Sanity check: make sure dir is valid */
2218 if ((dir < 0) || (dir >= 9))
2219 {
2220 LOG (llevError, "move_player: invalid direction %d\n", dir);
2221 return 0;
2222 }
2223
2224 /* peterm: added following line */
2225 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2226 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2227
2228 op->facing = dir;
2229
2230 if (op->hide)
2231 do_hidden_move (op);
2232
2233 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2234 /*nop */ ;
2235 else if (op->contr->fire_on)
2236 fire (op, dir);
2237 else
2238 {
2239 move_player_attack (op, dir);
2240 pick = check_pick (op);
2241 }
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2247 op->direction = dir;
2248 else
2249 op->direction = 0;
2250
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 animate_object (op, op->facing);
2256 return 0;
2231} 2257}
2232 2258
2233/* This is similar to handle_player, below, but is only used by the 2259/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2260 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2261 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2262 * the new speed values for commands.
2237 * 2263 *
2238 * Returns true if there are more actions we can do. 2264 * Returns true if there are more actions we can do.
2239 */ 2265 */
2266int
2240int handle_newcs_player(object *op) 2267handle_newcs_player (object *op)
2241{ 2268{
2242 if (op->contr->hidden) { 2269 if (op->contr->hidden)
2270 {
2243 op->invisible = 1000; 2271 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2272 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2273 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2274 * alternate it here for it to work correctly.
2247 */ 2275 */
2248 if (pticks & 2) op->invisible--; 2276 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2277 op->invisible--;
2278 }
2279 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2280 {
2281 op->invisible--;
2252 if(!op->invisible) { 2282 if (!op->invisible)
2283 {
2253 make_visible(op); 2284 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2285 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2286 }
2256 } 2287 }
2257 2288
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2289 if (QUERY_FLAG (op, FLAG_SCARED))
2290 {
2259 flee_player(op); 2291 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2292 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2293 if (QUERY_FLAG (op, FLAG_SCARED))
2294 {
2262 op->speed_left--; 2295 op->speed_left--;
2263 return 0; 2296 return 0;
2264 } 2297 }
2265 } 2298 }
2266 2299
2267 /* I've been seeing crashes where the golem has been destroyed, but 2300 /* 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 2301 * 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 2302 * 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. 2303 * put this in a a workaround to clean up the golem pointer.
2271 */ 2304 */
2272 if (op->contr->ranges[range_golem] && 2305 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; 2306 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2307
2279 /* call this here - we also will call this in do_ericserver, but 2308 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2309 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2310 * called, so we recheck it here.
2282 */ 2311 */
2283 HandleClient(&op->contr->socket, op->contr); 2312 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2313 return 1;
2285 2314
2315 if (op->speed_left > 0)
2316 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2317 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2318 {
2287 /* All move commands take 1 tick, at least for now */ 2319 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2320 op->speed_left--;
2289 2321
2290 /* Instead of all the stuff below, let move_player take care 2322 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in 2323 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff. 2324 * there, as well as the confusion stuff.
2293 */ 2325 */
2294 move_player(op, op->direction); 2326 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2327
2296 else return 0; 2328 return op->speed_left > 0;
2329 }
2297 } 2330 }
2331
2332 return 0;
2333}
2334
2335int
2336save_life (object *op)
2337{
2338 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2339 return 0;
2299}
2300 2340
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2341 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2342 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2343 {
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2344 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2345 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2311 "Your %s vibrates violently, then evaporates.", 2346
2312 query_name(tmp));
2313 if (op->contr) 2347 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2348 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2349
2316 free_object(tmp); 2350 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2351 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352
2318 if(op->stats.hp<0) 2353 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2354 op->stats.hp = op->stats.maxhp;
2355
2320 if(op->stats.food<0) 2356 if (op->stats.food < 0)
2321 op->stats.food = 999; 2357 op->stats.food = 999;
2322 fix_player(op); 2358
2359 op->update_stats ();
2323 return 1; 2360 return 1;
2324 } 2361 }
2362
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2363 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2364 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2365 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2366 return 0;
2329} 2367}
2330 2368
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2369/* 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 2370 * 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 2371 * function will descend into containers. op is the object to start the search
2334 * from. 2372 * from.
2335 */ 2373 */
2374void
2336void remove_unpaid_objects(object *op, object *env) 2375remove_unpaid_objects (object *op, object *env)
2337{ 2376{
2338 object *next; 2377 object *next;
2339 2378
2340 while (op) { 2379 while (op)
2380 {
2341 next=op->below; /* Make sure we have a good value, in case 2381 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2382
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2383 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2384 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2385 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2386 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2387
2388 op->insert_at (env);
2351 } 2389 }
2390 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2391 remove_unpaid_objects (op->inv, env);
2392
2353 op=next; 2393 op = next;
2354 } 2394 }
2355} 2395}
2356
2357 2396
2358/* 2397/*
2359 * Returns pointer a static string containing gravestone text 2398 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2399 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2400 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2401 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2402 * but there isn't one in the server directory.
