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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 1.61 by root, Sat Dec 23 13:56:25 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
36player *
47player *find_player(const char *plname) 37find_player (const char *plname)
48{ 38{
49 player *pl; 39 for_all_players (pl)
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 41 return pl;
54 }; 42
55 return NULL; 43 return 0;
56} 44}
57 45
58player* find_player_partial_name( const char* plname ) 46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
59 { 63 {
60 player* pl; 64 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 68 size += strlen (buf);
69 }
70 70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
72 { 97 {
73 if ( found ) 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 99 break;
100 }
75 101
76 found = pl; 102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
77 } 148 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 149 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 150 size += strlen (buf);
170 } 151 }
171 }
172 152 }
153
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 156 close_and_delete (fp, comp);
179} 157}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
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
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234
235 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point.
237 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice;
242 p->Swap_First = -1;
243
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
249
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}
301
302 158
303/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void
304static void set_first_map(object *op) 161set_first_map (object *op)
305{ 162{
306 strcpy(op->contr->maplevel, first_map_path); 163 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 164 op->x = -1;
308 op->y = -1; 165 op->y = -1;
309 enter_exit(op, NULL); 166 enter_exit (op, 0);
310} 167}
311 168
169// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
273 /* There are some elements we want initialized to non zero value -
274 * we deal with that below this point.
275 */
276 outputs_sync = 16; /* Every 2 seconds */
277 outputs_count = 8; /* Keeps present behaviour */
278 unapply = unapply_nochoice;
279
280 assign (savebed_map, first_map_path); /* Init. respawn position */
281
282 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal;
286 petmode = pet_normal;
287 listening = 10;
288 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */
291 do_los = 1;
292
293 /* we need to clear these to -1 and not zero - otherwise,
294 * if a player quits and starts a new character, we wont
295 * send new values to the client, as things like exp start
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300
301 for (int i = 0; i < NROFATTACKS; i++)
302 last_resist[i] = -1;
303
304 last_stats.exp = -1;
305 last_weight = (uint32) - 1;
306}
307
308player::~player ()
309{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
312/* Tries to add player on the connection passwd in ns. 348/* 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 349 * All we can really get in this is some settings like host and display
314 * mode. 350 * mode.
315 */ 351 */
352player *
353player::create ()
354{
355 player *pl = new player;
316 356
317int add_player(NewSocket *ns) { 357 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 358
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);
332
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; 359 return pl;
340} 360}
341 361
342/* 362/*
343 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 365 * Note: there MUST be at least one player archetype!
346 */ 366 */
367archetype *
347archetype *get_player_archetype(archetype* at) 368get_player_archetype (archetype *at)
348{ 369{
349 archetype *start = at; 370 archetype *start = at;
371
350 for (;;) { 372 for (;;)
373 {
351 if (at==NULL || at->next==NULL) 374 if (at == NULL || at->next == NULL)
352 at=first_archetype; 375 at = first_archetype;
353 else 376 else
354 at=at->next; 377 at = at->next;
378
355 if(at->clone.type==PLAYER) 379 if (at->clone.type == PLAYER)
356 return at; 380 return at;
381
357 if (at == start) { 382 if (at == start)
383 {
358 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 385 exit (-1);
360 } 386 }
361 } 387 }
362} 388}
363 389
364 390object *
365object *get_nearest_player(object *mon) { 391get_nearest_player (object *mon)
392{
366 object *op = NULL; 393 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 394 objectlink *ol;
369 unsigned lastdist; 395 unsigned lastdist;
370 rv_vector rv; 396 rv_vector rv;
371 397
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
399 {
373 /* We should not find free objects on this friendly list, but it 400 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 401 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 402 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 403 * list is also free, so encapsulate this in a while loop.
377 */ 404 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 405 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
406 {
379 object *tmp=ol->ob; 407 object *tmp = ol->ob;
380 408
381 /* Can't do much more other than log the fact, because the object 409 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 410 * itself will have been cleared.
383 */ 411 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 412 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 413 ol = ol->next;
386 remove_friendly_object(tmp); 414 remove_friendly_object (tmp);
387 if (!ol) return op; 415 if (!ol)
388 } 416 return op;
417 }
389 418
390 /* Remove special check for player from this. First, it looks to cause 419 /* 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 420 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 421 * 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 422 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 423 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 424 * on_same_map check, as can_detect_enemy also does this
396 */ 425 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 426 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 427 continue;
399 428
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) { 429 if (lastdist > rv.distance)
409 op=pl->ob; 430 {
431 op = ol->ob;
410 lastdist=rv.distance; 432 lastdist = rv.distance;
433 }
411 } 434 }
412 } 435
413 } 436 for_all_players (pl)
437 if (can_detect_enemy (mon, pl->ob, &rv))
438 if (lastdist > rv.distance)
439 {
440 op = pl->ob;
441 lastdist = rv.distance;
442 }
443
414#if 0 444#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 445 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 446#endif
417 return op; 447 return op;
418} 448}
419 449
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 450/* 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 451 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 452 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 466 * 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 467 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 468 * is probably not a good thing.
439 */ 469 */
440#define MAX_SPACES 50 470#define MAX_SPACES 50
441
442 471
443/* 472/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 473 * 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 474 * 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 475 * 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. 488 * 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, 489 * 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 490 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 491 * is blocking itself.
463 */ 492 */
493int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 494path_to_player (object *mon, object *pl, unsigned mindiff)
495{
465 rv_vector rv; 496 rv_vector rv;
466 sint16 x,y; 497 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 498 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 499 maptile *m, *lastmap;
469 500
470 get_rangevector(mon, pl, &rv, 0); 501 get_rangevector (mon, pl, &rv, 0);
471 502
472 if (rv.distance<mindiff) return 0; 503 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; 504 return 0;
725}
726 505
727void confirm_password(object *op) { 506 x = mon->x;
507 y = mon->y;
508 m = mon->map;
509 dir = rv.direction;
510 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
511 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
512 /* If we can't solve it within the search distance, return now. */
513 if (diff > max)
514 return 0;
515 while (diff > 1 && max > 0)
516 {
517 lastx = x;
518 lasty = y;
519 lastmap = m;
520 x = lastx + freearr_x[dir];
521 y = lasty + freearr_y[dir];
728 522
729 op->contr->write_buf[0]='\0'; 523 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 524 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732}
733 525
526 /* Space is blocked - try changing direction a little */
527 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
528 && (m == mon->map && blocked_link (mon, m, x, y))))
529 {
530 /* recalculate direction from last good location. Possible
531 * we were not traversing ideal location before.
532 */
533 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
534 if (rv.direction != dir)
535 {
536 /* OK - says direction should be different - lets reset the
537 * the values so it will try again.
538 */
539 x = lastx;
540 y = lasty;
541 m = lastmap;
542 dir = firstdir = rv.direction;
543 }
544 else
545 {
546 /* direct path is blocked - try taking a side step to
547 * either the left or right.
548 * Note increase the values in the loop below to be
549 * more than -1/1 respectively will mean the monster takes
550 * bigger detour. Have to be careful about these values getting
551 * too big (3 or maybe 4 or higher) as the monster may just try
552 * stepping back and forth
553 */
554 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
555 {
556 if (i == 0)
557 continue; /* already did this, so skip it */
558 /* Use lastdir here - otherwise,
559 * since the direction that the creature should move in
560 * may change, you could get infinite loops.
561 * ie, player is northwest, but monster can only
562 * move west, so it does that. It goes some distance,
563 * gets blocked, finds that it should move north,
564 * can't do that, but now finds it can move east, and
565 * gets back to its original point. lastdir contains
566 * the last direction the creature has successfully
567 * moved.
568 */
569
570 x = lastx + freearr_x[absdir (lastdir + i)];
571 y = lasty + freearr_y[absdir (lastdir + i)];
572 m = lastmap;
573 mflags = get_map_flags (m, &m, x, y, &x, &y);
574 if (mflags & P_OUT_OF_MAP)
575 continue;
576 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
577 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
578 continue;
579 if (mflags & P_BLOCKSVIEW)
580 continue;
581
582 if (m == mon->map && blocked_link (mon, m, x, y))
583 break;
584 }
585 /* go through entire loop without finding a valid
586 * sidestep to take - thus, no valid path.
587 */
588 if (i == (DETOUR_AMOUNT + 1))
589 return 0;
590 diff--;
591 lastdir = dir;
592 max--;
593 if (!firstdir)
594 firstdir = dir + i;
595 } /* else check alternate directions */
596 } /* if blocked */
597 else
598 {
599 /* we moved towards creature, so diff is less */
600 diff--;
601 max--;
602 lastdir = dir;
603 if (!firstdir)
604 firstdir = dir;
605 }
606 if (diff <= 1)
607 {
608 /* Recalculate diff (distance) because we may not have actually
609 * headed toward player for entire distance.
610 */
611 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
612 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
613 }
614 if (diff > max)
615 return 0;
616 }
617 /* If we reached the max, didn't find a direction in time */
618 if (!max)
619 return 0;
620
621 return firstdir;
622}
623
624void
625give_initial_items (object *pl, treasurelist * items)
626{
627 object *op, *next = NULL;
628
629 if (pl->randomitems != NULL)
630 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
631
632 for (op = pl->inv; op; op = next)
633 {
634 next = op->below;
635
636 /* Forces get applied per default, unless they have the
637 * flag "neutral" set. Sorry but I can't think of a better way
638 */
639 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
640 SET_FLAG (op, FLAG_APPLIED);
641
642 /* we never give weapons/armour if these cannot be used
643 * by this player due to race restrictions
644 */
645 if (pl->type == PLAYER)
646 {
647 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
648 (op->type == ARMOUR || op->type == BOOTS ||
649 op->type == CLOAK || op->type == HELMET ||
650 op->type == SHIELD || op->type == GLOVES ||
651 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
652 {
653 op->destroy ();
654 continue;
655 }
656 }
657
658 /* This really needs to be better - we should really give
659 * a substitute spellbook. The problem is that we don't really
660 * have a good idea what to replace it with (need something like
661 * a first level treasurelist for each skill.)
662 * remove duplicate skills also
663 */
664 if (op->type == SPELLBOOK || op->type == SKILL)
665 {
666 object *tmp;
667
668 for (tmp = op->below; tmp; tmp = tmp->below)
669 if (tmp->type == op->type && tmp->name == op->name)
670 break;
671
672 if (tmp)
673 {
674 op->destroy ();
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 }
678
679 if (op->nrof > 1)
680 op->nrof = 1;
681 }
682
683 if (op->type == SPELLBOOK && op->inv)
684 {
685 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
686 }
687
688 /* Give starting characters identified, uncursed, and undamned
689 * items. Just don't identify gold or silver, or it won't be
690 * merged properly.
