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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.100 by root, Sat Jan 20 22:09:55 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root 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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
195 202
196/* Redo this to do both get_player_ob and get_player. 203 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 204 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;
205 205
206 if (!p) { 206 players.erase (this);
207 player *tmp; 207}
208 208
209 p = (player *) malloc(sizeof(player)); 209// connect the player with a specific client
210 if(p==NULL) 210// also changed, rationalises, and fixes some incorrect settings
211 fatal(OUT_OF_MEMORY); 211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
212 216
213 /* This adds the player in the linked list. There is extra 217 run_on = 0;
214 * complexity here because we want to add the new player at the 218 fire_on = 0;
215 * end of the list - there is in fact no compelling reason that 219 ob->container = 0; //TODO: client-specific
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 220
227 p->next = NULL; 221 ns->update_look = 0;
228 } 222 ns->look_position = 0;
229 223
230 /* Clears basically the entire player structure except 224 clear_los (ob);
231 * for next and socket. 225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
232 */ 248 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
234 251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
235 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 329 * we deal with that below this point.
237 */ 330 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 334
244#ifdef AUTOSAVE 335 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 336
246#endif 337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
247 355 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 356 ob->destroy_inv (false);
357 ob->destroy ();
249 358 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 359}
301 360
302 361player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 362{
306 strcpy(op->contr->maplevel, first_map_path); 363 /* Clear item stack */
307 op->x = -1; 364 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 365}
311 366
312/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
314 * mode. 369 * mode.
315 */ 370 */
371player *
372player::create ()
373{
374 player *pl = new player;
316 375
317int add_player(NewSocket *ns) { 376 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 377 set_first_map (pl->ob);
332 378
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 379 return pl;
340} 380}
341 381
342/* 382/*
343 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
346 */ 386 */
387archetype *
347archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
348{ 389{
349 archetype *start = at; 390 archetype *start = at;
391
350 for (;;) { 392 for (;;)
393 {
351 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
352 at=first_archetype; 395 at = first_archetype;
353 else 396 else
354 at=at->next; 397 at = at->next;
398
355 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
356 return at; 400 return at;
401
357 if (at == start) { 402 if (at == start)
403 {
358 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 405 exit (-1);
360 } 406 }
361 } 407 }
362} 408}
363 409
364 410object *
365object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
366 object *op = NULL; 413 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 414 objectlink *ol;
369 unsigned lastdist; 415 unsigned lastdist;
370 rv_vector rv; 416 rv_vector rv;
371 417
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 {
373 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
377 */ 424 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
379 object *tmp=ol->ob; 427 object *tmp = ol->ob;
380 428
381 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 430 * itself will have been cleared.
383 */ 431 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
385 ol = ol->next; 434 ol = ol->next;
386 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
387 if (!ol) return op; 436 if (!ol)
388 } 437 return op;
438 }
389 439
390 /* Remove special check for player from this. First, it looks to cause 440 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 442 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 443 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
396 */ 446 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 448 continue;
399 449
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 450 if (lastdist > rv.distance)
409 op=pl->ob; 451 {
452 op = ol->ob;
410 lastdist=rv.distance; 453 lastdist = rv.distance;
454 }
411 } 455 }
412 } 456
413 } 457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
414#if 0 465#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 467#endif
417 return op; 468 return op;
418} 469}
419 470
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 472 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 489 * is probably not a good thing.
439 */ 490 */
440#define MAX_SPACES 50 491#define MAX_SPACES 50
441
442 492
443/* 493/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 509 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 510 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 511 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 512 * is blocking itself.
463 */ 513 */
514int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
465 rv_vector rv; 517 rv_vector rv;
466 sint16 x,y; 518 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
469 521
470 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
471 523
472 if (rv.distance<mindiff) return 0; 524 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 525 return 0;
725}
726 526
727void confirm_password(object *op) { 527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
728 533
729 op->contr->write_buf[0]='\0'; 534 /* If we can't solve it within the search distance, return now. */
730 op->contr->state=ST_CONFIRM_PASSWORD; 535 if (diff > max)
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:"); 536 return 0;
732}
733 537
538 while (diff > 1 && max > 0)
539 {
540 lastx = x;
541 lasty = y;
542 lastmap = m;
543 x = lastx + freearr_x[dir];
544 y = lasty + freearr_y[dir];
545
546 mflags = get_map_flags (m, &m, x, y, &x, &y);
547 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
548
549 /* Space is blocked - try changing direction a little */
550 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
551 && (m == mon->map && blocked_link (mon, m, x, y))))
552 {
553 /* recalculate direction from last good location. Possible
554 * we were not traversing ideal location before.
555 */
556 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
557 if (rv.direction != dir)
558 {
559 /* OK - says direction should be different - lets reset the
560 * the values so it will try again.
561 */
562 x = lastx;
563 y = lasty;
564 m = lastmap;
565 dir = firstdir = rv.direction;
566 }
567 else
568 {
569 /* direct path is blocked - try taking a side step to
570 * either the left or right.
571 * Note increase the values in the loop below to be
572 * more than -1/1 respectively will mean the monster takes
573 * bigger detour. Have to be careful about these values getting
574 * too big (3 or maybe 4 or higher) as the monster may just try
575 * stepping back and forth
576 */
577 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
578 {
579 if (i == 0)
580 continue; /* already did this, so skip it */
581 /* Use lastdir here - otherwise,
582 * since the direction that the creature should move in
583 * may change, you could get infinite loops.
584 * ie, player is northwest, but monster can only
585 * move west, so it does that. It goes some distance,
586 * gets blocked, finds that it should move north,
587 * can't do that, but now finds it can move east, and
588 * gets back to its original point. lastdir contains
589 * the last direction the creature has successfully
590 * moved.
591 */
592
593 x = lastx + freearr_x[absdir (lastdir + i)];
594 y = lasty + freearr_y[absdir (lastdir + i)];
595 m = lastmap;
596 mflags = get_map_flags (m, &m, x, y, &x, &y);
597 if (mflags & P_OUT_OF_MAP)
598 continue;
599 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
600 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
601 continue;
602 if (mflags & P_BLOCKSVIEW)
603 continue;
604
605 if (m == mon->map && blocked_link (mon, m, x, y))
606 break;
607 }
608 /* go through entire loop without finding a valid
609 * sidestep to take - thus, no valid path.
610 */
611 if (i == (DETOUR_AMOUNT + 1))
612 return 0;
613 diff--;
614 lastdir = dir;
615 max--;
616 if (!firstdir)
617 firstdir = dir + i;
618 } /* else check alternate directions */
619 } /* if blocked */
620 else
621 {
622 /* we moved towards creature, so diff is less */
623 diff--;
624 max--;
625 lastdir = dir;
626 if (!firstdir)
627 firstdir = dir;
628 }
629
630 if (diff <= 1)
631 {
632 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance.
634 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
637 }
638
639 if (diff > max)
640 return 0;
641 }
642
643 /* If we reached the max, didn't find a direction in time */
644 if (!max)
645 return 0;
646
647 return firstdir;
648}
649
650void
651give_initial_items (object *pl, treasurelist * items)
652{
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657
658 for (op = pl->inv; op; op = next)
659 {
660 next = op->below;
661
662 /* Forces get applied per default, unless they have the
663 * flag "neutral" set. Sorry but I can't think of a better way
664 */
665 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
666 SET_FLAG (op, FLAG_APPLIED);
667
668 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions
670 */
671 if (pl->type == PLAYER)
672 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
674 (op->type == ARMOUR || op->type == BOOTS ||
675 op->type == CLOAK || op->type == HELMET ||
676 op->type == SHIELD || op->type == GLOVES ||
677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
678 {
679 op->destroy ();
680 continue;
681 }
682 }
683
684 /* This really needs to be better - we should really give
685 * a substitute spellbook. The problem is that we don't really
686 * have a good idea what to replace it with (need something like
687 * a first level treasurelist for each skill.)
688 * remove duplicate skills also
689 */
690 if (op->type == SPELLBOOK || op->type == SKILL)
691 {
692 object *tmp;
693
694 for (tmp = op->below; tmp; tmp = tmp->below)
695 if (tmp->type == op->type && tmp->name == op->name)
696 break;
697
698 if (tmp)
699 {
700 op->destroy ();
701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
702 continue;
703 }
704
705 if (op->nrof > 1)
706 op->nrof = 1;
707 }
708
709 if (op->type == SPELLBOOK && op->inv)
710 {
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713
714 /* Give starting characters identified, uncursed, and undamned
715 * items. Just don't identify gold or silver, or it won't be
716 * merged properly.