2364 */ 2403 */
2404char *
2365char *gravestone_text (object *op) 2405gravestone_text (object *op)
2366{ 2406{
2367 static char buf2[MAX_BUF]; 2407 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2408 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2409 time_t now = time (NULL);
2370 2410
2371 strcpy (buf2, " R.I.P.\n\n"); 2411 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2413 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2414 else
2375 sprintf (buf, "%s\n", op->name); 2415 sprintf (buf, "%s\n", &op->name);
2416
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2417 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2418 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2419 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2420 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2421 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2422 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2423
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2425 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2426 if (op->type == PLAYER)
2427 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2428 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2429 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2430 strcat (buf2, buf);
2388 } 2431 }
2432
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2433 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2434 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2435 strcat (buf2, buf);
2436
2392 return buf2; 2437 return buf2;
2393} 2438}
2394 2439
2395 2440void
2396
2397void do_some_living(object *op) { 2441do_some_living (object *op)
2442{
2398 int last_food=op->stats.food; 2443 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2444 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2445 int over_hp, over_sp, over_grace;
2401 int i; 2446 int i;
2402 int rate_hp = 1200; 2447 int rate_hp = 1200;
2403 int rate_sp = 2500; 2448 int rate_sp = 2500;
2404 int rate_grace = 2000; 2449 int rate_grace = 2000;
2405 const int max_hp = 1; 2450 const int max_hp = 1;
2406 const int max_sp = 1; 2451 const int max_sp = 1;
2407 const int max_grace = 1; 2452 const int max_grace = 1;
2408 2453
2409 if (op->contr->outputs_sync) { 2454 if (op->contr->outputs_sync)
2455 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2456 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) 2457 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]); 2458 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2459 }
2415 2460
2416 if(op->contr->state==ST_PLAYING) { 2461 if (op->contr->ns->state == ST_PLAYING)
2417 2462 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2463 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2464 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2465 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2466 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2467 else
2468 {
2423 gen_hp = op->stats.maxhp; 2469 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2470 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2471 }
2472
2426 if(op->contr->gen_sp >= 0 ) 2473 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2474 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2475 else
2476 {
2429 gen_sp = op->stats.maxsp; 2477 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2478 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2479 }
2480
2432 if(op->contr->gen_grace >= 0) 2481 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2482 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2483 else
2484 {
2435 gen_grace = op->stats.maxgrace; 2485 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2486 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2487 }
2438 2488
2439 /* Regenerate Spell Points */ 2489 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2490 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2491 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2492 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) { 2493 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2494 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2495 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2496 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2497 if (!QUERY_FLAG (op, FLAG_WIZ))
2498 {
2499 op->stats.food--;
2500 if (op->contr->digestion < 0)
2501 op->stats.food += op->contr->digestion;
2502 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 op->stats.food = last_food;
2463 } 2504 }
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 } 2505 }
2506
2507 if (max_sp > 1)
2508 {
2509 over_sp = (gen_sp + 10) / rate_sp;
2510 if (over_sp > 0)
2511 {
2512 if (op->stats.sp < op->stats.maxsp)
2513 {
2514 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2515
2516 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2517 op->stats.sp--;
2518
2519 if (op->stats.sp > op->stats.maxsp)
2520 op->stats.sp = op->stats.maxsp;
2521 }
2522 op->last_sp = 0;
2523 }
2524 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2526 }
2487 } else { 2527 else
2528 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2529 }
2530
2531 /* Regenerate Grace */
2532 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2533 if (--op->last_grace < 0)
2534 {
2535 if (op->stats.grace < op->stats.maxgrace / 2)
2536 op->stats.grace++; /* no penalty in food for regaining grace */
2537
2538 if (max_grace > 1)
2539 {
2540 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2541 if (over_grace > 0)
2542 {
2543 op->stats.sp += over_grace
2544 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2545 op->last_grace = 0;
2546 }
2547 else
2548 {
2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2550 }
2551 }
2552 else
2553 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2554 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2555 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2556 /* wearing stuff doesn't detract from grace generation. */
2491 } 2557 }
2492 2558
2493 /* Regenerate Hit Points */ 2559 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2560 if (--op->last_heal < 0)
2561 {
2495 if(op->stats.hp<op->stats.maxhp) { 2562 if (op->stats.hp < op->stats.maxhp)
2563 {
2496 op->stats.hp++; 2564 op->stats.hp++;
2497 /* dms do not consume food */ 2565 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2566 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2567 {
2568 op->stats.food--;
2500 if(op->contr->digestion<0) 2569 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2570 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2571 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; 2572 op->stats.food = last_food;
2573 }
2574 }
2575
2576 if (max_hp > 1)
2577 {
2578 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2579 if (over_hp > 0)
2580 {
2581 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2582 op->last_heal = 0;
2583 }
2584 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 }
2588 }
2589 else
2590 {
2591 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2592 }
2505 } 2593 }
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 2594
2521 /* Digestion */ 2595 /* Digestion */
2522 if(--op->last_eat<0) { 2596 if (--op->last_eat < 0)
2597 {