691 */
692 if (need_identify (op))
693 {
694 SET_FLAG (op, FLAG_IDENTIFIED);
695 CLEAR_FLAG (op, FLAG_CURSED);
696 CLEAR_FLAG (op, FLAG_DAMNED);
697 }
698 if (op->type == SPELL)
699 {
700 op->destroy ();
701 continue;
702 }
703 else if (op->type == SKILL)
704 {
705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
706 op->stats.exp = 0;
707 op->level = 1;
708 }
709 /* lock all 'normal items by default */
710 else
711 SET_FLAG (op, FLAG_INV_LOCKED);
712 } /* for loop of objects in player inv */
713
714 /* Need to set up the skill pointers */
715 link_player_skills (pl);
716}
717
718void
734void get_party_password(object *op, partylist *party) { 719get_party_password (object *op, partylist *party)
720{
735 if (party == NULL) { 721 if (party == NULL)
722 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 723 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 724 return;
738 } 725 }
726
739 op->contr->write_buf[0]='\0'; 727 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 728 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 729 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 730 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 731}
744
745 732
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 733/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
734static int
747int roll_stat(void) { 735roll_stat (void)
736{
748 int a[4],i,j,k; 737 int a[4], i, j, k;
749 738
750 for(i=0;i<4;i++) 739 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 740 a[i] = (int) RANDOM () % 6 + 1;
752 741
753 for(i=0,j=0,k=7;i<4;i++) 742 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 743 if (a[i] < k)
755 k=a[i],j=i; 744 k = a[i], j = i;
756 745
757 for(i=0,k=0;i<4;i++) { 746 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 747 if (i != j)
759 k+=a[i]; 748 k += a[i];
760 } 749
761 return k; 750 return k;
762} 751}
763 752
764void roll_stats(object *op) { 753void
765 int sum=0; 754object::roll_stats ()
766 int i = 0, j = 0; 755{
767 int statsort[7]; 756 int statsort [7];
768 757
758 for (;;)
769 do { 759 {
770 op->stats.Str=roll_stat(); 760 int sum = 0;
771 op->stats.Dex=roll_stat(); 761 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 762 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);
781 763
764 if (sum >= 82 && sum <= 116)
765 break;
766 }
767
782 /* Sort the stats so that rerolling is easier... */ 768 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 769 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;
790 770
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]; 771 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 772 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 773 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 774 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 775 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 776 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 777 stats.Cha = statsort[6];
810 778
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; 779 stats.exp = 0;
822 op->stats.ac=0; 780 stats.ac = 0;
823 781
782 stats.hp = stats.maxhp;
783 stats.sp = stats.maxsp;
784 stats.grace = stats.maxgrace;
785
786 if (contr)
787 {
824 op->contr->levhp[1] = 9; 788 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 789 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 790 contr->levgrace[1] = 3;
827 791
828 fix_player(op);
829 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 792 contr->orig_stats = stats;
833}
834
835void Roll_Again(object *op)
836{
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];
845
846 if ( op->contr->Swap_First == -1 ) {
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);
862 op->stats.Str = op->contr->orig_stats.Str;
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);
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 } 793 }
794}
921 795
922#if 0 796void
923 /* So that enter_exit will put us at startx/starty */ 797object::swap_stats (int a, int b)
924 op->x= -1; 798{
799 int tmp = get_attr_value (&contr->orig_stats, a);
800 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
801 set_attr_value (&contr->orig_stats, b, tmp);
925 802
926 enter_exit(op,NULL); 803 stats.Str = contr->orig_stats.Str;
927#endif 804 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 805 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 806 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 807 stats.Wis = contr->orig_stats.Wis;
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"); 808 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 809 stats.Cha = contr->orig_stats.Cha;
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;
942 810
943 case 'q': 811 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 812 // be merged with the similar code in roll_stats
945 play_again(op); 813 stats.ac = 0;
946 return 1;
947 814
948 default: 815 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 816 stats.exp = 0;
950 return 0; 817 stats.ac = 0;
818
819 stats.hp = stats.maxhp;
820 stats.sp = stats.maxsp;
821 stats.grace = stats.maxgrace;
822
823 if (contr)
951 } 824 {
952 return 0; 825 contr->levhp[1] = 9;
826 contr->levsp[1] = 6;
827 contr->levgrace[1] = 3;
828
829 contr->orig_stats = stats;
830 }
953} 831}
954 832
955/* This function takes the key that is passed, and does the 833/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 834 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 835 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 836 * separate race and class; this actually changes the RACE,
959 * not the class. 837 * not the class.
960 */ 838 */
961 839int
962int key_change_class(object *op, char key) 840key_change_class (object *op, char key)
963{ 841{
964 int tmp_loop; 842 int tmp_loop;
965 843
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 844 if (key == 'd' || key == 'D')
845 {
972 char buf[MAX_BUF]; 846 char buf[MAX_BUF];
973 847
974 /* this must before then initial items are given */ 848 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 849 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 850
851 treasurelist *tl = find_treasurelist ("starting_wealth");
852 if (tl)
853 create_treasure (tl, op, 0, 0, 0);
854
978 INVOKE_PLAYER (BIRTH, op->contr); 855 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 856 INVOKE_PLAYER (LOGIN, op->contr);
980 857
981 op->contr->state=ST_PLAYING; 858 op->contr->ns->state = ST_PLAYING;
982 859
983 if (op->msg) { 860 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 861 op->msg = NULL;
986 }
987 862
988 /* We create this now because some of the unique maps will need it 863 /* We create this now because some of the unique maps will need it
989 * to save here. 864 * to save here.
990 */ 865 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 867 make_path_to_file (buf);
993 868
994#ifdef AUTOSAVE 869#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 870 op->contr->last_save_tick = pticks;
996#endif 871#endif
997 start_info(op); 872 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 874 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 875 link_player_skills (op);
1001 esrv_send_inventory(op, op); 876 esrv_send_inventory (op, op);
1002 fix_player(op); 877 op->update_stats ();
1003 878
1004 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1005 * is one for this race 880 * is one for this race
1006 */ 881 */
1007 if(*first_map_ext_path) { 882 if (*first_map_ext_path)
883 {
1008 object *tmp; 884 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 885 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 886
1012 first_map_ext_path, op->arch->name); 887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 888 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 889 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 890 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 891 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 892 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 893 * if the map isn't there, then stay on the
1019 * default initial map */ 894 * default initial map */
1020 free_object(tmp); 895 tmp->destroy ();
896 }
1021 } else { 897 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 898 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 899
900 return 0;
901 }
902
1027 /* Following actually changes the race - this is the default command 903 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 904 * if we don't match with one of the options above.
1029 */ 905 */
1030 906
1031 tmp_loop = 0; 907 tmp_loop = 0;
1032 while(!tmp_loop) { 908 while (!tmp_loop)
1033 const char *name = add_string (op->name); 909 {
910 shstr name = op->name;
1034 int x = op->x, y = op->y; 911 int x = op->x, y = op->y;
1035 remove_statbonus(op); 912
1036 remove_ob (op); 913 op->remove_statbonus ();
914 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 915 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 916 op->arch->clone.copy_to (op);
1039 op->instantiate (); 917 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 918 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 919 op->name = op->name_pl = name;
1042 op->name = name; 920 op->x = x;
1043 free_string(op->name_pl); 921 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 */ 922 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 923 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 924 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 925 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 926 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 927 }
928
1056 update_object(op,UP_OBJ_FACE); 929 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 930 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 931 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 932 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 933 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 934 op->stats.grace = 0;
935
1062 if (op->msg) 936 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 937 new_draw_info (NDI_BLUE, 0, op, op->msg);
938
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 939 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; 940 return 0;
1066} 941}
1067 942
943int
1068int key_confirm_quit(object *op, char key) 944key_confirm_quit (object *op, char key)
1069{ 945{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947 {
1073 op->contr->state=ST_PLAYING; 948 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 950 return 1;
1076 } 951 }
1077 952
1078 INVOKE_PLAYER (LOGOUT, op->contr); 953 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 954 INVOKE_PLAYER (QUIT, op->contr);
1080 955
1081 terminate_all_pets(op); 956 terminate_all_pets (op);
1082 leave_map(op); 957 leave_map (op);
1083 op->direction=0; 958 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 960
1087 strcpy(op->contr->killer,"quit"); 961 strcpy (op->contr->killer, "quit");
1088 check_score(op); 962 check_score (op);
1089 op->contr->party=NULL; 963 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 964 op->contr->own_title[0] = '\0';
1092 965
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 966 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 967
968 delete ob->contr;
969
1096 /* We need to hunt for any per player unique maps in memory and 970 /* 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, 971 * 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 972 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 973 */
974 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 976
977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
1102 next = mp->next; 979 next = mp->next;
980
1103 if (!strncmp(mp->path, buf, strlen(buf))) 981 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 982 delete_map (mp);
1105 } 983 }
1106 984
1107 delete_character(op->name, 1); 985 delete_character (ob->name, 1);
1108 } 986
1109 play_again(op);
1110 return 1; 987 return 1;
1111} 988}
1112 989
990void
1113void flee_player(object *op) { 991flee_player (object *op)
992{
1114 int dir,diff; 993 int dir, diff;
1115 rv_vector rv; 994 rv_vector rv;
1116 995
1117 if(op->stats.hp < 0) { 996 if (op->stats.hp < 0)
997 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 998 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1000 return;
1121 } 1001 }
1122 1002
1123 if(op->enemy==NULL) { 1003 if (op->enemy == NULL)
1004 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1005 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1007 return;
1127 } 1008 }
1128 1009
1129 /* Seen some crashes here. Since we don't store an 1010 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1011 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1012 * actual enemy, and the object is recycled.
1132 */ 1013 */
1133 if (op->enemy->map == NULL) { 1014 if (op->enemy->map == NULL)
1015 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1016 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1017 op->enemy = NULL;
1136 return; 1018 return;
1137 } 1019 }
1138 1020
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1021 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1022 {
1140 op->enemy=NULL; 1023 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1024 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1025 return;
1143 } 1026 }
1027
1144 get_rangevector(op, op->enemy, &rv, 0); 1028 get_rangevector (op, op->enemy, &rv, 0);
1145 1029
1146 dir=absdir(4+rv.direction); 1030 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1031 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 } 1032 {
1033 int m = 1 - (RANDOM () & 2);
1034
1035 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1036 return;
1037 }
1038
1154 /* Cornered, get rid of scared */ 1039 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1041 op->enemy = NULL;
1157} 1042}
1158 1043
1159 1044
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1045/* 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 1046 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1047 * stop.