717 */
718 if (need_identify (op))
719 {
720 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED);
723 }
724 if (op->type == SPELL)
725 {
726 op->destroy ();
727 continue;
728 }
729 else if (op->type == SKILL)
730 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0;
733 op->level = 1;
734 }
735 /* lock all 'normal items by default */
736 else
737 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */
739
740 /* Need to set up the skill pointers */
741 link_player_skills (pl);
742}
743
744void
734void get_party_password(object *op, partylist *party) { 745get_party_password (object *op, partylist *party)
746{
735 if (party == NULL) { 747 if (party == NULL)
748 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 750 return;
738 } 751 }
752
739 op->contr->write_buf[0]='\0'; 753 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 757}
744
745 758
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
760static int
747int roll_stat(void) { 761roll_stat (void)
762{
748 int a[4],i,j,k; 763 int a[4], i, j, k;
749 764
750 for(i=0;i<4;i++) 765 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 766 a[i] = (int) rndm (6) + 1;
752 767
753 for(i=0,j=0,k=7;i<4;i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 769 if (a[i] < k)
755 k=a[i],j=i; 770 k = a[i], j = i;
756 771
757 for(i=0,k=0;i<4;i++) { 772 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 773 if (i != j)
759 k+=a[i]; 774 k += a[i];
760 } 775
761 return k; 776 return k;
762} 777}
763 778
764void roll_stats(object *op) { 779void
765 int sum=0; 780object::roll_stats ()
766 int i = 0, j = 0; 781{
767 int statsort[7]; 782 int statsort [7];
768 783
784 for (;;)
769 do { 785 {
770 op->stats.Str=roll_stat(); 786 int sum = 0;
771 op->stats.Dex=roll_stat(); 787 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 788 sum += statsort [i] = roll_stat ();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
782 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 795 std::sort (statsort, statsort + 7, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 796
791 /* a quick and dirty bubblesort? */
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 797 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
810 804
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 805 stats.exp = 0;
822 op->stats.ac=0; 806 stats.ac = 0;
823 807
808 stats.hp = stats.maxhp;
809 stats.sp = stats.maxsp;
810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
824 op->contr->levhp[1] = 9; 814 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 815 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 816 contr->levgrace[1] = 3;
827 817
828 fix_player(op); 818 contr->orig_stats = stats;
819 }
820}
821
822void
823object::swap_stats (int a, int b)
824{
825 int tmp = get_attr_value (&contr->orig_stats, a);
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828
829 stats.Str = contr->orig_stats.Str;
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
829 op->stats.hp = op->stats.maxhp; 845 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 846 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
832 op->contr->orig_stats=op->stats; 855 contr->orig_stats = stats;
856 }
833} 857}
834 858
835void Roll_Again(object *op) 859static void
860start_info (object *op)
836{ 861{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 862 char buf[MAX_BUF];
845 863
846 if ( op->contr->Swap_First == -1 ) { 864 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 866 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 867 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 868}
954 869
955/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
959 * not the class. 874 * not the class.
960 */ 875 */
961 876int
962int key_change_class(object *op, char key) 877key_change_class (object *op, char key)
963{ 878{
964 int tmp_loop; 879 int tmp_loop;
965 880
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 881 if (key == 'd' || key == 'D')
882 {
972 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
973 884
974 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 886 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 887
888 treasurelist *tl = find_treasurelist ("starting_wealth");
889 if (tl)
890 create_treasure (tl, op, 0, 0, 0);
891
978 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
980 894
981 op->contr->state=ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
982 896
983 if (op->msg) { 897 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 898 op->msg = NULL;
986 }
987 899
988 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
989 * to save here. 901 * to save here.
990 */ 902 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 904 make_path_to_file (buf);
993 905
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 906 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 907 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 908 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 909 link_player_skills (op);
1001 esrv_send_inventory(op, op); 910 esrv_send_inventory (op, op);
1002 fix_player(op); 911 op->update_stats ();
1003 912
1004 /* This moves the player to a different start map, if there 913 /* This moves the player to a different start map, if there
1005 * is one for this race 914 * is one for this race
1006 */ 915 */
1007 if(*first_map_ext_path) { 916 if (*first_map_ext_path)
917 {
1008 object *tmp; 918 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 919 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 920
1012 first_map_ext_path, op->arch->name); 921 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 922 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 923 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 924 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 925 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 926 op->enter_exit (tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 927 * if the map isn't there, then stay on the
1019 * default initial map */ 928 * default initial map */
1020 free_object(tmp); 929 tmp->destroy ();
930 }
1021 } else { 931 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 932 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 933
934 return 0;
935 }
936
1027 /* Following actually changes the race - this is the default command 937 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 938 * if we don't match with one of the options above.
1029 */ 939 */
1030 940
1031 tmp_loop = 0; 941 tmp_loop = 0;
1032 while(!tmp_loop) { 942 while (!tmp_loop)
1033 const char *name = add_string (op->name); 943 {
944 shstr name = op->name;
1034 int x = op->x, y = op->y; 945 int x = op->x, y = op->y;
1035 remove_statbonus(op); 946
1036 remove_ob (op); 947 op->remove_statbonus ();
948 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 949 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 950 op->arch->clone.copy_to (op);
1039 op->instantiate (); 951 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 952 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 953 op->name = op->name_pl = name;
1042 op->name = name; 954 op->x = x;
1043 free_string(op->name_pl); 955 op->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 956 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 957 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 958 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 959 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 960 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 961 }
962
1056 update_object(op,UP_OBJ_FACE); 963 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 964 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 965 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 966 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 967 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 968 op->stats.grace = 0;
969
1062 if (op->msg) 970 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 971 new_draw_info (NDI_BLUE, 0, op, op->msg);
972
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 973 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0; 974 return 0;
1066} 975}
1067 976
1068int key_confirm_quit(object *op, char key) 977void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 978flee_player (object *op)
979{
1114 int dir,diff; 980 int dir, diff;
1115 rv_vector rv; 981 rv_vector rv;
1116 982
1117 if(op->stats.hp < 0) { 983 if (op->stats.hp < 0)
984 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 985 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 986 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 987 return;
1121 } 988 }
1122 989
1123 if(op->enemy==NULL) { 990 if (op->enemy == NULL)
991 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 992 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 993 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 994 return;
1127 } 995 }
1128 996
1129 /* Seen some crashes here. Since we don't store an 997 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 998 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 999 * actual enemy, and the object is recycled.
1132 */ 1000 */
1133 if (op->enemy->map == NULL) { 1001 if (op->enemy->map == NULL)
1002 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1004 op->enemy = NULL;
1136 return; 1005 return;
1137 } 1006 }
1138 1007
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1008 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1009 {
1140 op->enemy=NULL; 1010 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1012 return;
1143 } 1013 }
1014
1144 get_rangevector(op, op->enemy, &rv, 0); 1015 get_rangevector (op, op->enemy, &rv, 0);
1145 1016
1146 dir=absdir(4+rv.direction); 1017 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1018 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 1019 {
1020 int m = 1 - (RANDOM () & 2);
1021
1022 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1023 return;
1024 }
1025
1154 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1028 op->enemy = NULL;
1157} 1029}
1158 1030
1159 1031
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1032/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 1033 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1034 * stop.
1163 */ 1035 */
1036int
1164int check_pick(object *op) { 1037check_pick (object *op)
1038{
1165 object *tmp, *next; 1039 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1040 int stop = 0;
1168 int j, k, wvratio; 1041 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1042 char putstring[128], tmpstr[16];
1170 1043
1171
1172 /* if you're flying, you cna't pick up anything */ 1044 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1045 if (op->move_type & MOVE_FLYING)
1174 return 1; 1046 return 1;
1175 1047
1176 op_tag = op->count;
1177
1178 next = op->below; 1048 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1049
1182 /* loop while there are items on the floor that are not marked as 1050 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1051 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1052 while (next && !next->destroyed ())
1185 { 1053 {
1186 tmp = next; 1054 tmp = next;
1187 next = tmp->below; 1055 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1056
1191 if (was_destroyed (op, op_tag)) 1057 if (op->destroyed ())
1192 return 0; 1058 return 0;
1193 1059
1194 if ( ! can_pick (op, tmp)) 1060 if (!can_pick (op, tmp))
1195 continue; 1061 continue;
1196 1062
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1063 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1064 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1065 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1066 pick_up (op, tmp);
1201 continue; 1067 continue;
1202 } 1068 }
1203 1069
1204 /* high not bit set? We're using the old autopickup model */ 1070 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1071 if (!(op->contr->mode & PU_NEWMODE))
1072 {
1206 switch (op->contr->mode) { 1073 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1074 {
1208 case 1: pick_up (op, tmp); 1075 case 0:
1209 return 1; 1076 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1077 case 1:
1211 return 0; 1078 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1079 return 1;
1213 case 4: pick_up (op, tmp); 1080 case 2:
1214 break; 1081 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1082 return 0;
1216 stop = 1; 1083 case 3:
1217 break; 1084 return 0; /* stop before pickup */
1218 case 6: 1085 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1086 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1087 break;
1221 pick_up(op, tmp); 1088 case 5:
1222 break; 1089 pick_up (op, tmp);
1090 stop = 1;
1091 break;
1092 case 6:
1093 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1094 pick_up (op, tmp);
1095 break;
1223 1096
1224 case 7: 1097 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1098 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1099 pick_up (op, tmp);
1227 break; 1100 break;
1228 1101
1229 default: 1102 default:
1230 /* use value density */ 1103 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1104 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1105 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1106 pick_up (op, tmp);
1234 >= op->contr->mode) 1107 }
1235 pick_up(op,tmp); 1108 }
1236 } 1109 else
1237 } 1110 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1111 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1112 if (op->contr->mode & PU_DEBUG)
1241 { 1113 {
1242 /* some debugging code to figure out item information */ 1114 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1115 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1116 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1117 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1118 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1120 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1121
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1122 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1123 }
1252 1124
1253 sprintf(putstring,"...flags: "); 1125 /* philosophy:
1254 for(k=0;k<4;k++) 1126 * It's easy to grab an item type from a pile, as long as it's
1255 { 1127 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1128 * and selections, select-items should be used. This is a
1257 { 1129 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1130 * example.