2523#ifdef COZY_SERVER 2598#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2599 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2600 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2601#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2602 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 2603#endif
2531 2604
2532 if(op->contr->gen_hp > 0) 2605 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2606 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2607 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2608 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2609
2536 /* dms do not consume food */ 2610 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2611 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2612 op->stats.food--;
2539 } 2613 }
2540 2614
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2615 if (op->stats.food < 0 && op->stats.hp >= 0)
2616 {
2542 object *tmp, *flesh=NULL; 2617 object *tmp, *flesh = 0;
2543 2618
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2619 for (tmp = op->inv; tmp; tmp = tmp->below)
2620 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2621 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2622 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2623 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2624 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2625 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2626 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2627 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2628 break;
2551 } 2629 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2630 else if (tmp->type == FLESH)
2631 flesh = tmp;
2553 } /* End if paid for object */ 2632 } /* End if paid for object */
2554 } /* end of for loop */ 2633 } /* end of for loop */
2634
2555 /* If player is still starving, it means they don't have any food, so 2635 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2636 * eat flesh instead.
2557 */ 2637 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2638 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2639 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2640 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2641 manual_apply (op, flesh, 0);
2561 } 2642 }
2562 } /* end if player is starving */ 2643 }
2563 2644
2564 while(op->stats.food<0&&op->stats.hp>0) 2645 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2646 op->stats.food++, op->stats.hp--;
2566 2647
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2648 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2649 kill_player (op);
2650 }
2569} 2651}
2570
2571
2572 2652
2573/* If the player should die (lack of hp, food, etc), we call this. 2653/* 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 2654 * 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 2655 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2656 * file.
2577 */ 2657 */
2658void
2578void kill_player(object *op) 2659kill_player (object *op)
2579{ 2660{
2580 char buf[MAX_BUF]; 2661 char buf[MAX_BUF];
2581 int x,y,i; 2662 int x, y;
2663
2664 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2665 maptile *map; /* this is for resurrection */
2666
2583 int z; 2667 /* int z;
2584 int num_stats_lose; 2668 int num_stats_lose;
2585 int lost_a_stat; 2669 int lost_a_stat;
2586 int lose_this_stat; 2670 int lose_this_stat;
2587 int this_stat; 2671 int this_stat; */
2588 int will_kill_again; 2672 int will_kill_again;
2589 archetype *at; 2673 archetype *at;
2590 object *tmp; 2674 object *tmp;
2591 2675
2592 if(save_life(op)) 2676 if (save_life (op))
2593 return; 2677 return;
2594 2678
2595 2679
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2680 /* 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. 2681 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2682 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2683 */
2600 if (op_on_battleground(op, &x, &y)) { 2684 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2685 {
2602 "You have been defeated in combat!"); 2686 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, 2687 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2688
2605
2606 /* restore player */ 2689 /* restore player */
2607 at = find_archetype("poisoning"); 2690 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2691 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2692 {
2610 remove_ob(tmp); 2693 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2694 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2695 }
2696
2697 at = archetype::find ("confusion");
2698 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2699 {
2614 2700 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"); 2701 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2702 }
2622 2703
2623 cure_disease(op,0); /* remove any disease */ 2704 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2705 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2706 if (op->stats.food <= 0)
2626 2707 op->stats.food = 999;
2708
2627 /* create a bodypart-trophy to make the winner happy */ 2709 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2710 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2711 {
2631 sprintf(buf,"%s's finger",op->name); 2712 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2713 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2714 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2715 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2716 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2717 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2718 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2719 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2720 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2721 }
2722
2644 /* teleport defeated player to new destination*/ 2723 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2724 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2725 op->contr->braced = 0;
2647 return; 2726 return;
2648 } 2727 }
2649 2728
2650 INVOKE_PLAYER (DEATH, op->contr); 2729 INVOKE_PLAYER (DEATH, op->contr);
2651 2730
2652 command_kill_pets (op, 0); 2731 command_kill_pets (op, 0);
2653 2732
2654 if(op->stats.food<0) { 2733 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2734 {
2656 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...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name); 2735 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2736 strcpy (op->contr->killer, "starvation");
2663 } 2737 }
2664 else { 2738 else
2665 if (op->contr->explore) {
2666 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...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name); 2739 sprintf (buf, "%s died.", &op->name);
2672 } 2740
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2741 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2742
2675 /* save the map location for corpse, gravestone*/ 2743 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2744 x = op->x;
2745 y = op->y;
2746 map = op->map;
2677 2747
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2748 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2749 * 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. 2750 * See the config.h file for a little more in depth detail about this.