1163 */ 1048 */
1049int
1164int check_pick(object *op) { 1050check_pick (object *op)
1051{
1165 object *tmp, *next; 1052 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1053 int stop = 0;
1168 int j, k, wvratio; 1054 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1055 char putstring[128], tmpstr[16];
1170 1056
1171
1172 /* if you're flying, you cna't pick up anything */ 1057 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1058 if (op->move_type & MOVE_FLYING)
1174 return 1; 1059 return 1;
1175 1060
1176 op_tag = op->count;
1177
1178 next = op->below; 1061 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1062
1182 /* loop while there are items on the floor that are not marked as 1063 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1064 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1065 while (next && !next->destroyed ())
1185 { 1066 {
1186 tmp = next; 1067 tmp = next;
1187 next = tmp->below; 1068 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1069
1191 if (was_destroyed (op, op_tag)) 1070 if (op->destroyed ())
1192 return 0; 1071 return 0;
1193 1072
1194 if ( ! can_pick (op, tmp)) 1073 if (!can_pick (op, tmp))
1195 continue; 1074 continue;
1196 1075
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1076 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1077 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1078 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1079 pick_up (op, tmp);
1201 continue; 1080 continue;
1202 } 1081 }
1203 1082
1204 /* high not bit set? We're using the old autopickup model */ 1083 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1084 if (!(op->contr->mode & PU_NEWMODE))
1085 {
1206 switch (op->contr->mode) { 1086 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1087 {
1208 case 1: pick_up (op, tmp); 1088 case 0:
1209 return 1; 1089 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1090 case 1:
1211 return 0; 1091 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1092 return 1;
1213 case 4: pick_up (op, tmp); 1093 case 2:
1214 break; 1094 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1095 return 0;
1216 stop = 1; 1096 case 3:
1217 break; 1097 return 0; /* stop before pickup */
1218 case 6: 1098 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1099 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1100 break;
1221 pick_up(op, tmp); 1101 case 5:
1222 break; 1102 pick_up (op, tmp);
1103 stop = 1;
1104 break;
1105 case 6:
1106 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1107 pick_up (op, tmp);
1108 break;
1223 1109
1224 case 7: 1110 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1111 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1112 pick_up (op, tmp);
1227 break; 1113 break;
1228 1114
1229 default: 1115 default:
1230 /* use value density */ 1116 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1117 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1118 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1119 pick_up (op, tmp);
1234 >= op->contr->mode) 1120 }
1235 pick_up(op,tmp); 1121 }
1236 } 1122 else
1237 } 1123 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1124 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1125 if (op->contr->mode & PU_DEBUG)
1241 { 1126 {
1242 /* some debugging code to figure out item information */ 1127 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1128 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1129 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1130 &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)))); 1131 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1133 &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)))); 1134
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1135 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1136 }
1252 1137
1253 sprintf(putstring,"...flags: "); 1138 /* philosophy:
1254 for(k=0;k<4;k++) 1139 * It's easy to grab an item type from a pile, as long as it's
1255 { 1140 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1141 * and selections, select-items should be used. This is a
1257 { 1142 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1143 * example.
1259 { 1144 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1145 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1146 * convert to decimal and then 'pickup <#>
1262 } 1147 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1148
1149 /* the first two modes are exclusive: if NOTHING we return, if
1150 * STOP then we stop. All the rest are applied sequentially,
1151 * meaning if any test passes, the item gets picked up. */
1152
1153 /* if mode is set to pick nothing up, return */
1154
1155 if (op->contr->mode & PU_NOTHING)
1156 return 1;
1157
1158 /* if mode is set to stop when encountering objects, return */
1159 /* take STOP before INHIBIT since it doesn't actually pick
1160 * anything up */
1161
1162 if (op->contr->mode & PU_STOP)
1163 return 0;
1164
1165 /* useful for going into stores and not losing your settings... */
1166 /* and for battles wher you don't want to get loaded down while
1167 * fighting */
1168 if (op->contr->mode & PU_INHIBIT)
1169 return 1;
1170
1171 /* prevent us from turning into auto-thieves :) */
1172 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1173 continue;
1174
1175 /* ignore known cursed objects */
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1177 continue;
1178
1179 /* all food and drink if desired */
1180 /* question: don't pick up known-poisonous stuff? */
1181 if (op->contr->mode & PU_FOOD)
1182 if (tmp->type == FOOD)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_DRINK)
1189 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_POTION)
1196 if (tmp->type == POTION)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* spellbooks, skillscrolls and normal books/scrolls */
1203 if (op->contr->mode & PU_SPELLBOOK)
1204 if (tmp->type == SPELLBOOK)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_SKILLSCROLL)
1211 if (tmp->type == SKILLSCROLL)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_READABLES)
1218 if (tmp->type == BOOK || tmp->type == SCROLL)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* wands/staves/rods/horns */
1225 if (op->contr->mode & PU_MAGIC_DEVICE)
1226 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* pick up all magical items */
1233 if (op->contr->mode & PU_MAGICAL)
1234 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 if (op->contr->mode & PU_VALUABLES)
1241 {
1242 if (tmp->type == MONEY || tmp->type == GEM)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247 }
1248
1249 /* rings & amulets - talismans seems to be typed AMULET */
1250 if (op->contr->mode & PU_JEWELS)
1251 if (tmp->type == RING || tmp->type == AMULET)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* we don't forget dragon food */
1258 if (op->contr->mode & PU_FLESH)
1259 if (tmp->type == FLESH)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 /* bows and arrows. Bows are good for selling! */
1266 if (op->contr->mode & PU_BOW)
1267 if (tmp->type == BOW)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_ARROW)
1274 if (tmp->type == ARROW)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* all kinds of armor etc. */
1281 if (op->contr->mode & PU_ARMOUR)
1282 if (tmp->type == ARMOUR)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_HELMET)
1289 if (tmp->type == HELMET)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_SHIELD)
1296 if (tmp->type == SHIELD)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_BOOTS)
1303 if (tmp->type == BOOTS)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 if (op->contr->mode & PU_GLOVES)
1310 if (tmp->type == GLOVES)
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 if (op->contr->mode & PU_CLOAK)
1317 if (tmp->type == CLOAK)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322
1323 /* hoping to catch throwing daggers here */
1324 if (op->contr->mode & PU_MISSILEWEAPON)
1325 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 /* careful: chairs and tables are weapons! */
1332 if (op->contr->mode & PU_ALLWEAPON)
1333 {
1334 if (tmp->type == WEAPON && tmp->name != NULL)
1335 {
1336 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1337 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342 }
1343
1344 if (tmp->type == WEAPON && tmp->name == NULL)
1345 {
1346 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351 }
1352 }
1353
1354 /* misc stuff that's useful */
1355 if (op->contr->mode & PU_KEY)
1356 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361
1362 /* any of the last 4 bits set means we use the ratio for value
1363 * pickups */
1364 if (op->contr->mode & PU_RATIO)
1365 {
1366 /* use value density to decide what else to grab */
1367 /* >=7 was >= op->contr->mode */
1368 /* >=7 is the old standard setting. Now we take the last 4 bits
1369 * and multiply them by 5, giving 0..15*5== 5..75 */
1370 wvratio = (op->contr->mode & PU_RATIO) * 5;
1371 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1372 {
1373 pick_up (op, tmp);
1267#if 0 1374#if 0
1268 /* print the flags too */ 1375 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1376 if (tmp->name != NULL)
1270 { 1377 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1378 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1379 }
1273 { 1380 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1381 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1382 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1383 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 1384#endif
1385 continue;
1386 }
1387 }
1388 } /* the new pickup model */
1280 } 1389 }
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 1390
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; 1391 return !stop;
1444} 1392}
1445 1393
1446/* 1394/*
1447 * Find an arrow in the inventory and after that 1395 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1396 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1397 * found object is returned.
1450 */ 1398 */
1399object *
1451object *find_arrow(object *op, const char *type) 1400find_arrow (object *op, const char *type)
1452{ 1401{
1453 object *tmp = NULL; 1402 object *tmp = NULL;
1454 1403
1455 for(op=op->inv; op; op=op->below) 1404 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1405 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); 1406 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1407 else if (op->type == ARROW && op->race == type)
1460 return op; 1408 return op;
1461 return tmp; 1409 return tmp;
1462} 1410}
1463 1411
1464/* 1412/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1413 * 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 1414 * 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 1415 * 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. 1416 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1417 */
1470 1418
1419object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1420find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1421{
1473 object *tmp = NULL, *arrow, *ntmp; 1422 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1423 int attacknum, attacktype, betterby = 0, i;
1475 1424
1476 if (!type) 1425 if (!type)
1477 return NULL; 1426 return NULL;
1478 1427
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1428 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1429 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1430 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1431 {
1432 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1433 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1434 if (i > betterby)
1485 tmp = ntmp; 1435 {
1486 betterby = i; 1436 tmp = ntmp;
1487 } 1437 betterby = i;
1438 }
1439 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1440 else if (arrow->type == ARROW && arrow->race == type)
1441 {
1489 /* allways prefer assasination/slaying */ 1442 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1443 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1444 {
1492 if (arrow->attacktype & AT_DEATH) { 1445 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1446 {
1494 return arrow; 1447 *better = 100;
1495 } else { 1448 return arrow;
1496 tmp = arrow; 1449 }
1450 else
1451 {
1452 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1453 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1454 }
1499 } else { 1455 }
1456 else
1457 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1458 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1459 {
1501 attacktype = 1<<attacknum; 1460 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1461 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) { 1462 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1463 {
1464 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1465 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1466 }
1507 } 1467 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1468 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1469 {
1470 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1471 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1472 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1473 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1474 {
1475 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1476 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1477 }
1478 }
1479 }
1516 } 1480 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1481 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1482 return find_arrow (op, type);
1521 1483
1522 *better = betterby; 1484 *better = betterby;
1523 return tmp; 1485 return tmp;
1524} 1486}
1525 1487
1526/* looks in a given direction, finds the first valid target, and calls 1488/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1489 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1490 * op = the shooter
1529 * type = bow->race 1491 * type = bow->race
1530 * dir = fire direction 1492 * dir = fire direction
1531 */ 1493 */
1532 1494
1495object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1496pick_arrow_target (object *op, const char *type, int dir)
1534{ 1497{
1535 object *tmp = NULL; 1498 object *tmp = NULL;
1536 mapstruct *m; 1499 maptile *m;
1537 int i, mflags, found, number; 1500 int i, mflags, found, number;
1538 sint16 x, y; 1501 sint16 x, y;
1539 1502
1540 if (op->map == NULL) 1503 if (op->map == NULL)
1541 return find_arrow(op, type); 1504 return find_arrow (op, type);
1542 1505
1543 /* do a dex check */ 1506 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1507 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))) 1508 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1509 return find_arrow (op, type);
1547 1510
1548 m = op->map; 1511 m = op->map;
1549 x = op->x; 1512 x = op->x;
1550 y = op->y; 1513 y = op->y;
1551 1514
1552 /* find the first target */ 1515 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1516 for (i = 0, found = 0; i < 20; i++)
1517 {
1554 x += freearr_x[dir]; 1518 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1519 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1520 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1521 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1522 {
1558 tmp = NULL; 1523 tmp = NULL;
1559 break; 1524 break;
1525 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1526 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1527 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1528 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1529 * perhaps a bad assumption.