1259 { 1131 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1132 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1133 * convert to decimal and then 'pickup <#>
1262 } 1134 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1135
1136 /* the first two modes are exclusive: if NOTHING we return, if
1137 * STOP then we stop. All the rest are applied sequentially,
1138 * meaning if any test passes, the item gets picked up. */
1139
1140 /* if mode is set to pick nothing up, return */
1141
1142 if (op->contr->mode & PU_NOTHING)
1143 return 1;
1144
1145 /* if mode is set to stop when encountering objects, return */
1146 /* take STOP before INHIBIT since it doesn't actually pick
1147 * anything up */
1148
1149 if (op->contr->mode & PU_STOP)
1150 return 0;
1151
1152 /* useful for going into stores and not losing your settings... */
1153 /* and for battles wher you don't want to get loaded down while
1154 * fighting */
1155 if (op->contr->mode & PU_INHIBIT)
1156 return 1;
1157
1158 /* prevent us from turning into auto-thieves :) */
1159 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1160 continue;
1161
1162 /* ignore known cursed objects */
1163 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1164 continue;
1165
1166 /* all food and drink if desired */
1167 /* question: don't pick up known-poisonous stuff? */
1168 if (op->contr->mode & PU_FOOD)
1169 if (tmp->type == FOOD)
1170 {
1171 pick_up (op, tmp);
1172 continue;
1173 }
1174
1175 if (op->contr->mode & PU_DRINK)
1176 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1177 {
1178 pick_up (op, tmp);
1179 continue;
1180 }
1181
1182 if (op->contr->mode & PU_POTION)
1183 if (tmp->type == POTION)
1184 {
1185 pick_up (op, tmp);
1186 continue;
1187 }
1188
1189 /* spellbooks, skillscrolls and normal books/scrolls */
1190 if (op->contr->mode & PU_SPELLBOOK)
1191 if (tmp->type == SPELLBOOK)
1192 {
1193 pick_up (op, tmp);
1194 continue;
1195 }
1196
1197 if (op->contr->mode & PU_SKILLSCROLL)
1198 if (tmp->type == SKILLSCROLL)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_READABLES)
1205 if (tmp->type == BOOK || tmp->type == SCROLL)
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 /* wands/staves/rods/horns */
1212 if (op->contr->mode & PU_MAGIC_DEVICE)
1213 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1219 /* pick up all magical items */
1220 if (op->contr->mode & PU_MAGICAL)
1221 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 if (op->contr->mode & PU_VALUABLES)
1228 {
1229 if (tmp->type == MONEY || tmp->type == GEM)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234 }
1235
1236 /* rings & amulets - talismans seems to be typed AMULET */
1237 if (op->contr->mode & PU_JEWELS)
1238 if (tmp->type == RING || tmp->type == AMULET)
1239 {
1240 pick_up (op, tmp);
1241 continue;
1242 }
1243
1244 /* we don't forget dragon food */
1245 if (op->contr->mode & PU_FLESH)
1246 if (tmp->type == FLESH)
1247 {
1248 pick_up (op, tmp);
1249 continue;
1250 }
1251
1252 /* bows and arrows. Bows are good for selling! */
1253 if (op->contr->mode & PU_BOW)
1254 if (tmp->type == BOW)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 if (op->contr->mode & PU_ARROW)
1261 if (tmp->type == ARROW)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266
1267 /* all kinds of armor etc. */
1268 if (op->contr->mode & PU_ARMOUR)
1269 if (tmp->type == ARMOUR)
1270 {
1271 pick_up (op, tmp);
1272 continue;
1273 }
1274
1275 if (op->contr->mode & PU_HELMET)
1276 if (tmp->type == HELMET)
1277 {
1278 pick_up (op, tmp);
1279 continue;
1280 }
1281
1282 if (op->contr->mode & PU_SHIELD)
1283 if (tmp->type == SHIELD)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_BOOTS)
1290 if (tmp->type == BOOTS)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 if (op->contr->mode & PU_GLOVES)
1297 if (tmp->type == GLOVES)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_CLOAK)
1304 if (tmp->type == CLOAK)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* hoping to catch throwing daggers here */
1311 if (op->contr->mode & PU_MISSILEWEAPON)
1312 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* careful: chairs and tables are weapons! */
1319 if (op->contr->mode & PU_ALLWEAPON)
1320 {
1321 if (tmp->type == WEAPON && tmp->name != NULL)
1322 {
1323 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1324 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330
1331 if (tmp->type == WEAPON && tmp->name == NULL)
1332 {
1333 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338 }
1339 }
1340
1341 /* misc stuff that's useful */
1342 if (op->contr->mode & PU_KEY)
1343 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1344 {
1345 pick_up (op, tmp);
1346 continue;
1347 }
1348
1349 /* any of the last 4 bits set means we use the ratio for value
1350 * pickups */
1351 if (op->contr->mode & PU_RATIO)
1352 {
1353 /* use value density to decide what else to grab */
1354 /* >=7 was >= op->contr->mode */
1355 /* >=7 is the old standard setting. Now we take the last 4 bits
1356 * and multiply them by 5, giving 0..15*5== 5..75 */
1357 wvratio = (op->contr->mode & PU_RATIO) * 5;
1358 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1359 {
1360 pick_up (op, tmp);
1267#if 0 1361#if 0
1268 /* print the flags too */ 1362 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1363 if (tmp->name != NULL)
1270 { 1364 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1365 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1366 }
1273 { 1367 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1368 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1369 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1370 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1371#endif
1372 continue;
1373 }
1374 }
1375 } /* the new pickup model */
1280 } 1376 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1377
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1378 return !stop;
1444} 1379}
1445 1380
1446/* 1381/*
1447 * Find an arrow in the inventory and after that 1382 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1383 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1384 * found object is returned.
1450 */ 1385 */
1386object *
1451object *find_arrow(object *op, const char *type) 1387find_arrow (object *op, const char *type)
1452{ 1388{
1453 object *tmp = NULL; 1389 object *tmp = NULL;
1454 1390
1455 for(op=op->inv; op; op=op->below) 1391 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1392 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1393 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1394 else if (op->type == ARROW && op->race == type)
1460 return op; 1395 return op;
1461 return tmp; 1396 return tmp;
1462} 1397}
1463 1398
1464/* 1399/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1400 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1401 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1402 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1403 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1404 */
1470 1405
1406object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1407find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1408{
1473 object *tmp = NULL, *arrow, *ntmp; 1409 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1410 int attacknum, attacktype, betterby = 0, i;
1475 1411
1476 if (!type) 1412 if (!type)
1477 return NULL; 1413 return NULL;
1478 1414
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1415 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1416 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1417 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1418 {
1419 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1420 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1421 if (i > betterby)
1485 tmp = ntmp; 1422 {
1486 betterby = i; 1423 tmp = ntmp;
1487 } 1424 betterby = i;
1425 }
1426 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1427 else if (arrow->type == ARROW && arrow->race == type)
1428 {
1489 /* allways prefer assasination/slaying */ 1429 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1430 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1431 {
1492 if (arrow->attacktype & AT_DEATH) { 1432 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1433 {
1494 return arrow; 1434 *better = 100;
1495 } else { 1435 return arrow;
1496 tmp = arrow; 1436 }
1437 else
1438 {
1439 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1440 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1441 }
1499 } else { 1442 }
1443 else
1444 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1445 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1446 {
1501 attacktype = 1<<attacknum; 1447 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1448 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1449 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1450 {
1451 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1452 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1453 }
1507 } 1454 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1455 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1456 {
1457 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1458 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1459 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1460 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1461 {
1462 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1463 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1464 }
1465 }
1466 }
1516 } 1467 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1468 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1469 return find_arrow (op, type);
1521 1470
1522 *better = betterby; 1471 *better = betterby;
1523 return tmp; 1472 return tmp;
1524} 1473}
1525 1474
1526/* looks in a given direction, finds the first valid target, and calls 1475/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1476 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1477 * op = the shooter
1529 * type = bow->race 1478 * type = bow->race
1530 * dir = fire direction 1479 * dir = fire direction
1531 */ 1480 */
1532 1481
1482object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1483pick_arrow_target (object *op, const char *type, int dir)
1534{ 1484{
1535 object *tmp = NULL; 1485 object *tmp = NULL;
1536 mapstruct *m; 1486 maptile *m;
1537 int i, mflags, found, number; 1487 int i, mflags, found, number;
1538 sint16 x, y; 1488 sint16 x, y;
1539 1489
1540 if (op->map == NULL) 1490 if (op->map == NULL)
1541 return find_arrow(op, type); 1491 return find_arrow (op, type);
1542 1492
1543 /* do a dex check */ 1493 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1494 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1495 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1496 return find_arrow (op, type);
1547 1497
1548 m = op->map; 1498 m = op->map;
1549 x = op->x; 1499 x = op->x;
1550 y = op->y; 1500 y = op->y;
1551 1501
1552 /* find the first target */ 1502 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1503 for (i = 0, found = 0; i < 20; i++)
1504 {
1554 x += freearr_x[dir]; 1505 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1506 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1507 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1508 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1509 {
1558 tmp = NULL; 1510 tmp = NULL;
1559 break; 1511 break;
1512 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1513 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1514 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1515 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1516 * perhaps a bad assumption.