2683 */ 2751 */
2684 2752
2685 /* Basically two ways to go - remove a stat permanently, or just 2753 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2754 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2755 * of death.
2688 */ 2756 */
2689#ifndef COZY_SERVER 2757#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2758 if (settings.balanced_stat_loss)
2759 {
2691 /* If stat loss is permanent, lose one stat only. */ 2760 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2761 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2762 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2763 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2764 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2765 little bit harder. */
2697 /* GD */ 2766 /* GD */
2698 if (settings.stat_loss_on_death) 2767 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; 2768 num_stats_lose = 1;
2704 } 2769 else
2770 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2771 }
2772 else
2773 num_stats_lose = 1;
2774
2705 lost_a_stat = 0; 2775 lost_a_stat = 0;
2706 2776
2707 for (z=0; z<num_stats_lose; z++) { 2777 for (z = 0; z < num_stats_lose; z++)
2778 {
2708 i = RANDOM() % NUM_STATS; 2779 i = RANDOM () % NUM_STATS;
2709 2780
2710 if (settings.stat_loss_on_death) { 2781 if (settings.stat_loss_on_death)
2782 {
2711 /* Pick a random stat and take a point off it. Tell the player 2783 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2784 * what he lost.
2713 */ 2785 */
2714 change_attr_value(&(op->stats), i,-1); 2786 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2787 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2788 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2789 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2790 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2791 lost_a_stat = 1;
2720 } else { 2792 }
2793 else
2794 {
2721 /* deplete a stat */ 2795 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2796 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2797 object *dep;
2798
2799 dep = present_arch_in_ob (deparch, op);
2800 if (!dep)
2724 2801 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2802 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2803 insert_ob_in_ob (dep, op);
2729 } 2804 }
2730 lose_this_stat = 1; 2805 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2806 if (settings.balanced_stat_loss)
2807 {
2732 /* GD */ 2808 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2809 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2810 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2811 if (this_stat < 0)
2812 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2813 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2814 int keep_chance = this_stat * this_stat;
2815
2738 /* Yes, I am paranoid. Sue me. */ 2816 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2817 if (keep_chance < 1)
2740 keep_chance = 1; 2818 keep_chance = 1;
2741 2819
2742 /* There is a maximum depletion total per level. */ 2820 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2821 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2822 {
2744 lose_this_stat = 0; 2823 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2824 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2825 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 } 2826 }
2756 } 2827 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 */ 2828 {
2766 if (this_stat>=-50) { 2829 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; 2830 lose_this_stat = 0;
2831 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2832 this_stat, keep_chance, loss_chance,
2833 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2834 }
2773 } 2835 }
2774 } 2836 }
2775 } 2837
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2838 if (lose_this_stat)
2839 {
2840 this_stat = get_attr_value (&(dep->stats), i);
2841 /* We could try to do something clever like find another
2842 * stat to reduce if this fails. But chances are, if
2843 * stats have been depleted to -50, all are pretty low
2844 * and should be roughly the same, so it shouldn't make a
2845 * difference.
2846 */
2847 if (this_stat >= -50)
2778 { 2848 {
2779 /* determine_god() seems to not work sometimes... why is this? 2849 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2850 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 " 2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2852 op->update_stats ();
2785 " you.", god); 2853 lost_a_stat = 1;
2786 else 2854 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2855 }
2856 }
2857 }
2858 /* If no stat lost, tell the player. */
2859 if (!lost_a_stat)
2860 {
2861 /* determine_god() seems to not work sometimes... why is this?
2862 Should I be using something else? GD */
2863 const char *god = determine_god (op);
2864
2865 if (god && (strcmp (god, "none")))
2866 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2867 else
2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2869 }
2870#else
2871 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2872#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 2873
2794 /* Put a gravestone up where the character 'almost' died. List the 2874 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2875 * exp loss on the stone.