1563 */ 1530 */
1564 tmp = NULL; 1531 tmp = NULL;
1565 break; 1532 break;
1566 } 1533 }
1567 if (mflags & P_IS_ALIVE) { 1534 if (mflags & P_IS_ALIVE)
1535 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1536 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1537 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1538 {
1571 break; 1539 found++;
1572 } 1540 break;
1541 }
1573 if (found) 1542 if (found)
1574 break; 1543 break;
1575 } 1544 }
1576 } 1545 }
1577 if (tmp == NULL) 1546 if (tmp == NULL)
1578 return find_arrow(op, type); 1547 return find_arrow (op, type);
1579 1548
1580 if (tmp->head) 1549 if (tmp->head)
1581 tmp = tmp->head; 1550 tmp = tmp->head;
1582 1551
1583 return find_better_arrow(op, tmp, type, &i); 1552 return find_better_arrow (op, tmp, type, &i);
1584} 1553}
1585 1554
1586/* 1555/*
1587 * Creature fires a bow - op can be monster or player. Returns 1556 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1557 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1560 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1561 * 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 1562 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1563 * player fire modes.
1595 */ 1564 */
1565int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1566fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1567{
1599 object *left, *bow; 1568 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1569 int bowspeed, mflags;
1602 mapstruct *m; 1570 maptile *m;
1603 1571
1604 if (!dir) { 1572 if (!dir)
1573 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1575 return 0;
1607 } 1576 }
1577
1608 if (op->type == PLAYER) 1578 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1579 bow = op->contr->ranges[range_bow];
1610 else { 1580 else
1581 {
1611 for(bow=op->inv; bow; bow=bow->below) 1582 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1583 /* 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. 1584 * don't need to switch back and forth between bows and weapons.
1614 */ 1585 */
1615 if(bow->type==BOW) 1586 if (bow->type == BOW)
1616 break; 1587 break;
1617 1588
1618 if (!bow) { 1589 if (!bow)
1590 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1592 return 0;
1621 } 1593 }
1622 } 1594 }
1595
1623 if( !bow->race || !bow->skill) { 1596 if (!bow->race || !bow->skill)
1597 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1599 return 0;
1626 } 1600 }
1627 1601
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1603
1630 /* penalize ROF for bestarrow */ 1604 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1633 if (bowspeed < 1) 1608 if (bowspeed < 1)
1634 bowspeed = 1; 1609 bowspeed = 1;
1635 1610
1636 if (arrow == NULL) { 1611 if (arrow == NULL)
1612 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1613 if ((arrow = find_arrow (op, bow->race)) == NULL)
1614 {
1638 if (op->type == PLAYER) 1615 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1616 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 */ 1617 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1618 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1619 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1620 return 0;
1645 } 1621 }
1646 } 1622 }
1623
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1625 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1626 return 0;
1650 } 1627
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1628 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1629 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1630 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1631 return 0;
1654 } 1632 }
1655 1633
1656 /* this should not happen, but sometimes does */ 1634 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1635 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1636 {
1637 arrow->destroy ();
1638 return 0;
1639 }
1662 1640
1663 left = arrow; /* these are arrows left to the player */ 1641 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1642 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1643 if (!arrow)
1644 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1646 return 0;
1669 return 0;
1670 } 1647 }
1671 set_owner(arrow, op); 1648
1672 if (arrow->skill) free_string(arrow->skill); 1649 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1650 arrow->skill = bow->skill;
1674 1651
1675 arrow->direction=dir; 1652 arrow->direction = dir;
1676 arrow->x = sx; 1653 arrow->x = sx;
1677 arrow->y = sy; 1654 arrow->y = sy;
1678 1655
1679 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1657 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1659 op->update_stats ();
1682 } 1660 }
1683 1661
1684 SET_ANIMATION(arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1690 1668
1691 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1693 */ 1671 */
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 1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1699 /* update the speed */ 1675 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1677 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 1678
1705 if (arrow->speed < 1.0) 1679 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1680 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1681 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1682 arrow->speed_left = 0;
1709 1683
1710 if (op->type == PLAYER) { 1684 if (op->type == PLAYER)
1685 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1688 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 1689
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1691 }
1692 else
1693 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1694 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; 1695 arrow->level = op->level;
1722 } 1696 }
1697
1723 if (arrow->attacktype == AT_PHYSICAL) 1698 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1700
1725 if (bow->slaying != NULL) 1701 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1702 arrow->slaying = bow->slaying;
1727 1703
1728 arrow->map = m; 1704 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1705 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1707
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1708 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0); 1709 insert_ob_in_map (arrow, m, op, 0);
1735 1710
1736 if (!was_destroyed(arrow, tag)) 1711 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1712 move_arrow (arrow);
1738 1713
1739 if (op->type == PLAYER) { 1714 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1715 {
1716 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1717 esrv_del_item (op->contr, left->count);
1742 else 1718 else
1743 esrv_send_item(op, left); 1719 esrv_send_item (op, left);
1744 } 1720 }
1721
1745 return 1; 1722 return 1;
1746} 1723}
1747 1724
1748/* Special fire code for players - this takes into 1725/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1726 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1727 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1728 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1729 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1730 * hence the function name.
1754 */ 1731 */
1732int
1755int player_fire_bow(object *op, int dir) 1733player_fire_bow (object *op, int dir)
1756{ 1734{
1757 int ret=0, wcmod=0; 1735 int ret = 0, wcmod = 0;
1758 1736
1759 if (op->contr->bowtype == bow_bestarrow) { 1737 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1738 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1739 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); 1740 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1741 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1742 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1743 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1744 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1746 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1747 else if (op->contr->bowtype == bow_threewide)
1748 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1749 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)]); 1750 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)]); 1751 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1752 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1753 else if (op->contr->bowtype == bow_spreadshot)
1754 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1755 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); 1756 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); 1757 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1758
1777 } else { 1759 }
1760 else
1761 {
1778 /* Simple case */ 1762 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1764 }
1781 return ret; 1765 return ret;
1782} 1766}
1783 1767
1784 1768
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1769/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1770 * Broken apart from 'fire' to keep it more readable.
1787 */ 1771 */
1772void
1788void fire_misc_object(object *op, int dir) 1773fire_misc_object (object *op, int dir)
1789{ 1774{
1790 object *item; 1775 object *item;
1791 1776
1792 if (!op->contr->ranges[range_misc]) { 1777 if (!op->contr->ranges[range_misc])
1778 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1780 return;
1795 } 1781 }
1796 1782
1797 item = op->contr->ranges[range_misc]; 1783 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1784 if (!item->inv)
1785 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1786 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1787 return;
1801 } 1788 }
1802 if (item->type == WAND) { 1789 if (item->type == WAND)
1790 {
1803 if(item->stats.food<=0) { 1791 if (item->stats.food <= 0)
1792 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1793 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)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1795 return;
1807 } 1796 }
1797 }
1808 } else if (item->type == ROD || item->type==HORN) { 1798 else if (item->type == ROD || item->type == HORN)
1799 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1803 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1804 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)); 1805 else
1814 else 1806 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; 1807 return;
1818 } 1808 }
1819 } 1809 }
1820 1810
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1811 if (cast_spell (op, item, dir, item->inv, NULL))
1812 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1813 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1814 if (item->type == WAND)
1815 {
1824 if (!(--item->stats.food)) { 1816 if (!(--item->stats.food))
1825 object *tmp; 1817 {
1826 if (item->arch) { 1818 object *tmp;
1819
1820 if (item->arch)
1821 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
1829 item->speed = 0; 1824 item->speed = 0;
1830 update_ob_speed(item); 1825 update_ob_speed (item);
1831 } 1826 }
1832 if ((tmp=is_player_inv(item))) 1827 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1829 }
1835 } 1830 }
1836 else if (item->type == ROD || item->type==HORN) { 1831 else if (item->type == ROD || item->type == HORN)
1832 {
1837 drain_rod_charge(item); 1833 drain_rod_charge (item);
1838 } 1834 }
1839 } 1835 }
1840} 1836}
1841 1837
1842/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1843 */ 1839 */
1840void
1844void fire(object *op,int dir) { 1841fire (object *op, int dir)
1842{
1845 int spellcost=0; 1843 int spellcost = 0;
1846 1844
1847 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1846 if (action_makes_visible (op))
1847 make_visible (op);
1849 1848
1850 switch(op->contr->shoottype) { 1849 switch (op->contr->shoottype)
1850 {
1851 case range_none: 1851 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; 1852 return;
1888 default: 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 : 0));
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 (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1868 {
1869 op->contr->ranges[range_golem] = 0;
1870 op->contr->shoottype = range_none;
1871 }
1872 else
1873 control_golem (op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if (!op->chosen_skill)
1878 {
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;
1888 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1889 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1890 return;
1891 } 1891 }
1892} 1892}
1893 1893
1894 1894
1895 1895
1902 * inv is the objects inventory to searched 1902 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1903 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1904 * This function can be called recursively to search containers.
1905 */ 1905 */
1906 1906
1907object *
1907object * find_key(object *pl, object *container, object *door) 1908find_key (object *pl, object *container, object *door)
1908{ 1909{
1909 object *tmp,*key; 1910 object *tmp, *key;
1910 1911
1911 /* Should not happen, but sanity checking is never bad */ 1912 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1913 if (container->inv == NULL)
1914 return NULL;
1913 1915
1914 /* First, lets try to find a key in the top level inventory */ 1916 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1918 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1919 if (door->type == DOOR && tmp->type == KEY)
1920 break;
1917 /* For sanity, we should really check door type, but other stuff 1921 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1922 * (like containers) can be locked with special keys
1919 */ 1923 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1924 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1925 break;
1922 } 1926 }
1923 /* No key found - lets search inventories now */ 1927 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1928 /* 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 1929 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1930 * a key, return
1927 */ 1931 */
1928 if (!tmp) { 1932 if (!tmp)
1933 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1935 {
1930 /* No reason to search empty containers */ 1936 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1937 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1938 {
1939 if ((key = find_key (pl, tmp, door)) != NULL)
1940 return key;
1941 }
1942 }
1943 if (!tmp)
1944 return NULL;
1933 } 1945 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1946 /* 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 1947 * see if we actually want to use it
1939 */ 1948 */
1940 if (pl!=container) { 1949 if (pl != container)
1950 {
1941 /* Only let players use keys in containers */ 1951 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1952 if (!pl->contr)
1953 return NULL;
1943 /* cases where this fails: 1954 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1955 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1956 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1957 * If the container is not active, return now since only active
1947 * containers can be used. 1958 * containers can be used.
1948 * If we only search keyrings and the container does not have 1959 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1960 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1961 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1962 * inv must have been an container and must have been active.
1952 * 1963 *
1953 * Change the color so that the message doesn't disappear with 1964 * Change the color so that the message doesn't disappear with
1954 * all the others. 1965 * all the others.
1955 */ 1966 */
1956 if (pl->contr->usekeys == key_inventory || 1967 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1968 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1969 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1970 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1971 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1972 "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; 1973 return NULL;
1965 } 1974 }
1966 } 1975 }
1967 return tmp; 1976 return tmp;
1968} 1977}
1969 1978
1970/* moved door processing out of move_player_attack. 1979/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1980 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1981 * such that the caller should not do anything more,
1973 * 0 otherwise 1982 * 0 otherwise
1974 */ 1983 */
1984static int
1975static int player_attack_door(object *op, object *door) 1985player_attack_door (object *op, object *door)
1976{ 1986{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1987 /* 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 - 1988 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1989 * otherwise, we fall through to the rest of the code.