1563 */ 1517 */
1564 tmp = NULL; 1518 tmp = NULL;
1565 break; 1519 break;
1566 } 1520 }
1567 if (mflags & P_IS_ALIVE) { 1521 if (mflags & P_IS_ALIVE)
1522 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1523 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1524 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1525 {
1571 break; 1526 found++;
1572 } 1527 break;
1528 }
1573 if (found) 1529 if (found)
1574 break; 1530 break;
1575 } 1531 }
1576 } 1532 }
1577 if (tmp == NULL) 1533 if (tmp == NULL)
1578 return find_arrow(op, type); 1534 return find_arrow (op, type);
1579 1535
1580 if (tmp->head) 1536 if (tmp->head)
1581 tmp = tmp->head; 1537 tmp = tmp->head;
1582 1538
1583 return find_better_arrow(op, tmp, type, &i); 1539 return find_better_arrow (op, tmp, type, &i);
1584} 1540}
1585 1541
1586/* 1542/*
1587 * Creature fires a bow - op can be monster or player. Returns 1543 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1544 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1547 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1548 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1549 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1550 * player fire modes.
1595 */ 1551 */
1552int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1553fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1554{
1599 object *left, *bow; 1555 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1556 int bowspeed, mflags;
1602 mapstruct *m; 1557 maptile *m;
1603 1558
1604 if (!dir) { 1559 if (!dir)
1560 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1561 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1562 return 0;
1607 } 1563 }
1564
1608 if (op->type == PLAYER) 1565 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1566 bow = op->contr->ranges[range_bow];
1610 else { 1567 else
1568 {
1611 for(bow=op->inv; bow; bow=bow->below) 1569 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1570 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1571 * don't need to switch back and forth between bows and weapons.
1614 */ 1572 */
1615 if(bow->type==BOW) 1573 if (bow->type == BOW)
1616 break; 1574 break;
1617 1575
1618 if (!bow) { 1576 if (!bow)
1577 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1578 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1579 return 0;
1621 } 1580 }
1622 } 1581 }
1582
1623 if( !bow->race || !bow->skill) { 1583 if (!bow->race || !bow->skill)
1584 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1585 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1586 return 0;
1626 } 1587 }
1627 1588
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1589 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1590
1630 /* penalize ROF for bestarrow */ 1591 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1592 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1593 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1594
1633 if (bowspeed < 1) 1595 if (bowspeed < 1)
1634 bowspeed = 1; 1596 bowspeed = 1;
1635 1597
1636 if (arrow == NULL) { 1598 if (arrow == NULL)
1599 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1600 if ((arrow = find_arrow (op, bow->race)) == NULL)
1601 {
1638 if (op->type == PLAYER) 1602 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1603 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1604 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1605 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1606 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1607 return 0;
1645 } 1608 }
1646 } 1609 }
1610
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1611 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1612 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1613 return 0;
1650 } 1614
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1615 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1616 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1617 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1618 return 0;
1654 } 1619 }
1655 1620
1656 /* this should not happen, but sometimes does */ 1621 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1622 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1623 {
1624 arrow->destroy ();
1625 return 0;
1626 }
1662 1627
1663 left = arrow; /* these are arrows left to the player */ 1628 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1629 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1630 if (!arrow)
1631 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1632 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1633 return 0;
1669 return 0;
1670 } 1634 }
1671 set_owner(arrow, op); 1635
1672 if (arrow->skill) free_string(arrow->skill); 1636 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1637 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1638 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1639
1679 if (op->type == PLAYER) { 1640 if (op->type == PLAYER)
1641 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1642 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1643 op->update_stats ();
1682 } 1644 }
1683 1645
1684 SET_ANIMATION(arrow, arrow->direction); 1646 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1647 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1648 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1649 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1650 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1651 arrow->spellarg = strdup (arrow->slaying);
1690 1652
1691 /* Note that this was different for monsters - they got their level 1653 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1654 * added to the damage. I think the strength bonus is more proper.
1693 */ 1655 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1656
1657 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1658
1699 /* update the speed */ 1659 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1660 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1661 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1662
1705 if (arrow->speed < 1.0) 1663 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1664 arrow->speed_left = 0;
1709 1665
1710 if (op->type == PLAYER) { 1666 if (op->type == PLAYER)
1667 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1668 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1669 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1670 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1671
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1673 }
1674 else
1675 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1676 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1719 arrow->stats.wc + wc_mod;
1720
1721 arrow->level = op->level; 1677 arrow->level = op->level;
1722 } 1678 }
1679
1723 if (arrow->attacktype == AT_PHYSICAL) 1680 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1681 arrow->attacktype |= bow->attacktype;
1682
1725 if (bow->slaying != NULL) 1683 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1684 arrow->slaying = bow->slaying;
1727 1685
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1686 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1687 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1688
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1689 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1690 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1691
1736 if (!was_destroyed(arrow, tag)) 1692 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1693 move_arrow (arrow);
1738 1694
1739 if (op->type == PLAYER) { 1695 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1696 {
1697 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1698 esrv_del_item (op->contr, left->count);
1742 else 1699 else
1743 esrv_send_item(op, left); 1700 esrv_send_item (op, left);
1744 } 1701 }
1702
1745 return 1; 1703 return 1;
1746} 1704}
1747 1705
1748/* Special fire code for players - this takes into 1706/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1707 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1708 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1709 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1710 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1711 * hence the function name.
1754 */ 1712 */
1713int
1755int player_fire_bow(object *op, int dir) 1714player_fire_bow (object *op, int dir)
1756{ 1715{
1757 int ret=0, wcmod=0; 1716 int ret = 0, wcmod = 0;
1758 1717
1759 if (op->contr->bowtype == bow_bestarrow) { 1718 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1719 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1720 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1721 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1722 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1723 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1724 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1725 wcmod = -1;
1726
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1727 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1728 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1729 else if (op->contr->bowtype == bow_threewide)
1730 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1731 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1734 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1735 else if (op->contr->bowtype == bow_spreadshot)
1736 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1737 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1740
1777 } else { 1741 }
1742 else
1743 {
1778 /* Simple case */ 1744 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1746 }
1781 return ret; 1747 return ret;
1782} 1748}
1783 1749
1784 1750
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1751/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1752 * Broken apart from 'fire' to keep it more readable.
1787 */ 1753 */
1754void
1788void fire_misc_object(object *op, int dir) 1755fire_misc_object (object *op, int dir)
1789{ 1756{
1790 object *item; 1757 object *item;
1791 1758
1792 if (!op->contr->ranges[range_misc]) { 1759 if (!op->contr->ranges[range_misc])
1760 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1761 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1762 return;
1795 } 1763 }
1796 1764
1797 item = op->contr->ranges[range_misc]; 1765 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1766 if (!item->inv)
1767 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1769 return;
1801 } 1770 }
1802 if (item->type == WAND) { 1771 if (item->type == WAND)
1772 {
1803 if(item->stats.food<=0) { 1773 if (item->stats.food <= 0)
1774 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1777 return;
1807 } 1778 }
1779 }
1808 } else if (item->type == ROD || item->type==HORN) { 1780 else if (item->type == ROD || item->type == HORN)
1781 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1782 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1783 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1785 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1786 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1787 else
1814 else 1788 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1789 return;
1818 } 1790 }
1819 } 1791 }
1820 1792
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1793 if (cast_spell (op, item, dir, item->inv, NULL))
1794 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1795 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1796 if (item->type == WAND)
1797 {
1824 if (!(--item->stats.food)) { 1798 if (!(--item->stats.food))
1825 object *tmp; 1799 {
1826 if (item->arch) { 1800 object *tmp;
1801
1802 if (item->arch)
1803 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1804 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1805 item->face = item->arch->clone.face;
1829 item->speed = 0; 1806 item->set_speed (0);
1830 update_ob_speed(item); 1807 }
1831 } 1808
1832 if ((tmp=is_player_inv(item))) 1809 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1810 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1811 }
1835 } 1812 }
1836 else if (item->type == ROD || item->type==HORN) { 1813 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1814 drain_rod_charge (item);
1838 }
1839 } 1815 }
1840} 1816}
1841 1817
1842/* Received a fire command for the player - go and do it. 1818/* Received a fire command for the player - go and do it.