2796 */ 2876 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2877 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2878 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2879 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2880 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2881 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2882 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" 2883 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; 2884 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2885 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2886
2811 /**************************************/ 2887 /**************************************/
2812 /* */ 2888 /* */
2813 /* Subtract the experience points, */ 2889 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2890 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2891 /* food, and reset HP's... */
2816 /* */ 2892 /* */
2817 /**************************************/ 2893 /**************************************/
2818 2894
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2895 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2896 /* restore player */
2821 at = find_archetype("poisoning"); 2897 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2898 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2899
2824 remove_ob(tmp); 2900 if (tmp)
2825 free_object(tmp); 2901 {
2902 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2903 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2904 }
2828 2905
2829 at = find_archetype("confusion"); 2906 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2907 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2908 if (tmp)
2832 remove_ob(tmp); 2909 {
2833 free_object(tmp); 2910 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2911 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2912 }
2913
2836 cure_disease(op,0); /* remove any disease */ 2914 cure_disease (op, 0); /* remove any disease */
2837 2915
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2916 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2917 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2918 if (op->stats.food < 100)
2919 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2920 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2921 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2922 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2923
2845 /* 2924 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2925 * 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 2926 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2927 * in the map.
2849 */ 2928 */
2850 2929
2851 if (is_in_shop (op)) 2930 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2931 remove_unpaid_objects (op->inv, op);
2853 2932
2854 /****************************************/ 2933 /****************************************/
2855 /* */ 2934 /* */
2856 /* Move player to his current respawn- */ 2935 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2936 /* position (usually last savebed) */
2858 /* */ 2937 /* */
2859 /****************************************/ 2938 /****************************************/
2860 2939
2861 enter_player_savebed(op); 2940 enter_player_savebed (op);
2862 2941
2863 /* Save the player before inserting the force to reduce
2864 * chance of abuse.
2865 */
2866 op->contr->braced=0; 2942 op->contr->braced = 0;
2867 save_player(op,1);
2868 2943
2869 /* it is possible that the player has blown something up 2944 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2945 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2946 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2947 * on the space that might harm the player.
2873 */ 2948 */
2874 will_kill_again=0; 2949 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2950 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2951 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2952 will_kill_again |= tmp->attacktype;
2878 } 2953
2879 if (will_kill_again) { 2954 if (will_kill_again)
2955 {
2880 object *force; 2956 object *force;
2881 int at; 2957 int at;
2882 2958
2883 force=get_archetype(FORCE_NAME); 2959 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 2960 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 2961 force->speed = 0.1;
2886 force->speed_left=-5.0; 2962 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 2963 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 2964 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 2965 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 2966 force->resist[at] = 100;
2967
2968 insert_ob_in_ob (force, op);
2969 op->update_stats ();
2970
2971 }
2972
2973 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2974}
2975
2976void
2977loot_object (object *op)
2978{ /* Grab and destroy some treasure */
2979 object *tmp, *tmp2, *next;
2980
2981 if (op->container)
2982 esrv_apply_container (op, op->container); /* close open sack first */
2983
2984 for (tmp = op->inv; tmp; tmp = next)
2985 {
2986 next = tmp->below;
2987
2988 if (tmp->invisible)
2989 continue;
2990
2991 tmp->remove ();
2992 tmp->x = op->x, tmp->y = op->y;
2993 if (tmp->type == CONTAINER)
2994 { /* empty container to ground */
2995 loot_object (tmp);
2996 }
2997 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2998 {
2999 if (tmp->nrof > 1)
3000 {
3001 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3002 tmp2->destroy ();
3003 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3004 }
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 { 3005 else
2950 delete_character(op->name,1); 3006 tmp->destroy ();
2951 } 3007 }
2952 } 3008 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); 3009 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 } 3010 }
2997} 3011}
2998 3012
2999/* 3013/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3014 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3015 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3016 * was changed.
3003 */ 3017 */
3004 3018
3019void
3005void fix_weight(void) { 3020fix_weight (void)
3006 player *pl; 3021{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3022 for_all_players (pl)
3023 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3024 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3025
3009 if(old == sum) 3026 if (old == sum)
3010 continue; 3027 continue;
3011 fix_player(pl->ob); 3028 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3029 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3030 }
3015} 3031}
3016 3032
3033void
3017void fix_luck(void) { 3034fix_luck (void)
3018 player *pl; 3035{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3036 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3037 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3038 pl->ob->change_luck (0);
3022} 3039}
3023
3024 3040
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3041/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3042 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3043 * just treat this as any other spell casting object.