1981 */ 1990 */
1982 object *key=find_key(op, op, door); 1991 object *key = find_key (op, op, door);
1983 1992
1984 /* IF we found a key, do some extra work */ 1993 /* IF we found a key, do some extra work */
1985 if (key) { 1994 if (key)
1995 {
1986 object *container=key->env; 1996 object *container = key->env;
1987 1997
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1998 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1999 if (action_makes_visible (op))
2000 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2001 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2003 if (door->type == DOOR)
2004 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2005 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2006 }
1994 else if(door->type==LOCKED_DOOR) { 2007 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2008 {
1996 "You open the door with the %s", query_short_name(key)); 2009 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 ;-) */ 2010 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2011 }
1999 /* Do this after we print the message */ 2012 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2013 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2014 /* Need to update the weight the container the key was in */
2002 if (container != op) 2015 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2016 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2018 }
2005 } else if (door->type==LOCKED_DOOR) { 2019 else if (door->type == LOCKED_DOOR)
2020 {
2006 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2023 return 1;
2009 } 2024 }
2010 return 0; 2025 return 0;
2011} 2026}
2012 2027
2013/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2018 */ 2033 */
2019 2034void
2020void move_player_attack(object *op, int dir) 2035move_player_attack (object *op, int dir)
2021{ 2036{
2022 object *tmp, *mon, *tpl; 2037 object *tmp, *mon;
2023 sint16 nx, ny; 2038 sint16 nx, ny;
2024 int on_battleground; 2039 int on_battleground;
2025 mapstruct *m; 2040 maptile *m;
2026 2041
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2042 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2043 ny = freearr_y[dir] + op->y;
2031 2044
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2033 2046
2034 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * 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 2053 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2054 * move_ob uses.
2042 */ 2055 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2060 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2061 if (!m)
2047 } 2062 return; /* Don't think this should happen */
2048 else m =tpl->map; 2063 }
2049 2064 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2065 m = op->map;
2066
2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2068 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2070 return;
2053 } 2071 }
2054 2072
2055 mon = NULL; 2073 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2074 /* 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. 2075 * 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 2076 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2077 * on the space
2060 */ 2078 */
2061 while (tmp!=NULL) { 2079 while (tmp)
2080 {
2062 if (tmp == op) { 2081 if (tmp == op)
2063 tmp=tmp->above; 2082 {
2064 continue; 2083 tmp = tmp->above;
2065 } 2084 continue;
2085 }
2086
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2087 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2088 {
2068 break; 2089 mon = tmp;
2069 } 2090 break;
2091 }
2092
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2093 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2094 mon = tmp;
2095
2072 tmp=tmp->above; 2096 tmp = tmp->above;
2073 } 2097 }
2074 2098
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2099 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2100 return; /* into a wall */
2077 2101
2078 if(mon->head != NULL) 2102 if (mon->head)
2079 mon = mon->head; 2103 mon = mon->head;
2080 2104
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2106 if (player_attack_door (op, mon))
2107 return;
2083 2108
2084 /* The following deals with possibly attacking peaceful 2109 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2110 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2111 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2112 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2113 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2114 * and thus will not push them.
2090 */ 2115 */
2091 2116
2092 /* If the creature is a pet, push it even if the player is not 2117 /* 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 2118 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2119 * player owns it and it is either friendly or unagressive.
2095 */ 2120 */
2096 if ((op->type==PLAYER) 2121 if ((op->type == PLAYER)
2097#if COZY_SERVER 2122#if COZY_SERVER
2098 && 2123 &&
2099 ( 2124 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2125 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2126#else
2105 && get_owner(mon)==op 2127 && mon->owner == op
2106#endif 2128#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2130 {
2109 /* If we're braced, we don't want to switch places with it */ 2131 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2132 if (op->contr->braced)
2133 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2135 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2136 if (op->contr->tmp_invis || op->hide)
2137 make_visible (op);
2114 return; 2138 return;
2115 } 2139 }
2116 2140
2117 /* in certain circumstances, you shouldn't attack friendly 2141 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2142 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2143 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2144 * attack them either.
2121 */ 2145 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2146 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2148#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2149 (op->contr->peaceful
2150 || (mon->type == PLAYER
2151 && mon->contr->
2152 peaceful)) &&
2127#else 2153#else
2128 op->contr->peaceful && 2154 op->contr->peaceful &&
2129#endif 2155#endif
2130 !on_battleground 2156 !on_battleground))
2157 {
2158 if (!op->contr->braced)
2131 )) { 2159 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2161 (void) push_ob (mon, dir, op);
2135 } else { 2162 }
2163 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2164 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2165
2166 if (op->contr->tmp_invis || op->hide)
2167 make_visible (op);
2168 }
2169
2141 /* If the object is a boulder or other rollable object, then 2170 /* 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. 2171 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2172 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2173 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2174 {
2145 recursive_roll(mon,dir,op); 2175 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2176 if (action_makes_visible (op))
2147 } 2177 make_visible (op);
2178 }
2148 2179
2149 /* Any generic living creature. Including things like doors. 2180 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2181 * 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: 2182 * 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 2183 * 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. 2184 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2185 */
2155 2186
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2187 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2188 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2189 {
2159 2190
2160 /* If the player hasn't hit something this tick, and does 2191 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2192 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2193 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2194 * incurred a 1 tick offset.
2164 */ 2195 */
2165 if (!op->contr->has_hit) { 2196 if (!op->contr->has_hit)
2197 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2198 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2199
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2201 }
2170 2202
2171 skill_attack(mon, op, 0, NULL, NULL); 2203 skill_attack (mon, op, 0, 0, 0);
2172 2204
2173 /* If attacking another player, that player gets automatic 2205 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2206 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2207 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2208 * the wiz.
2177 */ 2209 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2210 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)) { 2211 {
2180 short luck = mon->stats.luck; 2212 short luck = mon->stats.luck;
2213
2181 mon->contr->has_hit = 1; 2214 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2215 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2216 mon->stats.luck = luck;
2184 } 2217 }
2185 if(action_makes_visible(op)) make_visible(op); 2218
2186 } 2219 if (action_makes_visible (op))
2220 make_visible (op);
2221 }
2187 } /* if player should attack something */ 2222 } /* if player should attack something */
2188} 2223}
2189 2224
2225int
2190int move_player(object *op,int dir) { 2226move_player (object *op, int dir)
2227{
2191 int pick; 2228 int pick;
2192 object *transport = op->contr->transport;
2193 2229
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2230 if (op->map == NULL || 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; 2231 return 0;
2232
2233 /* Sanity check: make sure dir is valid */
2234 if ((dir < 0) || (dir >= 9))
2235 {
2236 LOG (llevError, "move_player: invalid direction %d\n", dir);
2237 return 0;
2238 }
2239
2240 /* peterm: added following line */
2241 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2243
2244 op->facing = dir;
2245
2246 if (op->hide)
2247 do_hidden_move (op);
2248
2249 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2250 /*nop */ ;
2251 else if (op->contr->fire_on)
2252 fire (op, dir);
2253 else
2254 {
2255 move_player_attack (op, dir);
2256 pick = check_pick (op);
2257 }
2258
2259 /* Add special check for newcs players and fire on - this way, the
2260 * server can handle repeat firing.
2261 */
2262 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2263 op->direction = dir;
2264 else
2265 op->direction = 0;
2266
2267 /* Update how the player looks. Use the facing, so direction may
2268 * get reset to zero. This allows for full animation capabilities
2269 * for players.
2270 */
2271 animate_object (op, op->facing);
2272 return 0;
2256} 2273}
2257 2274
2258/* This is similar to handle_player, below, but is only used by the 2275/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2276 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2277 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2278 * the new speed values for commands.
2262 * 2279 *
2263 * Returns true if there are more actions we can do. 2280 * Returns true if there are more actions we can do.
2264 */ 2281 */
2282int
2265int handle_newcs_player(object *op) 2283handle_newcs_player (object *op)
2266{ 2284{
2267 if (op->contr->hidden) { 2285 if (op->contr->hidden)
2286 {
2268 op->invisible = 1000; 2287 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2288 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2289 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2290 * alternate it here for it to work correctly.
2272 */ 2291 */
2273 if (pticks & 2) op->invisible--; 2292 if (pticks & 2)
2293 op->invisible--;
2274 } 2294 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2295 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2296 {
2276 op->invisible--; 2297 op->invisible--;
2277 if(!op->invisible) { 2298 if (!op->invisible)
2299 {
2278 make_visible(op); 2300 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2301 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2302 }
2281 } 2303 }
2282 2304
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2305 if (QUERY_FLAG (op, FLAG_SCARED))
2306 {
2284 flee_player(op); 2307 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2308 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2309 if (QUERY_FLAG (op, FLAG_SCARED))
2310 {
2287 op->speed_left--; 2311 op->speed_left--;
2288 return 0; 2312 return 0;
2289 } 2313 }
2290 } 2314 }
2291 2315
2292 /* I've been seeing crashes where the golem has been destroyed, but 2316 /* 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 2317 * 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 2318 * 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. 2319 * put this in a a workaround to clean up the golem pointer.
2296 */ 2320 */
2297 if (op->contr->ranges[range_golem] && 2321 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; 2322 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2323
2304 /* call this here - we also will call this in do_ericserver, but 2324 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2325 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2326 * called, so we recheck it here.
2307 */ 2327 */
2308 HandleClient(&op->contr->socket, op->contr); 2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2329 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2310
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1;
2321 else return 0;
2322 } 2330 ;
2331
2332 if (op->speed_left < 0)
2323 return 0; 2333 return 0;
2324}
2325 2334
2335 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2336 {
2337 /* All move commands take 1 tick, at least for now */
2338 op->speed_left--;
2339
2340 /* Instead of all the stuff below, let move_player take care
2341 * of it. Also, some of the skill stuff is only put in
2342 * there, as well as the confusion stuff.
2343 */
2344 move_player (op, op->direction);
2345 if (op->speed_left > 0)
2346 return 1;
2347 else
2348 return 0;
2349 }
2350
2351 return 0;
2352}
2353
2354int
2326int save_life(object *op) { 2355save_life (object *op)
2327 object *tmp; 2356{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2357 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp));
2338 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0)
2346 op->stats.food = 999;
2347 fix_player(op);
2348 return 1;
2349 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */
2353 return 0; 2358 return 0;
2359
2360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2361 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2362 {
2363 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2365
2366 if (op->contr)
2367 esrv_del_item (op->contr, tmp->count);
2368
2369 tmp->destroy ();
2370 CLEAR_FLAG (op, FLAG_LIFESAVE);
2371
2372 if (op->stats.hp < 0)
2373 op->stats.hp = op->stats.maxhp;
2374
2375 if (op->stats.food < 0)
2376 op->stats.food = 999;
2377
2378 op->update_stats ();
2379 return 1;
2380 }
2381
2382 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2383 CLEAR_FLAG (op, FLAG_LIFESAVE);
2384 enter_player_savebed (op); /* bring him home. */
2385 return 0;
2354} 2386}
2355 2387
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2388/* 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 2389 * 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 2390 * function will descend into containers. op is the object to start the search
2359 * from. 2391 * from.