1843 */ 1819 */
1820void
1844void fire(object *op,int dir) { 1821fire (object *op, int dir)
1822{
1845 int spellcost=0; 1823 int spellcost = 0;
1846 1824
1847 /* check for loss of invisiblity/hide */ 1825 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1826 if (action_makes_visible (op))
1827 make_visible (op);
1849 1828
1850 switch(op->contr->shoottype) { 1829 switch (op->contr->shoottype)
1830 {
1851 case range_none: 1831 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow(op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir );
1887 return; 1832 return;
1888 default: 1833
1834 case range_bow:
1835 player_fire_bow (op, dir);
1836 return;
1837
1838 case range_magic: /* Casting spells */
1839 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1840 return;
1841
1842 case range_misc:
1843 fire_misc_object (op, dir);
1844 return;
1845
1846 case range_golem: /* Control summoned monsters from scrolls */
1847 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1848 {
1849 op->contr->ranges[range_golem] = 0;
1850 op->contr->shoottype = range_none;
1851 }
1852 else
1853 control_golem (op->contr->ranges[range_golem], dir);
1854 return;
1855
1856 case range_skill:
1857 if (!op->chosen_skill)
1858 {
1859 if (op->type == PLAYER)
1860 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1861 return;
1862 }
1863
1864 do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1871 return;
1891 } 1872 }
1892} 1873}
1893 1874
1894 1875
1895 1876
1902 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1905 */ 1886 */
1906 1887
1888object *
1907object * find_key(object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
1908{ 1890{
1909 object *tmp,*key; 1891 object *tmp, *key;
1910 1892
1911 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1894 if (container->inv == NULL)
1895 return NULL;
1913 1896
1914 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1899 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1917 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
1919 */ 1904 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1906 break;
1922 } 1907 }
1923 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1911 * a key, return
1927 */ 1912 */
1928 if (!tmp) { 1913 if (!tmp)
1914 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1916 {
1930 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1918 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1919 {
1920 if ((key = find_key (pl, tmp, door)) != NULL)
1921 return key;
1922 }
1923 }
1924 if (!tmp)
1925 return NULL;
1933 } 1926 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1928 * see if we actually want to use it
1939 */ 1929 */
1940 if (pl!=container) { 1930 if (pl != container)
1931 {
1941 /* Only let players use keys in containers */ 1932 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1933 if (!pl->contr)
1934 return NULL;
1943 /* cases where this fails: 1935 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1936 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1937 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1938 * If the container is not active, return now since only active
1947 * containers can be used. 1939 * containers can be used.
1948 * If we only search keyrings and the container does not have 1940 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1941 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1942 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1943 * inv must have been an container and must have been active.
1952 * 1944 *
1953 * Change the color so that the message doesn't disappear with 1945 * Change the color so that the message doesn't disappear with
1954 * all the others. 1946 * all the others.
1955 */ 1947 */
1956 if (pl->contr->usekeys == key_inventory || 1948 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1949 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1951 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1954 return NULL;
1965 } 1955 }
1966 } 1956 }
1967 return tmp; 1957 return tmp;
1968} 1958}
1969 1959
1970/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1962 * such that the caller should not do anything more,
1973 * 0 otherwise 1963 * 0 otherwise
1974 */ 1964 */
1965static int
1975static int player_attack_door(object *op, object *door) 1966player_attack_door (object *op, object *door)
1976{ 1967{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
1981 */ 1971 */
1982 object *key=find_key(op, op, door); 1972 object *key = find_key (op, op, door);
1983 1973
1984 /* IF we found a key, do some extra work */ 1974 /* IF we found a key, do some extra work */
1985 if (key) { 1975 if (key)
1976 {
1986 object *container=key->env; 1977 object *container = key->env;
1987 1978
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1980 if (action_makes_visible (op))
1981 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 1984 if (door->type == DOOR)
1985 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 1987 }
1994 else if(door->type==LOCKED_DOOR) { 1988 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1989 {
1996 "You open the door with the %s", query_short_name(key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2(door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1992 }
1999 /* Do this after we print the message */ 1993 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1994 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1995 /* Need to update the weight the container the key was in */
2002 if (container != op) 1996 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1997 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1998 return 1; /* Nothing more to do below */
1999 }
2005 } else if (door->type==LOCKED_DOOR) { 2000 else if (door->type == LOCKED_DOOR)
2001 {
2006 /* Might as well return now - no other way to open this */ 2002 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2004 return 1;
2009 } 2005 }
2010 return 0; 2006 return 0;
2011} 2007}
2012 2008
2013/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2018 */ 2014 */
2019 2015void
2020void move_player_attack(object *op, int dir) 2016move_player_attack (object *op, int dir)
2021{ 2017{
2022 object *tmp, *mon, *tpl; 2018 object *tmp, *mon;
2023 sint16 nx, ny; 2019 sint16 nx, ny;
2024 int on_battleground; 2020 int on_battleground;
2025 mapstruct *m; 2021 maptile *m;
2026 2022
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2023 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2024 ny = freearr_y[dir] + op->y;
2031 2025
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2033 2027
2034 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2035 * move_ob uses.
2042 */ 2036 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049 2038 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2040 {
2041 m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2049 return;
2053 }
2054 2050
2055 mon = NULL; 2051 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2055 * on the space
2060 */ 2056 */
2061 while (tmp!=NULL) { 2057 while (tmp)
2058 {
2062 if (tmp == op) { 2059 if (tmp == op)
2063 tmp=tmp->above; 2060 {
2064 continue; 2061 tmp = tmp->above;
2065 } 2062 continue;
2063 }
2064
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2066 {
2068 break; 2067 mon = tmp;
2069 } 2068 break;
2069 }
2070
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2072 mon = tmp;
2073
2072 tmp=tmp->above; 2074 tmp = tmp->above;
2073 } 2075 }
2074 2076
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2078 return; /* into a wall */
2077 2079
2078 if(mon->head != NULL) 2080 if (mon->head)
2079 mon = mon->head; 2081 mon = mon->head;
2080 2082
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2084 if (player_attack_door (op, mon))
2085 return;
2083 2086
2084 /* The following deals with possibly attacking peaceful 2087 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2088 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2089 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2090 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2091 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2092 * and thus will not push them.
2090 */ 2093 */
2091 2094
2092 /* If the creature is a pet, push it even if the player is not 2095 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2096 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2095 */ 2098 */
2096 if ((op->type==PLAYER) 2099 if ((op->type == PLAYER)
2097#if COZY_SERVER 2100#if COZY_SERVER
2098 && 2101 &&
2099 ( 2102 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2104#else
2105 && get_owner(mon)==op 2105 && mon->owner == op
2106#endif 2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2108 {
2109 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2110 if (op->contr->braced)
2111 return;
2112
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2114 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2114 return; 2118 return;
2115 } 2119 }
2116 2120
2117 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2124 * attack them either.
2121 */ 2125 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2129 (op->contr->peaceful
2130 || (mon->type == PLAYER
2131 && mon->contr->
2132 peaceful)) &&
2127#else 2133#else
2128 op->contr->peaceful && 2134 op->contr->peaceful &&
2129#endif 2135#endif
2130 !on_battleground 2136 !on_battleground))
2137 {
2138 if (!op->contr->braced)
2131 )) { 2139 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2141 push_ob (mon, dir, op);
2135 } else { 2142 }
2143 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2141 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2152 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2145 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2147 } 2157 make_visible (op);
2158 }
2148 2159
2149 /* Any generic living creature. Including things like doors. 2160 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2165 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2168 {
2159 2169
2160 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2171 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2172 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2173 * incurred a 1 tick offset.
2164 */ 2174 */
2165 if (!op->contr->has_hit) { 2175 if (!op->contr->has_hit)
2176 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2178
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2180 }
2170 2181
2171 skill_attack(mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2172 2183
2173 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2187 * the wiz.
2177 */ 2188 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2190 {
2180 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2192
2181 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2184 } 2196 }
2185 if(action_makes_visible(op)) make_visible(op); 2197
2186 } 2198 if (action_makes_visible (op))
2199 make_visible (op);
2200 }
2187 } /* if player should attack something */ 2201 } /* if player should attack something */
2188} 2202}
2189 2203
2204int
2190int move_player(object *op,int dir) { 2205move_player (object *op, int dir)
2206{
2191 int pick; 2207 int pick;
2192 object *transport = op->contr->transport;
2193 2208
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2210 return 0;
2211
2212 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9))
2214 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0;
2217 }
2218
2219 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2222
2223 op->facing = dir;
2224
2225 if (op->hide)
2226 do_hidden_move (op);
2227
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ;
2230 else if (op->contr->fire_on)
2231 fire (op, dir);
2232 else
2233 {
2234 move_player_attack (op, dir);
2235 pick = check_pick (op);
2236 }
2237
2238 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing.
2240 */
2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 op->direction = dir;
2243 else
2244 op->direction = 0;
2245
2246 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities
2248 * for players.
2249 */
2250 animate_object (op, op->facing);
2251 return 0;
2256} 2252}
2257 2253
2258/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2255 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2257 * the new speed values for commands.
2262 * 2258 *
2263 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2264 */ 2260 */
2261int
2265int handle_newcs_player(object *op) 2262handle_newcs_player (object *op)
2266{ 2263{
2267 if (op->contr->hidden) { 2264 if (op->contr->hidden)
2265 {
2268 op->invisible = 1000; 2266 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2267 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2268 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2269 * alternate it here for it to work correctly.