3028 */ 3044 */
3029
3030void 3045void
3031cast_dust (object * op, object * throw_ob, int dir) 3046cast_dust (object *op, object *throw_ob, int dir)
3032{ 3047{
3033 object *skop, *spob; 3048 object *skop, *spob;
3034 3049
3035 skop = find_skill_by_name (op, throw_ob->skill); 3050 skop = find_skill_by_name (op, throw_ob->skill);
3036 3051
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3052 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3053 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3054 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3055 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3056 return;
3043 } 3057 }
3044 3058
3045 spob = throw_ob->inv; 3059 spob = throw_ob->inv;
3046 3060
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3061 // 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 3062 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3063 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3064 if (!spob)
3051 { 3065 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3066 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; 3067 return;
3055 } 3068 }
3056 3069
3057 if (op->type == PLAYER) 3070 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3071 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3072
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3073 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3074
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3075 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3076}
3066 3077
3078void
3067void make_visible (object *op) { 3079make_visible (object *op)
3080{
3068 op->hide = 0; 3081 op->hide = 0;
3069 op->invisible = 0; 3082 op->invisible = 0;
3070 if(op->type==PLAYER) { 3083 if (op->type == PLAYER)
3084 {
3071 op->contr->tmp_invis = 0; 3085 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3086 op->contr->invis_race = 0;
3073 } 3087 }
3074 update_object(op,UP_OBJ_FACE); 3088 update_object (op, UP_OBJ_FACE);
3075} 3089}
3076 3090
3091int
3077int is_true_undead(object *op) { 3092is_true_undead (object *op)
3093{
3078 object *tmp=NULL; 3094 object *tmp = NULL;
3079 3095
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3096 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3097 return 1;
3081 3098
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; 3099 return 0;
3087} 3100}
3088 3101
3089/* look at the surrounding terrain to determine 3102/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3103 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3104 * indicate greater hideability.
3092 */ 3105 */
3093 3106
3107int
3094int hideability(object *ob) { 3108hideability (object *ob)
3109{
3095 int i,level=0, mflag; 3110 int i, level = 0, mflag;
3096 sint16 x,y; 3111 sint16 x, y;
3097 3112
3098 if(!ob||!ob->map) return 0; 3113 if (!ob || !ob->map)
3114 return 0;
3099 3115
3100 /* so, on normal lighted maps, its hard to hide */ 3116 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3117 level = ob->map->darkness - 2;
3102 3118
3103 /* this also picks up whether the object is glowing. 3119 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3120 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3121 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3122 if (has_carried_lights (ob))
3123 level = -(10 + (2 * ob->map->darkness));
3107 3124
3108 /* scan through all nearby squares for terrain to hide in */ 3125 /* 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]) { 3126 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3127 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3128 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3129 if (mflag & P_OUT_OF_MAP)
3130 {
3131 continue;
3132 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3133 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3134 level += 2;
3114 else /* open terrain! */ 3135 else /* open terrain! */
3115 level -= 1; 3136 level -= 1;
3116 } 3137 }
3117 3138
3118#if 0 3139#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3140 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3141#endif
3121 return level; 3142 return level;
3122} 3143}
3123 3144
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3145/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3146 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3147 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3148 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3149 */
3129 3150
3151void
3130void do_hidden_move (object *op) { 3152do_hidden_move (object *op)
3153{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3154 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3155 object *skop;
3133 3156
3134 if(!op || !op->map) return; 3157 if (!op || !op->map)
3158 return;
3135 3159
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3160 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3161
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3162 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3163 if (op->type == PLAYER && op->contr->run_on)
3140 if(!skop || num >= skop->level) { 3164 if (!skop || num >= skop->level)
3165 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3166 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op);
3143 return;
3144 } else num += 20;
3145 }
3146 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */
3148 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3150 make_visible(op); 3167 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3168 return;
3152 "You moved out of hiding! You are visible!");
3153 } 3169 }
3170 else
3171 num += 20;
3172
3173 num += op->map->difficulty;
3174 hide = hideability (op); /* modify by terrain hidden level */
3175 num -= hide;
3176
3177 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3178 {
3179 make_visible (op);
3180 if (op->type == PLAYER)
3181 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 }
3154 else if (op->type == PLAYER && skop) { 3183 else if (op->type == PLAYER && skop)
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3184 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 }
3157} 3185}
3158 3186
3159/* determine if who is standing near a hostile creature. */ 3187/* determine if who is standing near a hostile creature. */
3160 3188
3189int
3161int stand_near_hostile( object *who ) { 3190stand_near_hostile (object *who)
3191{
3162 object *tmp=NULL; 3192 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3193 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3194 maptile *m;
3165 sint16 x,y; 3195 sint16 x, y;
3166 3196
3167 if(!who) return 0; 3197 if (!who)
3198 return 0;
3168 3199
3169 if(who->type==PLAYER) player=1; 3200 if (who->type == PLAYER)
3201 player = 1;
3202
3203 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3204 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3205
3172 /* search adjacent squares */ 3206 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3207 for (i = 1; i < 9; i++)
3208 {
3174 x = who->x+freearr_x[i]; 3209 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3210 y = who->y + freearr_y[i];
3176 m = who->map; 3211 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3212 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3213 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3214 * blocked, don't need to check this space.