2360 */ 2392 */
2393void
2361void remove_unpaid_objects(object *op, object *env) 2394remove_unpaid_objects (object *op, object *env)
2362{ 2395{
2363 object *next; 2396 object *next;
2364 2397
2365 while (op) { 2398 while (op)
2399 {
2366 next=op->below; /* Make sure we have a good value, in case 2400 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2401 * we remove object 'op'
2368 */ 2402 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2403 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2404 {
2405 op->remove ();
2371 op->x = env->x; 2406 op->x = env->x;
2372 op->y = env->y; 2407 op->y = env->y;
2373 if (env->type == PLAYER) 2408 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2409 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2410 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2411 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2412 else if (op->inv)
2378 op=next; 2413 remove_unpaid_objects (op->inv, env);
2379 }
2380}
2381 2414
2415 op = next;
2416 }
2417}
2382 2418
2383/* 2419/*
2384 * Returns pointer a static string containing gravestone text 2420 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2421 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2422 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2423 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2424 * but there isn't one in the server directory.
2389 */ 2425 */
2426char *
2390char *gravestone_text (object *op) 2427gravestone_text (object *op)
2391{ 2428{
2392 static char buf2[MAX_BUF]; 2429 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2430 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2431 time_t now = time (NULL);
2395 2432
2396 strcpy (buf2, " R.I.P.\n\n"); 2433 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2434 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2435 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2436 else
2400 sprintf (buf, "%s\n", op->name); 2437 sprintf (buf, "%s\n", &op->name);
2438
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2439 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2440 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2441 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2442 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2443 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2444 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2445
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2447 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2448 if (op->type == PLAYER)
2449 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2450 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2451 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2452 strcat (buf2, buf);
2413 } 2453 }
2454
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2455 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2457 strcat (buf2, buf);
2458
2417 return buf2; 2459 return buf2;
2418} 2460}
2419 2461
2420 2462void
2421
2422void do_some_living(object *op) { 2463do_some_living (object *op)
2464{
2423 int last_food=op->stats.food; 2465 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2466 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2467 int over_hp, over_sp, over_grace;
2426 int i; 2468 int i;
2427 int rate_hp = 1200; 2469 int rate_hp = 1200;
2428 int rate_sp = 2500; 2470 int rate_sp = 2500;
2429 int rate_grace = 2000; 2471 int rate_grace = 2000;
2430 const int max_hp = 1; 2472 const int max_hp = 1;
2431 const int max_sp = 1; 2473 const int max_sp = 1;
2432 const int max_grace = 1; 2474 const int max_grace = 1;
2433 2475
2434 if (op->contr->outputs_sync) { 2476 if (op->contr->outputs_sync)
2477 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2478 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2479 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]); 2480 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2481 }
2440 2482
2441 if(op->contr->state==ST_PLAYING) { 2483 if (op->contr->ns->state == ST_PLAYING)
2442 2484 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2485 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2486 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2487 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2488 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2489 else
2490 {
2448 gen_hp = op->stats.maxhp; 2491 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2492 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2493 }
2494
2451 if(op->contr->gen_sp >= 0 ) 2495 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2496 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2497 else
2498 {
2454 gen_sp = op->stats.maxsp; 2499 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2500 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2501 }
2502
2457 if(op->contr->gen_grace >= 0) 2503 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2505 else
2506 {
2460 gen_grace = op->stats.maxgrace; 2507 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2508 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2509 }
2463 2510
2464 /* Regenerate Spell Points */ 2511 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2512 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2513 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2514 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) { 2515 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2516 {
2517 op->stats.sp++;
2469 /* dms do not consume food */ 2518 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2520 {
2521 op->stats.food--;
2472 if(op->contr->digestion<0) 2522 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2523 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2524 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; 2525 op->stats.food = last_food;
2526 }
2527 }
2528
2529 if (max_sp > 1)
2530 {
2531 over_sp = (gen_sp + 10) / rate_sp;
2532 if (over_sp > 0)
2533 {
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2539 op->stats.sp--;
2540
2541 if (op->stats.sp > op->stats.maxsp)
2542 op->stats.sp = op->stats.maxsp;
2543 }
2544 op->last_sp = 0;
2545 }
2546 else
2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 }
2549 else
2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2551 }
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 2552
2498 /* Regenerate Grace */ 2553 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2554 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2555 if (--op->last_grace < 0)
2556 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2557 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2558 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2559
2560 if (max_grace > 1)
2561 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2562 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2563 if (over_grace > 0)
2506 op->stats.sp += over_grace 2564 {
2565 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; 2566 + (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; 2567 op->last_grace = 0;
2509 } else { 2568 }
2569 else
2570 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2571 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2572 }
2512 } else { 2573 }
2574 else
2575 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2576 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2577 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2578 /* wearing stuff doesn't detract from grace generation. */
2516 } 2579 }
2517 2580
2518 /* Regenerate Hit Points */ 2581 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2582 if (--op->last_heal < 0)
2583 {
2520 if(op->stats.hp<op->stats.maxhp) { 2584 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2585 {
2586 op->stats.hp++;
2522 /* dms do not consume food */ 2587 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2588 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2589 {
2590 op->stats.food--;
2525 if(op->contr->digestion<0) 2591 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2592 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2593 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; 2594 op->stats.food = last_food;
2595 }
2596 }
2597
2598 if (max_hp > 1)
2599 {
2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2601 if (over_hp > 0)
2602 {
2603 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2604 op->last_heal = 0;
2605 }
2606 else
2607 {
2608 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2609 }
2610 }
2611 else
2612 {
2613 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2614 }
2530 } 2615 }
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 2616
2546 /* Digestion */ 2617 /* Digestion */
2547 if(--op->last_eat<0) { 2618 if (--op->last_eat < 0)
2619 {
2548#ifdef COZY_SERVER 2620#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2621 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2622 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2623#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2624 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 2625#endif
2556 2626
2557 if(op->contr->gen_hp > 0) 2627 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2629 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631
2561 /* dms do not consume food */ 2632 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2633 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2634 op->stats.food--;
2564 } 2635 }
2565 2636
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2637 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2638 {
2639 object *tmp, *flesh = 0;
2568 2640
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2641 for (tmp = op->inv; tmp; tmp = tmp->below)
2642 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2643 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2644 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2645 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2646 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2647 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2648 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2649 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2650 break;
2576 } 2651 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2652 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2653 flesh = tmp;
2579 } /* end of for loop */ 2654 } /* End if paid for object */
2655 } /* end of for loop */
2656
2580 /* If player is still starving, it means they don't have any food, so 2657 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2658 * eat flesh instead.
2582 */ 2659 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2660 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2661 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2663 manual_apply (op, flesh, 0);
2586 } 2664 }
2587 } /* end if player is starving */ 2665 }
2588 2666
2589 while(op->stats.food<0&&op->stats.hp>0) 2667 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2668 op->stats.food++, op->stats.hp--;
2591 2669
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2671 kill_player (op);
2672 }
2594} 2673}
2595
2596
2597 2674
2598/* If the player should die (lack of hp, food, etc), we call this. 2675/* 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 2676 * 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 2677 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2678 * file.
2602 */ 2679 */
2680void
2603void kill_player(object *op) 2681kill_player (object *op)
2604{ 2682{
2605 char buf[MAX_BUF]; 2683 char buf[MAX_BUF];
2606 int x,y,i; 2684 int x, y;
2685
2686 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2687 maptile *map; /* this is for resurrection */
2688
2608 int z; 2689 /* int z;
2609 int num_stats_lose; 2690 int num_stats_lose;
2610 int lost_a_stat; 2691 int lost_a_stat;
2611 int lose_this_stat; 2692 int lose_this_stat;
2612 int this_stat; 2693 int this_stat; */
2613 int will_kill_again; 2694 int will_kill_again;
2614 archetype *at; 2695 archetype *at;
2615 object *tmp; 2696 object *tmp;
2616 2697
2617 if(save_life(op)) 2698 if (save_life (op))
2618 return; 2699 return;
2619 2700
2620 2701
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2702 /* 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. 2703 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2704 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2705 */
2625 if (op_on_battleground(op, &x, &y)) { 2706 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2707 {
2627 "You have been defeated in combat!"); 2708 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, 2709 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2710
2630
2631 /* restore player */ 2711 /* restore player */
2632 at = find_archetype("poisoning"); 2712 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2713 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2714 if (tmp)
2635 remove_ob(tmp); 2715 {
2636 free_object(tmp); 2716 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2718 }
2639 2719
2640 at = find_archetype("confusion"); 2720 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2721 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2722 if (tmp)
2643 remove_ob(tmp); 2723 {
2644 free_object(tmp); 2724 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2726 }
2647 2727
2648 cure_disease(op,0); /* remove any disease */ 2728 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2729 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2730 if (op->stats.food <= 0)
2651 2731 op->stats.food = 999;
2732
2652 /* create a bodypart-trophy to make the winner happy */ 2733 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2734 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2735 if (tmp != NULL)
2655 { 2736 {
2656 sprintf(buf,"%s's finger",op->name); 2737 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2738 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2739 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2740 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2741 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2742 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2743 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2744 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2745 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2746 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2747 }
2748
2669 /* teleport defeated player to new destination*/ 2749 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2750 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2751 op->contr->braced = 0;
2672 return; 2752 return;
2673 } 2753 }
2674 2754
2675 INVOKE_PLAYER (DEATH, op->contr); 2755 INVOKE_PLAYER (DEATH, op->contr);
2676 2756
2677 command_kill_pets (op, 0); 2757 command_kill_pets (op, 0);
2678 2758
2679 if(op->stats.food<0) { 2759 if (op->stats.food < 0)
2760 {
2680 if (op->contr->explore) { 2761 if (op->contr->explore)
2762 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2763 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..."); 2764 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2765 op->stats.food = 999;
2684 return; 2766 return;
2685 } 2767 }
2686 sprintf(buf,"%s starved to death.",op->name); 2768 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2769 strcpy (op->contr->killer, "starvation");
2770 }
2771 else
2688 } 2772 {
2689 else {
2690 if (op->contr->explore) { 2773 if (op->contr->explore)
2774 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2775 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..."); 2776 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2777 op->stats.hp = op->stats.maxhp;
2694 return; 2778 return;
2695 } 2779 }
2696 sprintf(buf,"%s died.",op->name); 2780 sprintf (buf, "%s died.", &op->name);
2697 } 2781 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2782 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2783
2700 /* save the map location for corpse, gravestone*/ 2784 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2785 x = op->x;
2786 y = op->y;
2787 map = op->map;
2702 2788
2703 2789
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2790 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2791 * 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. 2792 * See the config.h file for a little more in depth detail about this.