2272 */ 2270 */
2273 if (pticks & 2) op->invisible--; 2271 if (pticks & 2)
2272 op->invisible--;
2274 } 2273 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--; 2276 op->invisible--;
2277 if(!op->invisible) { 2277 if (!op->invisible)
2278 {
2278 make_visible(op); 2279 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2281 }
2281 } 2282 }
2282 2283
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2284 if (QUERY_FLAG (op, FLAG_SCARED))
2285 {
2284 flee_player(op); 2286 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2287 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 {
2287 op->speed_left--; 2290 op->speed_left--;
2288 return 0; 2291 return 0;
2289 } 2292 }
2290 } 2293 }
2291 2294
2292 /* I've been seeing crashes where the golem has been destroyed, but 2295 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that 2296 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so 2297 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer. 2298 * put this in a a workaround to clean up the golem pointer.
2296 */ 2299 */
2297 if (op->contr->ranges[range_golem] && 2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2301 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2302
2304 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2305 * called, so we recheck it here.
2307 */ 2306 */
2308 HandleClient(&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2308 return 1;
2310 2309
2310 if (op->speed_left > 0)
2311 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2312 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2315 op->speed_left--;
2314 2316
2315 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2318 */ 2320 */
2319 move_player(op, op->direction); 2321 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2322
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2321 else return 0; 2327 return 0;
2322 } 2328}
2329
2330int
2331save_life (object *op)
2332{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2334 return 0;
2324}
2325 2335
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2341
2337 query_name(tmp));
2338 if (op->contr) 2342 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2344
2341 free_object(tmp); 2345 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2343 if(op->stats.hp<0) 2348 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2345 if(op->stats.food<0) 2351 if (op->stats.food < 0)
2346 op->stats.food = 999; 2352 op->stats.food = 999;
2347 fix_player(op); 2353
2354 op->update_stats ();
2348 return 1; 2355 return 1;
2349 } 2356 }
2357
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2361 return 0;
2354} 2362}
2355 2363
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2364/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2365 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2366 * function will descend into containers. op is the object to start the search
2359 * from. 2367 * from.
2360 */ 2368 */
2369void
2361void remove_unpaid_objects(object *op, object *env) 2370remove_unpaid_objects (object *op, object *env)
2362{ 2371{
2363 object *next; 2372 object *next;
2364 2373
2365 while (op) { 2374 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2375 {
2367 * we remove object 'op' 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2377
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2379 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2382
2383 op->insert_at (env);
2384 }
2385 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env);
2387
2388 op = next;
2389 }
2390}
2382 2391
2383/* 2392/*
2384 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2396 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2397 * but there isn't one in the server directory.
2389 */ 2398 */
2399char *
2390char *gravestone_text (object *op) 2400gravestone_text (object *op)
2391{ 2401{
2392 static char buf2[MAX_BUF]; 2402 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2403 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2404 time_t now = time (NULL);
2395 2405
2396 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2409 else
2400 sprintf (buf, "%s\n", op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2413 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2416 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2420 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2421 if (op->type == PLAYER)
2422 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2425 strcat (buf2, buf);
2413 } 2426 }
2427
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2417 return buf2; 2432 return buf2;
2418} 2433}
2419 2434
2420 2435void
2421
2422void do_some_living(object *op) { 2436do_some_living (object *op)
2437{
2423 int last_food=op->stats.food; 2438 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2439 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2440 int over_hp, over_sp, over_grace;
2426 int i; 2441 int i;
2427 int rate_hp = 1200; 2442 int rate_hp = 1200;
2428 int rate_sp = 2500; 2443 int rate_sp = 2500;
2429 int rate_grace = 2000; 2444 int rate_grace = 2000;
2430 const int max_hp = 1; 2445 const int max_hp = 1;
2431 const int max_sp = 1; 2446 const int max_sp = 1;
2432 const int max_grace = 1; 2447 const int max_grace = 1;
2433 2448
2434 if (op->contr->outputs_sync) { 2449 if (op->contr->outputs_sync)
2450 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2454 }
2440 2455
2441 if(op->contr->state==ST_PLAYING) { 2456 if (op->contr->ns->state == ST_PLAYING)
2442 2457 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2460 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2462 else
2463 {
2448 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2466 }
2467
2451 if(op->contr->gen_sp >= 0 ) 2468 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2470 else
2471 {
2454 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2474 }
2475
2457 if(op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2478 else
2479 {
2460 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2482 }
2463 2483
2464 /* Regenerate Spell Points */ 2484 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) { 2488 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2489 {
2490 op->stats.sp++;
2469 /* dms do not consume food */ 2491 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2493 {
2494 op->stats.food--;
2472 if(op->contr->digestion<0) 2495 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2524 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497 2525
2498 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2528 if (--op->last_grace < 0)
2529 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2532
2533 if (max_grace > 1)
2534 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2536 if (over_grace > 0)
2506 op->stats.sp += over_grace 2537 {
2538 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2539 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace=0; 2540 op->last_grace = 0;
2509 } else { 2541 }
2542 else
2543 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2545 }
2512 } else { 2546 }
2547 else
2548 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2550 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2551 /* wearing stuff doesn't detract from grace generation. */
2516 } 2552 }
2517 2553
2518 /* Regenerate Hit Points */ 2554 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2555 if (--op->last_heal < 0)
2556 {
2520 if(op->stats.hp<op->stats.maxhp) { 2557 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2558 {
2559 op->stats.hp++;
2522 /* dms do not consume food */ 2560 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2561 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2562 {
2563 op->stats.food--;
2525 if(op->contr->digestion<0) 2564 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food; 2567 op->stats.food = last_food;
2568 }
2569 }
2570
2571 if (max_hp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2577 op->last_heal = 0;
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2583 }
2584 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 }
2530 } 2588 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545 2589
2546 /* Digestion */ 2590 /* Digestion */
2547 if(--op->last_eat<0) { 2591 if (--op->last_eat < 0)
2592 {
2548#ifdef COZY_SERVER 2593#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2596#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2598#endif
2556 2599
2557 if(op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2602 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2561 /* dms do not consume food */ 2605 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2607 op->stats.food--;
2564 } 2608 }
2565 2609
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2611 {
2612 object *tmp, *flesh = 0;
2568 2613
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2615 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2617 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2621 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2623 break;
2576 } 2624 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2625 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2626 flesh = tmp;
2579 } /* end of for loop */ 2627 } /* End if paid for object */
2628 } /* end of for loop */
2629
2580 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2631 * eat flesh instead.
2582 */ 2632 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2636 manual_apply (op, flesh, 0);
2586 } 2637 }
2587 } /* end if player is starving */ 2638 }
2588 2639
2589 while(op->stats.food<0&&op->stats.hp>0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2591 2642
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2644 kill_player (op);
2645 }
2594} 2646}
2595
2596
2597 2647
2598/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2651 * file.
2602 */ 2652 */
2653void
2603void kill_player(object *op) 2654kill_player (object *op)
2604{ 2655{
2605 char buf[MAX_BUF]; 2656 char buf[MAX_BUF];
2606 int x,y,i; 2657 int x, y;
2658
2659 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2660 maptile *map; /* this is for resurrection */
2661
2608 int z; 2662 /* int z;
2609 int num_stats_lose; 2663 int num_stats_lose;
2610 int lost_a_stat; 2664 int lost_a_stat;
2611 int lose_this_stat; 2665 int lose_this_stat;
2612 int this_stat; 2666 int this_stat; */
2613 int will_kill_again; 2667 int will_kill_again;
2614 archetype *at; 2668 archetype *at;
2615 object *tmp; 2669 object *tmp;
2616 2670
2617 if(save_life(op)) 2671 if (save_life (op))
2618 return; 2672 return;
2619 2673
2620 2674
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2676 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2677 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2678 */
2625 if (op_on_battleground(op, &x, &y)) { 2679 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2680 {
2627 "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2683
2630
2631 /* restore player */ 2684 /* restore player */
2632 at = find_archetype("poisoning"); 2685 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2687 {
2635 remove_ob(tmp); 2688 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2690 }
2639 2691
2640 at = find_archetype("confusion"); 2692 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2694 {
2643 remove_ob(tmp); 2695 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2697 }
2647 2698
2648 cure_disease(op,0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2701 if (op->stats.food <= 0)
2651 2702 op->stats.food = 999;
2703
2652 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2706 {
2656 sprintf(buf,"%s's finger",op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2708 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2712 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2716 }
2717
2669 /* teleport defeated player to new destination*/ 2718 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2720 op->contr->braced = 0;
2672 return; 2721 return;
2673 } 2722 }
2674 2723
2675 INVOKE_PLAYER (DEATH, op->contr); 2724 INVOKE_PLAYER (DEATH, op->contr);
2676 2725
2677 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2678 2727
2679 if(op->stats.food<0) { 2728 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2729 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2731 strcpy (op->contr->killer, "starvation");
2688 } 2732 }
2689 else { 2733 else
2690 if (op->contr->explore) {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name); 2734 sprintf (buf, "%s died.", &op->name);
2697 } 2735
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2737
2700 /* save the map location for corpse, gravestone*/ 2738 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2739 x = op->x;
2740 y = op->y;
2741 map = op->map;
2702 2742
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
2708 */ 2746 */
2709 2747
2710 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2750 * of death.