3180 */ 3215 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3216 if (mflags & P_OUT_OF_MAP)
3217 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3218 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3219 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3220
3185 if((player||friendly) 3221 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3222 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3223 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3224 return 1;
3225 else if (tmp->type == PLAYER)
3226 {
3227 /*don't let a hidden DM prevent you from hiding */
3228 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3229 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 } 3230 }
3194 } 3231 }
3195 } 3232 }
3196 return 0; 3233 return 0;
3197} 3234}
3198 3235
3199/* check the player los field for viewability of the 3236/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3237 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3238 * 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. 3245 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3246 * -b.t.
3210 * This function is now map tiling safe. 3247 * This function is now map tiling safe.
3211 */ 3248 */
3212 3249
3250int
3213int player_can_view (object *pl,object *op) { 3251player_can_view (object *pl, object *op)
3252{
3214 rv_vector rv; 3253 rv_vector rv;
3215 int dx,dy; 3254 int dx, dy;
3216 3255
3217 if(pl->type!=PLAYER) { 3256 if (pl->type != PLAYER)
3257 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3258 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3259 return -1;
3220 } 3260 }
3221 if (!pl || !op) return 0;
3222 3261
3223 if(op->head) { op = op->head; } 3262 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; 3263 return 0;
3264
3265 op = op->head_ ();
3266
3267 get_rangevector (pl, op, &rv, 0x1);
3268
3269 /* starting with the 'head' part, lets loop
3270 * through the object and find if it has any
3271 * part that is in the los array but isnt on
3272 * a blocked los square.
3273 * we use the archetype to figure out offsets.
3274 */
3275 while (op)
3276 {
3277 dx = rv.distance_x + op->arch->clone.x;
3278 dy = rv.distance_y + op->arch->clone.y;
3279
3280 /* only the viewable area the player sees is updated by LOS
3281 * code, so we need to restrict ourselves to that range of values
3282 * for any meaningful values.
3283 */
3284 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3285 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3286 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3287 return 1;
3288 op = op->more;
3289 }
3290 return 0;
3247} 3291}
3248 3292
3249/* routine for both players and monsters. We call this when 3293/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3294 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3295 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3296 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3297 * return 0.
3254 */ 3298 */
3299int
3255int action_makes_visible (object *op) { 3300action_makes_visible (object *op)
3301{
3256 3302
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3303 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3304 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3305 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3306 return 0;
3260 3307
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3308 if (op->contr && op->contr->tmp_invis == 0)
3309 return 0;
3262 3310
3263 /* If monsters, they should become visible */ 3311 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3312 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3313 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3314 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3315 return 1;
3267 } 3316 }
3268 } 3317 }
3269 return 0; 3318 return 0;
3270} 3319}
3271 3320
3272/* op_on_battleground - checks if the given object op (usually 3321/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3322 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3323 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3324 * -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 3325 * 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 3326 * 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 3327 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3328 */
3329int
3280int op_on_battleground (object *op, int *x, int *y) { 3330op_on_battleground (object *op, int *x, int *y)
3331{
3281 object *tmp; 3332 object *tmp;
3282 3333
3283 /* A battleground-tile needs the following attributes to be valid: 3334 /* 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), 3335 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3336 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3337 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3338 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3339 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3340 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3341 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3342 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3343 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3344 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3345 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3346 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3347 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3348 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3349 {
3296 object *invtmp; 3350 object *invtmp;
3351
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3352 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3353 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3354 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3355 {
3300 if (x != NULL && y != NULL) 3356 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3357 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3358 return 1;
3359 }
3303 } 3360 }
3304 } 3361 }
3305 }
3306 if (x != NULL && y != NULL) 3362 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3363 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3364 return 1;
3365 }
3309 } 3366 }
3310 }
3311 } 3367 }
3312 /* If we got here, did not find a battleground */ 3368 /* If we got here, did not find a battleground */
3313 return 0; 3369 return 0;
3314} 3370}
3315 3371
3316/* 3372/*
3320 * attributes: 3376 * attributes:
3321 * object *who the dragon player 3377 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3378 * int atnr the attack-number of the ability focus
3323 * int level ability level 3379 * int level ability level
3324 */ 3380 */
3381void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3382dragon_ability_gain (object *who, int atnr, int level)
3383{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3384 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3385 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3386 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3387 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3388 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3389 int i = 0, j = 0;
3332 3390
3333 /* get the appropriate treasurelist */ 3391 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3392 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3393 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3394 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3395 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3396 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3397 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3398 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3399 trlist = find_treasurelist ("dragon_ability_poison");
3342 3400
3343 if (trlist == NULL || who->type != PLAYER) 3401 if (trlist == NULL || who->type != PLAYER)
3402 return;
3403
3404 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3405
3406 if (!tr || !tr->item)
3407 {
3408 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3409 return;
3410 }
3411
3412 /* everything seems okay - now bring on the gift: */
3413 item = &(tr->item->clone);
3414
3415 if (item->type == SPELL)
3416 {
3417 if (check_spell_known (who, item->name))
3344 return; 3418 return;
3345 3419
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3420 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3421 do_learn_spell (who, item, 0);
3348 3422 return;
3349 if (tr == NULL || tr->item == NULL) { 3423 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3424
3425 /* grant direct spell */
3426 if (item->type == SPELLBOOK)
3427 {
3428 if (!item->inv)
3429 {
3430 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3431 return;
3432 }
3433 if (check_spell_known (who, item->inv->name))
3351 return; 3434 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) { 3435 if (item->invisible)
3436 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3437 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); 3438 do_learn_spell (who, item->inv, 0);
3378 return; 3439 return;
3379 } 3440 }
3380 } 3441 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3442 else if (item->type == SKILL_TOOL && item->invisible)
3443 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3444 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3445 {
3383 3446
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3447 /* 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 3448 * 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, 3449 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3450 * but not all of them, he gets nothing.