2708 */ 2793 */
2709 2794
2710 /* Basically two ways to go - remove a stat permanently, or just 2795 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2796 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2797 * of death.
2713 */ 2798 */
2714#ifndef COZY_SERVER 2799#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2800 if (settings.balanced_stat_loss)
2801 {
2716 /* If stat loss is permanent, lose one stat only. */ 2802 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2803 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2804 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2805 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2806 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2807 little bit harder. */
2722 /* GD */ 2808 /* GD */
2723 if (settings.stat_loss_on_death) 2809 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2810 num_stats_lose = 1;
2725 else 2811 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2813 }
2814 else
2815 {
2728 num_stats_lose = 1; 2816 num_stats_lose = 1;
2729 } 2817 }
2730 lost_a_stat = 0; 2818 lost_a_stat = 0;
2731 2819
2732 for (z=0; z<num_stats_lose; z++) { 2820 for (z = 0; z < num_stats_lose; z++)
2821 {
2733 i = RANDOM() % NUM_STATS; 2822 i = RANDOM () % NUM_STATS;
2734 2823
2735 if (settings.stat_loss_on_death) { 2824 if (settings.stat_loss_on_death)
2825 {
2736 /* Pick a random stat and take a point off it. Tell the player 2826 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2827 * what he lost.
2738 */ 2828 */
2739 change_attr_value(&(op->stats), i,-1); 2829 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2830 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2831 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2832 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2833 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2834 lost_a_stat = 1;
2745 } else { 2835 }
2836 else
2837 {
2746 /* deplete a stat */ 2838 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2839 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2840 object *dep;
2841
2842 dep = present_arch_in_ob (deparch, op);
2843 if (!dep)
2749 2844 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2845 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2846 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 2847 }
2783 if (lose_this_stat) { 2848 lose_this_stat = 1;
2849 if (settings.balanced_stat_loss)
2850 {
2851 /* GD */
2852 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2853 this_stat = get_attr_value (&(dep->stats), i);
2854 if (this_stat < 0)
2855 {
2856 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2857 int keep_chance = this_stat * this_stat;
2858
2859 /* Yes, I am paranoid. Sue me. */
2860 if (keep_chance < 1)
2861 keep_chance = 1;
2862
2863 /* There is a maximum depletion total per level. */
2864 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2865 {
2866 lose_this_stat = 0;
2867 /* Take loss chance vs keep chance to see if we
2868 retain the stat. */
2869 }
2870 else
2871 {
2872 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2873 lose_this_stat = 0;
2874 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2875 this_stat, keep_chance, loss_chance,
2876 lose_this_stat?"LOSE":"KEEP"); */
2877 }
2878 }
2879 }
2880
2881 if (lose_this_stat)
2882 {
2883 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2884 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2885 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2886 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2887 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2888 * difference.
2790 */ 2889 */
2791 if (this_stat>=-50) { 2890 if (this_stat >= -50)
2891 {
2792 change_attr_value(&(dep->stats), i, -1); 2892 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2893 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2894 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2895 op->update_stats ();
2796 lost_a_stat = 1; 2896 lost_a_stat = 1;
2797 } 2897 }
2798 } 2898 }
2899 }
2799 } 2900 }
2800 }
2801 /* If no stat lost, tell the player. */ 2901 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2902 if (!lost_a_stat)
2803 { 2903 {
2804 /* determine_god() seems to not work sometimes... why is this? 2904 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2905 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2906 const char *god = determine_god (op);
2907
2807 if (god && (strcmp(god, "none"))) 2908 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2909 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" 2910 else
2810 " you.", god); 2911 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 } 2912 }
2913#else
2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2915#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 2916
2819 /* Put a gravestone up where the character 'almost' died. List the 2917 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2918 * exp loss on the stone.
2821 */ 2919 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2920 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2921 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2922 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2923 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2924 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2925 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" 2926 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; 2927 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2928 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2929
2836 /**************************************/ 2930 /**************************************/
2837 /* */ 2931 /* */
2838 /* Subtract the experience points, */ 2932 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2933 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2934 /* food, and reset HP's... */
2841 /* */ 2935 /* */
2842 /**************************************/ 2936 /**************************************/
2843 2937
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2938 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2939 /* restore player */
2846 at = find_archetype("poisoning"); 2940 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2941 tmp = present_arch_in_ob (at, op);
2942
2848 if (tmp) { 2943 if (tmp)
2849 remove_ob(tmp); 2944 {
2850 free_object(tmp); 2945 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2947 }
2853 2948
2854 at = find_archetype("confusion"); 2949 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2951 if (tmp)
2857 remove_ob(tmp); 2952 {
2858 free_object(tmp); 2953 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2955 }
2956
2861 cure_disease(op,0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
2862 2958
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2959 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2960 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2961 if (op->stats.food < 100)
2962 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2966
2870 /* 2967 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2968 * 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 2969 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2970 * in the map.
2874 */ 2971 */
2875 2972
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2973 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2974 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2975
2884 /****************************************/ 2976 /****************************************/
2885 /* */ 2977 /* */
2886 /* Move player to his current respawn- */ 2978 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2979 /* position (usually last savebed) */
2888 /* */ 2980 /* */
2889 /****************************************/ 2981 /****************************************/
2890 2982
2891 enter_player_savebed(op); 2983 enter_player_savebed (op);
2892 2984
2893 /* Save the player before inserting the force to reduce 2985 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 2986 * chance of abuse.
2895 */ 2987 */
2896 op->contr->braced=0; 2988 op->contr->braced = 0;
2897 save_player(op,1); 2989 op->contr->save ();
2898 2990
2899 /* it is possible that the player has blown something up 2991 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2992 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2993 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2994 * on the space that might harm the player.
2903 */ 2995 */
2904 will_kill_again=0; 2996 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2997 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2998 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2999 will_kill_again |= tmp->attacktype;
2908 } 3000
2909 if (will_kill_again) { 3001 if (will_kill_again)
3002 {
2910 object *force; 3003 object *force;
2911 int at; 3004 int at;
2912 3005
2913 force=get_archetype(FORCE_NAME); 3006 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3007 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3008 force->speed = 0.1;
2916 force->speed_left=-5.0; 3009 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3010 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3011 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3012 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3013 force->resist[at] = 100;
2921 } 3014
2922 insert_ob_in_ob(force, op); 3015 insert_ob_in_ob (force, op);
2923 fix_player(op); 3016 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3017
3018 }
3019
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3020 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} 3021}
2999 3022
3000 3023void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3024loot_object (object *op)
3025{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3026 object *tmp, *tmp2, *next;
3003 3027
3028 if (op->container)
3004 if (op->container) { /* close open sack first */ 3029 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3030
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3031 for (tmp = op->inv; tmp; tmp = next)
3032 {
3009 next=tmp->below; 3033 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3034
3011 remove_ob(tmp); 3035 if (tmp->invisible)
3036 continue;
3037
3038 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3039 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3040 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3041 { /* empty container to ground */
3015 } 3042 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3043 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3044 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3045 {
3018 if(tmp->nrof>1) { 3046 if (tmp->nrof > 1)
3047 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3049 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3050 insert_ob_in_map (tmp, op->map, NULL, 0);
3051 }
3052 else
3053 tmp->destroy ();
3054 }
3022 } else 3055 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3056 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3057 }
3027} 3058}
3028 3059
3029/* 3060/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3061 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3062 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3063 * was changed.
3033 */ 3064 */
3034 3065
3066void
3035void fix_weight(void) { 3067fix_weight (void)
3036 player *pl; 3068{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3069 for_all_players (pl)
3070 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3072
3039 if(old == sum) 3073 if (old == sum)
3040 continue; 3074 continue;
3041 fix_player(pl->ob); 3075 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3076 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3077 }
3045} 3078}
3046 3079
3080void
3047void fix_luck(void) { 3081fix_luck (void)
3048 player *pl; 3082{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3083 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3084 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3085 pl->ob->change_luck (0);
3052} 3086}
3053
3054 3087
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3088/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3089 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3090 * just treat this as any other spell casting object.
3058 */ 3091 */
3059
3060void 3092void
3061cast_dust (object * op, object * throw_ob, int dir) 3093cast_dust (object *op, object *throw_ob, int dir)
3062{ 3094{
3063 object *skop, *spob; 3095 object *skop, *spob;
3064 3096
3065 skop = find_skill_by_name (op, throw_ob->skill); 3097 skop = find_skill_by_name (op, throw_ob->skill);
3066 3098
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3099 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3100 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3101 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3102 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3103 return;
3073 } 3104 }
3074 3105
3075 spob = throw_ob->inv; 3106 spob = throw_ob->inv;
3076 3107
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3108 // 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 3109 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3110 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3111 if (!spob)
3081 { 3112 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3113 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; 3114 return;
3085 } 3115 }
3086 3116
3087 if (op->type == PLAYER) 3117 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3118 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3119
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3120 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3121
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3122 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3123}
3096 3124
3125void
3097void make_visible (object *op) { 3126make_visible (object *op)
3127{
3098 op->hide = 0; 3128 op->hide = 0;
3099 op->invisible = 0; 3129 op->invisible = 0;
3100 if(op->type==PLAYER) { 3130 if (op->type == PLAYER)
3131 {
3101 op->contr->tmp_invis = 0; 3132 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3133 op->contr->invis_race = 0;
3103 } 3134 }
3104 update_object(op,UP_OBJ_FACE); 3135 update_object (op, UP_OBJ_FACE);
3105} 3136}
3106 3137
3138int
3107int is_true_undead(object *op) { 3139is_true_undead (object *op)
3140{
3108 object *tmp=NULL; 3141 object *tmp = NULL;
3109 3142
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3144 return 1;
3111 3145
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; 3146 return 0;
3117} 3147}
3118 3148
3119/* look at the surrounding terrain to determine 3149/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3150 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3151 * indicate greater hideability.
3122 */ 3152 */
3123 3153
3154int
3124int hideability(object *ob) { 3155hideability (object *ob)
3156{
3125 int i,level=0, mflag; 3157 int i, level = 0, mflag;
3126 sint16 x,y; 3158 sint16 x, y;
3127 3159
3128 if(!ob||!ob->map) return 0; 3160 if (!ob || !ob->map)
3161 return 0;
3129 3162
3130 /* so, on normal lighted maps, its hard to hide */ 3163 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3164 level = ob->map->darkness - 2;
3132 3165
3133 /* this also picks up whether the object is glowing. 3166 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3167 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3168 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3169 if (has_carried_lights (ob))
3170 level = -(10 + (2 * ob->map->darkness));
3137 3171
3138 /* scan through all nearby squares for terrain to hide in */ 3172 /* 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]) { 3173 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3174 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3175 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3176 if (mflag & P_OUT_OF_MAP)
3177 {
3178 continue;
3179 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3180 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3181 level += 2;
3144 else /* open terrain! */ 3182 else /* open terrain! */
3145 level -= 1; 3183 level -= 1;
3146 } 3184 }
3147 3185
3148#if 0 3186#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3187 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3188#endif
3151 return level; 3189 return level;
3152} 3190}
3153 3191
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3192/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3193 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3194 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3195 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3196 */
3159 3197
3198void
3160void do_hidden_move (object *op) { 3199do_hidden_move (object *op)
3200{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3201 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3202 object *skop;
3163 3203
3164 if(!op || !op->map) return; 3204 if (!op || !op->map)
3205 return;
3165 3206
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3207 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3208
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3209 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3210 if (op->type == PLAYER && op->contr->run_on)
3211 {
3170 if(!skop || num >= skop->level) { 3212 if (!skop || num >= skop->level)
3213 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3214 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3215 make_visible (op);
3173 return; 3216 return;
3174 } else num += 20; 3217 }
3218 else
3219 num += 20;
3175 } 3220 }
3176 num += op->map->difficulty; 3221 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3222 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3223 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3224 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225 {
3180 make_visible(op); 3226 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3227 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3228 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3229 }
3184 else if (op->type == PLAYER && skop) { 3230 else if (op->type == PLAYER && skop)
3231 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3232 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3233 }
3187} 3234}
3188 3235
3189/* determine if who is standing near a hostile creature. */ 3236/* determine if who is standing near a hostile creature. */
3190 3237
3238int
3191int stand_near_hostile( object *who ) { 3239stand_near_hostile (object *who)
3240{
3192 object *tmp=NULL; 3241 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3242 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3243 maptile *m;
3195 sint16 x,y; 3244 sint16 x, y;
3196 3245
3197 if(!who) return 0; 3246 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; 3247 return 0;
3248
3249 if (who->type == PLAYER)
3250 player = 1;
3251
3252 else
3253 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3254
3255 /* search adjacent squares */
3256 for (i = 1; i < 9; i++)
3257 {
3258 x = who->x + freearr_x[i];
3259 y = who->y + freearr_y[i];
3260 m = who->map;
3261 mflags = get_map_flags (m, &m, x, y, &x, &y);
3262 /* space must be blocked if there is a monster. If not
3263 * blocked, don't need to check this space.
3264 */
3265 if (mflags & P_OUT_OF_MAP)
3266 continue;
3267 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3268 continue;
3269
3270 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3271 {
3272 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3273 return 1;
3274 else if (tmp->type == PLAYER)
3275 {
3276 /*don't let a hidden DM prevent you from hiding */
3277 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3278 return 1;
3279 }
3280 }
3281 }
3282 return 0;
3227} 3283}
3228 3284
3229/* check the player los field for viewability of the 3285/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3286 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3287 * 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. 3294 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3295 * -b.t.
3240 * This function is now map tiling safe. 3296 * This function is now map tiling safe.
3241 */ 3297 */
3242 3298
3299int
3243int player_can_view (object *pl,object *op) { 3300player_can_view (object *pl, object *op)
3301{
3244 rv_vector rv; 3302 rv_vector rv;
3245 int dx,dy; 3303 int dx, dy;
3246 3304
3247 if(pl->type!=PLAYER) { 3305 if (pl->type != PLAYER)
3306 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3307 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; 3308 return -1;
3274 op = op->more;
3275 } 3309 }
3310 if (!pl || !op)
3276 return 0; 3311 return 0;
3312
3313 if (op->head)
3314 {
3315 op = op->head;
3316 }
3317 get_rangevector (pl, op, &rv, 0x1);
3318
3319 /* starting with the 'head' part, lets loop
3320 * through the object and find if it has any
3321 * part that is in the los array but isnt on
3322 * a blocked los square.
3323 * we use the archetype to figure out offsets.
3324 */
3325 while (op)
3326 {
3327 dx = rv.distance_x + op->arch->clone.x;
3328 dy = rv.distance_y + op->arch->clone.y;
3329
3330 /* only the viewable area the player sees is updated by LOS
3331 * code, so we need to restrict ourselves to that range of values
3332 * for any meaningful values.
3333 */
3334 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3335 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3336 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3337 return 1;
3338 op = op->more;
3339 }
3340 return 0;
3277} 3341}
3278 3342
3279/* routine for both players and monsters. We call this when 3343/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3344 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3345 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3346 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3347 * return 0.
3284 */ 3348 */
3349int
3285int action_makes_visible (object *op) { 3350action_makes_visible (object *op)
3351{
3286 3352
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3353 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3354 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3355 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3356 return 0;
3290 3357
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3358 if (op->contr && op->contr->tmp_invis == 0)
3359 return 0;
3292 3360
3293 /* If monsters, they should become visible */ 3361 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3362 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3363 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3364 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3365 return 1;
3297 } 3366 }
3298 } 3367 }
3299 return 0; 3368 return 0;
3300} 3369}
3301 3370
3302/* op_on_battleground - checks if the given object op (usually 3371/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3372 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3373 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3374 * -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 3375 * 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 3376 * 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 3377 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3378 */
3379int
3310int op_on_battleground (object *op, int *x, int *y) { 3380op_on_battleground (object *op, int *x, int *y)
3381{
3311 object *tmp; 3382 object *tmp;
3312 3383
3313 /* A battleground-tile needs the following attributes to be valid: 3384 /* 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), 3385 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3386 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3387 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3388 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3389 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3390 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3391 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3392 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3393 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3394 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3395 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3396 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3397 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3398 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3399 {
3326 object *invtmp; 3400 object *invtmp;
3401
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3402 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3403 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3404 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3405 {
3406 if (x != NULL && y != NULL)
3407 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3408 return 1;
3409 }
3410 }
3411 }
3330 if (x != NULL && y != NULL) 3412 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3413 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3414 return 1;
3333 } 3415 }
3334 } 3416 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3417 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3418 /* If we got here, did not find a battleground */
3343 return 0; 3419 return 0;
3344} 3420}
3345 3421
3346/* 3422/*
3350 * attributes: 3426 * attributes:
3351 * object *who the dragon player 3427 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3428 * int atnr the attack-number of the ability focus
3353 * int level ability level 3429 * int level ability level
3354 */ 3430 */
3431void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3432dragon_ability_gain (object *who, int atnr, int level)
3433{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3434 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3435 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3436 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3437 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3438 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3439 int i = 0, j = 0;
3362 3440
3363 /* get the appropriate treasurelist */ 3441 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3442 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3443 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3444 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3445 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3446 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3447 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3448 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3449 trlist = find_treasurelist ("dragon_ability_poison");
3372 3450
3373 if (trlist == NULL || who->type != PLAYER) 3451 if (trlist == NULL || who->type != PLAYER)
3374 return; 3452 return;
3375 3453
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3454 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3455
3378
3379 if (tr == NULL || tr->item == NULL) { 3456 if (tr == NULL || tr->item == NULL)
3457 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3458 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3459 return;
3382 } 3460 }
3383 3461
3384 /* everything seems okay - now bring on the gift: */ 3462 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3463 item = &(tr->item->clone);
3386 3464
3387 if (item->type == SPELL) { 3465 if (item->type == SPELL)
3466 {
3388 if (check_spell_known (who, item->name)) 3467 if (check_spell_known (who, item->name))
3389 return; 3468 return;
3390 3469
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3470 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); 3471 do_learn_spell (who, item, 0);
3393 return; 3472 return;
3394 } 3473 }
3395 3474
3396 /* grant direct spell */ 3475 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3476 if (item->type == SPELLBOOK)
3477 {
3398 if (!item->inv) { 3478 if (!item->inv)
3479 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3480 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3481 return;
3402 } 3482 }
3403 if (check_spell_known (who, item->inv->name)) 3483 if (check_spell_known (who, item->inv->name))
3404 return; 3484 return;
3405 if (item->invisible) { 3485 if (item->invisible)
3486 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3487 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); 3488 do_learn_spell (who, item->inv, 0);
3408 return; 3489 return;
3409 } 3490 }
3410 } 3491 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3492 else if (item->type == SKILL_TOOL && item->invisible)
3493 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3494 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3495 {
3413 3496
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3497 /* 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 3498 * 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, 3499 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3500 * but not all of them, he gets nothing.
3418 */ 3501 */
3419 if (!(skop->attacktype & item->attacktype)) { 3502 if (!(skop->attacktype & item->attacktype))
3503 {
3420 /* Give new attacktype */ 3504 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3505 skop->attacktype |= item->attacktype;
3422 3506
3423 /* always add physical if there's none */ 3507 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3508 skop->attacktype |= AT_PHYSICAL;
3425 3509
3426 if (item->msg != NULL) 3510 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3512
3429 /* Give player new face */ 3513 /* Give player new face */
3430 if (item->animation_id) { 3514 if (item->animation_id)
3515 {
3431 who->face = skop->face; 3516 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3517 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3518 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3519 who->last_anim = 0;
3435 who->state = 0; 3520 who->state = 0;
3436 animate_object(who, who->direction); 3521 animate_object (who, who->direction);
3437 } 3522 }
3523 }
3524 }
3438 } 3525 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3526 else if (item->type == FORCE)
3527 {
3442 /* forces in the treasurelist can alter the player's stats */ 3528 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3529 object *skin;
3530
3444 /* first get the dragon skin force */ 3531 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3532 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3534 ;
3448 3535
3536 if (!skin)
3537 return;
3538
3449 /* adding new spellpath attunements */ 3539 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3540 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3541 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3542 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3543
3453 /* print message */ 3544 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3545 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3546 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3547 {
3457 if (j) 3548 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3549 {
3459 else 3550 if (j)
3460 j = 1; 3551 strcat (buf, " and ");
3552 else
3553 j = 1;
3461 strcat(buf, spellpathnames[i]); 3554 strcat (buf, spellpathnames[i]);
3462 } 3555 }
3463 } 3556 }
3464 strcat(buf,"."); 3557 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3558 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3559 }
3467 3560
3468 /* evtl. adding flags: */ 3561 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3562 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3563 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3564 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3565 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3566 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3567 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3568
3476 /* print message if there is one */ 3569 /* print message if there is one */
3477 if (item->msg != NULL) 3570 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3571 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3572 }
3573 else
3479 } 3574 {
3480 else {
3481 /* generate misc. treasure */ 3575 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3576 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3577 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); 3578 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3579 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3580 esrv_send_item (who, tmp);
3487 } 3581 }
3488} 3582}
3489 3583
3490/** 3584/**
3491 * Unready an object for a player. This function does nothing if the object was 3585 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3586 * not readied.
3493 */ 3587 */
3588void
3494void player_unready_range_ob(player *pl, object *ob) { 3589player_unready_range_ob (player *pl, object *ob)
3590{
3495 rangetype i; 3591 rangetype i;
3496 3592
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3593 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3594 {
3498 if (pl->ranges[i] == ob) { 3595 if (pl->ranges[i] == ob)
3596 {
3499 pl->ranges[i] = NULL; 3597 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3598 if (pl->shoottype == i)
3599 {
3501 pl->shoottype = range_none; 3600 pl->shoottype = range_none;
3502 } 3601 }
3503 } 3602 }
3504 } 3603 }
3505} 3604}

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