2713 */ 2751 */
2714#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2753 if (settings.balanced_stat_loss)
2754 {
2716 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2757 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2760 little bit harder. */
2722 /* GD */ 2761 /* GD */
2723 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2763 num_stats_lose = 1;
2725 else 2764 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2766 }
2767 else
2728 num_stats_lose = 1; 2768 num_stats_lose = 1;
2729 } 2769
2730 lost_a_stat = 0; 2770 lost_a_stat = 0;
2731 2771
2732 for (z=0; z<num_stats_lose; z++) { 2772 for (z = 0; z < num_stats_lose; z++)
2773 {
2733 i = RANDOM() % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
2734 2775
2735 if (settings.stat_loss_on_death) { 2776 if (settings.stat_loss_on_death)
2777 {
2736 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2779 * what he lost.
2738 */ 2780 */
2739 change_attr_value(&(op->stats), i,-1); 2781 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2782 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2786 lost_a_stat = 1;
2745 } else { 2787 }
2788 else
2789 {
2746 /* deplete a stat */ 2790 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2791 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2749 2796 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2797 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2798 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2799 }
2783 if (lose_this_stat) { 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
2802 {
2803 /* GD */
2804 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2805 this_stat = get_attr_value (&(dep->stats), i);
2806 if (this_stat < 0)
2807 {
2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2809 int keep_chance = this_stat * this_stat;
2810
2811 /* Yes, I am paranoid. Sue me. */
2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2817 {
2818 lose_this_stat = 0;
2819 /* Take loss chance vs keep chance to see if we
2820 retain the stat. */
2821 }
2822 else
2823 {
2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
2829 }
2830 }
2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2836 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2837 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2838 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2839 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2840 * difference.
2790 */ 2841 */
2791 if (this_stat>=-50) { 2842 if (this_stat >= -50)
2843 {
2792 change_attr_value(&(dep->stats), i, -1); 2844 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2845 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2847 op->update_stats ();
2796 lost_a_stat = 1; 2848 lost_a_stat = 1;
2797 } 2849 }
2798 } 2850 }
2851 }
2799 } 2852 }
2800 }
2801 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2854 if (!lost_a_stat)
2803 { 2855 {
2804 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2857 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2858 const char *god = determine_god (op);
2859
2807 if (god && (strcmp(god, "none"))) 2860 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 2862 else
2810 " you.", god); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2864 }
2865#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2867#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2868
2819 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2870 * exp loss on the stone.
2821 */ 2871 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2874 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2876 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2877 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);
2828 "who was killed\n" 2878 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2879 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2881
2836 /**************************************/ 2882 /**************************************/
2837 /* */ 2883 /* */
2838 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
2841 /* */ 2887 /* */
2842 /**************************************/ 2888 /**************************************/
2843 2889
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2890 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2891 /* restore player */
2846 at = find_archetype("poisoning"); 2892 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2894
2848 if (tmp) { 2895 if (tmp)
2849 remove_ob(tmp); 2896 {
2850 free_object(tmp); 2897 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2899 }
2853 2900
2854 at = find_archetype("confusion"); 2901 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2902 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2903 if (tmp)
2857 remove_ob(tmp); 2904 {
2858 free_object(tmp); 2905 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2907 }
2908
2861 cure_disease(op,0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
2862 2910
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2912 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2918
2870 /* 2919 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
2872 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2922 * in the map.
2874 */ 2923 */
2875 2924
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2925 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2927
2884 /****************************************/ 2928 /****************************************/
2885 /* */ 2929 /* */
2886 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
2888 /* */ 2932 /* */
2889 /****************************************/ 2933 /****************************************/
2890 2934
2891 enter_player_savebed(op); 2935 enter_player_savebed (op);
2892 2936
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2937 op->contr->braced = 0;
2897 save_player(op,1);
2898 2938
2899 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2942 * on the space that might harm the player.
2903 */ 2943 */
2904 will_kill_again=0; 2944 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
2908 } 2948
2909 if (will_kill_again) { 2949 if (will_kill_again)
2950 {
2910 object *force; 2951 object *force;
2911 int at; 2952 int at;
2912 2953
2913 force=get_archetype(FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2956 force->speed = 0.1;
2916 force->speed_left=-5.0; 2957 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2959 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2961 force->resist[at] = 100;
2921 } 2962
2922 insert_ob_in_ob(force, op); 2963 insert_ob_in_ob (force, op);
2923 fix_player(op); 2964 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2965
2966 }
2967
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 }
2982 }
2983 play_again(op);
2984
2985 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 2969}
2999 2970
3000 2971void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2972loot_object (object *op)
2973{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2974 object *tmp, *tmp2, *next;
3003 2975
2976 if (op->container)
3004 if (op->container) { /* close open sack first */ 2977 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2978
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2979 for (tmp = op->inv; tmp; tmp = next)
2980 {
3009 next=tmp->below; 2981 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2982
3011 remove_ob(tmp); 2983 if (tmp->invisible)
2984 continue;
2985
2986 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2988 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 2989 { /* empty container to ground */
3015 } 2990 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2991 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2993 {
3018 if(tmp->nrof>1) { 2994 if (tmp->nrof > 1)
2995 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2997 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 }
3000 else
3001 tmp->destroy ();
3002 }
3022 } else 3003 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3005 }
3027} 3006}
3028 3007
3029/* 3008/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3011 * was changed.
3033 */ 3012 */
3034 3013
3014void
3035void fix_weight(void) { 3015fix_weight (void)
3036 player *pl; 3016{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3017 for_all_players (pl)
3018 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3020
3039 if(old == sum) 3021 if (old == sum)
3040 continue; 3022 continue;
3041 fix_player(pl->ob); 3023 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3025 }
3045} 3026}
3046 3027
3028void
3047void fix_luck(void) { 3029fix_luck (void)
3048 player *pl; 3030{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3031 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3033 pl->ob->change_luck (0);
3052} 3034}
3053
3054 3035
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3058 */ 3039 */
3059
3060void 3040void
3061cast_dust (object * op, object * throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3062{ 3042{
3063 object *skop, *spob; 3043 object *skop, *spob;
3064 3044
3065 skop = find_skill_by_name (op, throw_ob->skill); 3045 skop = find_skill_by_name (op, throw_ob->skill);
3066 3046
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3047 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3048 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3049 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3050 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3051 return;
3073 } 3052 }
3074 3053
3075 spob = throw_ob->inv; 3054 spob = throw_ob->inv;
3076 3055
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3056 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 3057 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3058 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3059 if (!spob)
3081 { 3060 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3061 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 3062 return;
3085 } 3063 }
3086 3064
3087 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3066 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3067
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3069
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3070 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3071}
3096 3072
3073void
3097void make_visible (object *op) { 3074make_visible (object *op)
3075{
3098 op->hide = 0; 3076 op->hide = 0;
3099 op->invisible = 0; 3077 op->invisible = 0;
3100 if(op->type==PLAYER) { 3078 if (op->type == PLAYER)
3079 {
3101 op->contr->tmp_invis = 0; 3080 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3081 op->contr->invis_race = 0;
3103 } 3082 }
3104 update_object(op,UP_OBJ_FACE); 3083 update_object (op, UP_OBJ_FACE);
3105} 3084}
3106 3085
3086int
3107int is_true_undead(object *op) { 3087is_true_undead (object *op)
3088{
3108 object *tmp=NULL; 3089 object *tmp = NULL;
3109 3090
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1;
3111 3093
3112 if(op->type==PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116 return 0; 3094 return 0;
3117} 3095}
3118 3096
3119/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3099 * indicate greater hideability.
3122 */ 3100 */
3123 3101
3102int
3124int hideability(object *ob) { 3103hideability (object *ob)
3104{
3125 int i,level=0, mflag; 3105 int i, level = 0, mflag;
3126 sint16 x,y; 3106 sint16 x, y;
3127 3107
3128 if(!ob||!ob->map) return 0; 3108 if (!ob || !ob->map)
3109 return 0;
3129 3110
3130 /* so, on normal lighted maps, its hard to hide */ 3111 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3112 level = ob->map->darkness - 2;
3132 3113
3133 /* this also picks up whether the object is glowing. 3114 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3115 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3116 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3117 if (has_carried_lights (ob))
3118 level = -(10 + (2 * ob->map->darkness));
3137 3119
3138 /* scan through all nearby squares for terrain to hide in */ 3120 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3124 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue;
3127 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3129 level += 2;
3144 else /* open terrain! */ 3130 else /* open terrain! */
3145 level -= 1; 3131 level -= 1;
3146 } 3132 }
3147 3133
3148#if 0 3134#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3135 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3136#endif
3151 return level; 3137 return level;
3152} 3138}
3153 3139
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3140/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3141 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3142 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3143 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3144 */
3159 3145
3146void
3160void do_hidden_move (object *op) { 3147do_hidden_move (object *op)
3148{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3150 object *skop;
3163 3151
3164 if(!op || !op->map) return; 3152 if (!op || !op->map)
3153 return;
3165 3154
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3156
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3158 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3159 if (!skop || num >= skop->level)
3160 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3162 make_visible (op);
3173 return; 3163 return;
3174 } else num += 20;
3175 } 3164 }
3165 else
3166 num += 20;
3167
3176 num += op->map->difficulty; 3168 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3170 num -= hide;
3171
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 {
3180 make_visible(op); 3174 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3175 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3177 }
3184 else if (op->type == PLAYER && skop) { 3178 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3180}
3188 3181
3189/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3190 3183
3184int
3191int stand_near_hostile( object *who ) { 3185stand_near_hostile (object *who)
3186{
3192 object *tmp=NULL; 3187 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3188 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3189 maptile *m;
3195 sint16 x,y; 3190 sint16 x, y;
3196 3191
3197 if(!who) return 0; 3192 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3193 return 0;
3194
3195 if (who->type == PLAYER)
3196 player = 1;
3197
3198 else
3199 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for (i = 1; i < 9; i++)
3203 {
3204 x = who->x + freearr_x[i];
3205 y = who->y + freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags (m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP)
3212 continue;
3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3214 continue;
3215
3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 {
3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3219 return 1;
3220 else if (tmp->type == PLAYER)
3221 {
3222 /*don't let a hidden DM prevent you from hiding */
3223 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3224 return 1;
3225 }
3226 }
3227 }
3228 return 0;
3227} 3229}
3228 3230
3229/* check the player los field for viewability of the 3231/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3232 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3233 * but we dont worry if the object isnt the top one in
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3240 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3241 * -b.t.
3240 * This function is now map tiling safe. 3242 * This function is now map tiling safe.
3241 */ 3243 */
3242 3244
3245int
3243int player_can_view (object *pl,object *op) { 3246player_can_view (object *pl, object *op)
3247{
3244 rv_vector rv; 3248 rv_vector rv;
3245 int dx,dy; 3249 int dx, dy;
3246 3250
3247 if(pl->type!=PLAYER) { 3251 if (pl->type != PLAYER)
3252 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3254 return -1;
3274 op = op->more;
3275 } 3255 }
3256
3257 if (!pl || !op)
3276 return 0; 3258 return 0;
3259
3260 op = op->head_ ();
3261
3262 get_rangevector (pl, op, &rv, 0x1);
3263
3264 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any
3266 * part that is in the los array but isnt on
3267 * a blocked los square.
3268 * we use the archetype to figure out offsets.
3269 */
3270 while (op)
3271 {
3272 dx = rv.distance_x + op->arch->clone.x;
3273 dy = rv.distance_y + op->arch->clone.y;
3274
3275 /* only the viewable area the player sees is updated by LOS
3276 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values.
3278 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1;
3283 op = op->more;
3284 }
3285 return 0;
3277} 3286}
3278 3287
3279/* routine for both players and monsters. We call this when 3288/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3289 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3290 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3291 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3292 * return 0.
3284 */ 3293 */
3294int
3285int action_makes_visible (object *op) { 3295action_makes_visible (object *op)
3296{
3286 3297
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3301 return 0;
3290 3302
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3303 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0;
3292 3305
3293 /* If monsters, they should become visible */ 3306 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3310 return 1;
3297 } 3311 }
3298 } 3312 }
3299 return 0; 3313 return 0;
3300} 3314}
3301 3315
3302/* op_on_battleground - checks if the given object op (usually 3316/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3317 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3318 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3319 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3320 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3321 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3322 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3323 */
3324int
3310int op_on_battleground (object *op, int *x, int *y) { 3325op_on_battleground (object *op, int *x, int *y)
3326{
3311 object *tmp; 3327 object *tmp;
3312 3328
3313 /* A battleground-tile needs the following attributes to be valid: 3329 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3332 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3333 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3334 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3336 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3341 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3342 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 {
3326 object *invtmp; 3345 object *invtmp;
3346
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3348 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3351 if (x != NULL && y != NULL)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3353 return 1;
3354 }
3355 }
3356 }
3330 if (x != NULL && y != NULL) 3357 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3359 return 1;
3333 } 3360 }
3334 } 3361 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3362 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3363 /* If we got here, did not find a battleground */
3343 return 0; 3364 return 0;
3344} 3365}
3345 3366
3346/* 3367/*
3350 * attributes: 3371 * attributes:
3351 * object *who the dragon player 3372 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3373 * int atnr the attack-number of the ability focus
3353 * int level ability level 3374 * int level ability level
3354 */ 3375 */
3376void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3377dragon_ability_gain (object *who, int atnr, int level)
3378{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3379 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3380 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3381 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3382 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3383 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3384 int i = 0, j = 0;
3362 3385
3363 /* get the appropriate treasurelist */ 3386 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3387 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3388 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3389 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3390 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3391 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3392 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3393 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3394 trlist = find_treasurelist ("dragon_ability_poison");
3372 3395
3373 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3374 return; 3397 return;
3375 3398
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3400
3378 3401 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3402 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3404 return;
3382 } 3405 }
3383 3406
3384 /* everything seems okay - now bring on the gift: */ 3407 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3408 item = &(tr->item->clone);
3386 3409
3387 if (item->type == SPELL) { 3410 if (item->type == SPELL)
3411 {
3388 if (check_spell_known (who, item->name)) 3412 if (check_spell_known (who, item->name))
3389 return; 3413 return;
3390 3414
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3415 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3416 do_learn_spell (who, item, 0);
3393 return; 3417 return;
3394 } 3418 }
3395 3419
3396 /* grant direct spell */ 3420 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3421 if (item->type == SPELLBOOK)
3422 {
3398 if (!item->inv) { 3423 if (!item->inv)
3424 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3425 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3426 return;
3402 } 3427 }
3403 if (check_spell_known (who, item->inv->name)) 3428 if (check_spell_known (who, item->inv->name))
3404 return; 3429 return;
3405 if (item->invisible) { 3430 if (item->invisible)
3431 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3432 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3433 do_learn_spell (who, item->inv, 0);
3408 return; 3434 return;
3409 } 3435 }
3410 } 3436 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3437 else if (item->type == SKILL_TOOL && item->invisible)
3438 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3439 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3440 {
3413 3441
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3442 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3443 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3444 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3445 * but not all of them, he gets nothing.
3418 */ 3446 */
3419 if (!(skop->attacktype & item->attacktype)) { 3447 if (!(skop->attacktype & item->attacktype))
3448 {
3420 /* Give new attacktype */ 3449 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3450 skop->attacktype |= item->attacktype;
3422 3451
3423 /* always add physical if there's none */ 3452 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3453 skop->attacktype |= AT_PHYSICAL;
3425 3454
3426 if (item->msg != NULL) 3455 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3457
3429 /* Give player new face */ 3458 /* Give player new face */
3430 if (item->animation_id) { 3459 if (item->animation_id)
3460 {
3431 who->face = skop->face; 3461 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3462 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3463 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3464 who->last_anim = 0;
3435 who->state = 0; 3465 who->state = 0;
3436 animate_object(who, who->direction); 3466 animate_object (who, who->direction);
3437 } 3467 }
3468 }
3469 }
3438 } 3470 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3471 else if (item->type == FORCE)
3472 {
3442 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3474 object *skin;
3475
3444 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3479 ;
3448 3480
3481 if (!skin)
3482 return;
3483
3449 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3486 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3487 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3488
3453 /* print message */ 3489 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3490 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3491 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3492 {
3457 if (j) 3493 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3494 {
3459 else 3495 if (j)
3460 j = 1; 3496 strcat (buf, " and ");
3497 else
3498 j = 1;
3461 strcat(buf, spellpathnames[i]); 3499 strcat (buf, spellpathnames[i]);
3462 } 3500 }
3463 } 3501 }
3464 strcat(buf,"."); 3502 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3504 }
3467 3505
3468 /* evtl. adding flags: */ 3506 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3507 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3508 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3509 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3510 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3511 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3512 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3513
3476 /* print message if there is one */ 3514 /* print message if there is one */
3477 if (item->msg != NULL) 3515 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 }
3518 else
3479 } 3519 {
3480 else {
3481 /* generate misc. treasure */ 3520 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3521 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3523 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3524 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3487 } 3526 }
3488} 3527}
3489 3528
3490/** 3529/**
3491 * Unready an object for a player. This function does nothing if the object was 3530 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3531 * not readied.
3493 */ 3532 */
3533void
3494void player_unready_range_ob(player *pl, object *ob) { 3534player_unready_range_ob (player *pl, object *ob)
3495 rangetype i; 3535{
3496
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3536 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3498 if (pl->ranges[i] == ob) { 3537 if (pl->ranges[i] == ob)
3538 {
3499 pl->ranges[i] = NULL; 3539 pl->ranges[i] = 0;
3500 if (pl->shoottype == i) { 3540 if (pl->shoottype == i)
3501 pl->shoottype = range_none; 3541 pl->shoottype = range_none;
3502 }
3503 } 3542 }
3504 }
3505} 3543}

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