3388 */ 3451 */
3389 if (!(skop->attacktype & item->attacktype)) { 3452 if (!(skop->attacktype & item->attacktype))
3453 {
3390 /* Give new attacktype */ 3454 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3455 skop->attacktype |= item->attacktype;
3392 3456
3393 /* always add physical if there's none */ 3457 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3458 skop->attacktype |= AT_PHYSICAL;
3395 3459
3396 if (item->msg != NULL) 3460 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3461 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3462
3399 /* Give player new face */ 3463 /* Give player new face */
3400 if (item->animation_id) { 3464 if (item->animation_id)
3465 {
3401 who->face = skop->face; 3466 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3467 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3468 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3469 who->last_anim = 0;
3405 who->state = 0; 3470 who->state = 0;
3406 animate_object(who, who->direction); 3471 animate_object (who, who->direction);
3407 } 3472 }
3408 } 3473 }
3409 } 3474 }
3410 } 3475 }
3411 else if (item->type == FORCE) { 3476 else if (item->type == FORCE)
3477 {
3412 /* forces in the treasurelist can alter the player's stats */ 3478 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3479 object *skin;
3480
3414 /* first get the dragon skin force */ 3481 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3482 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3483 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3484 ;
3418 3485
3486 if (!skin)
3487 return;
3488
3419 /* adding new spellpath attunements */ 3489 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3490 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3491 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3492 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3493
3423 /* print message */ 3494 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3495 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3496 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3497 {
3426 if(item->path_attuned & (1<<i)) { 3498 if (item->path_attuned & (1 << i))
3499 {
3427 if (j) 3500 if (j)
3428 strcat(buf," and "); 3501 strcat (buf, " and ");
3429 else 3502 else
3430 j = 1; 3503 j = 1;
3431 strcat(buf, spellpathnames[i]); 3504 strcat (buf, spellpathnames[i]);
3432 } 3505 }
3433 } 3506 }
3434 strcat(buf,"."); 3507 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3508 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3509 }
3437 3510
3438 /* evtl. adding flags: */ 3511 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3512 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3513 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3514 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3515 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3516 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3517 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3518
3446 /* print message if there is one */ 3519 /* print message if there is one */
3447 if (item->msg != NULL) 3520 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3521 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3522 }
3523 else
3449 } 3524 {
3450 else {
3451 /* generate misc. treasure */ 3525 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3526 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3527 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); 3528 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3529 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3530 esrv_send_item (who, tmp);
3457 } 3531 }
3458} 3532}
3459 3533
3460/** 3534/**
3461 * Unready an object for a player. This function does nothing if the object was 3535 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3536 * not readied.
3463 */ 3537 */
3538void
3464void player_unready_range_ob(player *pl, object *ob) { 3539player_unready_range_ob (player *pl, object *ob)
3540{
3465 rangetype i; 3541 rangetype i;
3466 3542
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3543 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3544 {
3468 if (pl->ranges[i] == ob) { 3545 if (pl->ranges[i] == ob)
3546 {
3469 pl->ranges[i] = NULL; 3547 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3548 if (pl->shoottype == i)
3549 {
3471 pl->shoottype = range_none; 3550 pl->shoottype = range_none;
3472 } 3551 }
3473 } 3552 }
3474 } 3553 }
3475} 3554}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines