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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.65 by root, Tue Dec 26 04:05:56 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
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
281 /* There are some elements we want initialized to non zero value -
282 * we deal with that below this point.
283 */
284 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice;
287
288 assign (savebed_map, first_map_path); /* Init. respawn position */
289
290 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal;
294 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */
299 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314}
315
316void
317player::do_destroy ()
318{
319 attachable::do_destroy ();
320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
312/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
314 * mode. 365 * mode.
315 */ 366 */
367player *
368player::create ()
369{
370 player *pl = new player;
316 371
317int add_player(NewSocket *ns) { 372 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 373
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; 374 return pl;
340} 375}
341 376
342/* 377/*
343 * get_player_archetype() return next player archetype from archetype 378 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 379 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 380 * Note: there MUST be at least one player archetype!
346 */ 381 */
382archetype *
347archetype *get_player_archetype(archetype* at) 383get_player_archetype (archetype *at)
348{ 384{
349 archetype *start = at; 385 archetype *start = at;
386
350 for (;;) { 387 for (;;)
388 {
351 if (at==NULL || at->next==NULL) 389 if (at == NULL || at->next == NULL)
352 at=first_archetype; 390 at = first_archetype;
353 else 391 else
354 at=at->next; 392 at = at->next;
393
355 if(at->clone.type==PLAYER) 394 if (at->clone.type == PLAYER)
356 return at; 395 return at;
396
357 if (at == start) { 397 if (at == start)
398 {
358 LOG (llevError, "No Player archetypes\n"); 399 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 400 exit (-1);
360 } 401 }
361 } 402 }
362} 403}
363 404
364 405object *
365object *get_nearest_player(object *mon) { 406get_nearest_player (object *mon)
407{
366 object *op = NULL; 408 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 409 objectlink *ol;
369 unsigned lastdist; 410 unsigned lastdist;
370 rv_vector rv; 411 rv_vector rv;
371 412
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
414 {
373 /* We should not find free objects on this friendly list, but it 415 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 416 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 417 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 418 * list is also free, so encapsulate this in a while loop.
377 */ 419 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 420 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
421 {
379 object *tmp=ol->ob; 422 object *tmp = ol->ob;
380 423
381 /* Can't do much more other than log the fact, because the object 424 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 425 * itself will have been cleared.
383 */ 426 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 427 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 428 ol = ol->next;
386 remove_friendly_object(tmp); 429 remove_friendly_object (tmp);
387 if (!ol) return op; 430 if (!ol)
388 } 431 return op;
432 }
389 433
390 /* Remove special check for player from this. First, it looks to cause 434 /* 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 435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 436 * 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 437 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 438 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 439 * on_same_map check, as can_detect_enemy also does this
396 */ 440 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 442 continue;
399 443
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) { 444 if (lastdist > rv.distance)
409 op=pl->ob; 445 {
446 op = ol->ob;
410 lastdist=rv.distance; 447 lastdist = rv.distance;
448 }
411 } 449 }
412 } 450
413 } 451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
414#if 0 459#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 461#endif
417 return op; 462 return op;
418} 463}
419 464
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* 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 466 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 483 * is probably not a good thing.
439 */ 484 */
440#define MAX_SPACES 50 485#define MAX_SPACES 50
441
442 486
443/* 487/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * 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. 503 * 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, 504 * 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 505 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 506 * is blocking itself.
463 */ 507 */
508int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
465 rv_vector rv; 511 rv_vector rv;
466 sint16 x,y; 512 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
469 515
470 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
471 517
472 if (rv.distance<mindiff) return 0; 518 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; 519 return 0;
725}
726 520
727void confirm_password(object *op) { 521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
527 /* If we can't solve it within the search distance, return now. */
528 if (diff > max)
529 return 0;
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
728 537
729 op->contr->write_buf[0]='\0'; 538 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 539 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}
733 540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621 if (diff <= 1)
622 {
623 /* Recalculate diff (distance) because we may not have actually
624 * headed toward player for entire distance.
625 */
626 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
627 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
628 }
629 if (diff > max)
630 return 0;
631 }
632 /* If we reached the max, didn't find a direction in time */
633 if (!max)
634 return 0;
635
636 return firstdir;
637}
638
639void
640give_initial_items (object *pl, treasurelist * items)
641{
642 object *op, *next = NULL;
643
644 if (pl->randomitems != NULL)
645 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
646
647 for (op = pl->inv; op; op = next)
648 {
649 next = op->below;
650
651 /* Forces get applied per default, unless they have the
652 * flag "neutral" set. Sorry but I can't think of a better way
653 */
654 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
655 SET_FLAG (op, FLAG_APPLIED);
656
657 /* we never give weapons/armour if these cannot be used
658 * by this player due to race restrictions
659 */
660 if (pl->type == PLAYER)
661 {
662 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
663 (op->type == ARMOUR || op->type == BOOTS ||
664 op->type == CLOAK || op->type == HELMET ||
665 op->type == SHIELD || op->type == GLOVES ||
666 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
667 {
668 op->destroy ();
669 continue;
670 }
671 }
672
673 /* This really needs to be better - we should really give
674 * a substitute spellbook. The problem is that we don't really
675 * have a good idea what to replace it with (need something like
676 * a first level treasurelist for each skill.)
677 * remove duplicate skills also
678 */
679 if (op->type == SPELLBOOK || op->type == SKILL)
680 {
681 object *tmp;
682
683 for (tmp = op->below; tmp; tmp = tmp->below)
684 if (tmp->type == op->type && tmp->name == op->name)
685 break;
686
687 if (tmp)
688 {
689 op->destroy ();
690 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
691 continue;
692 }
693
694 if (op->nrof > 1)
695 op->nrof = 1;
696 }
697
698 if (op->type == SPELLBOOK && op->inv)
699 {
700 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
701 }
702
703 /* Give starting characters identified, uncursed, and undamned
704 * items. Just don't identify gold or silver, or it won't be
705 * merged properly.
706 */
707 if (need_identify (op))
708 {
709 SET_FLAG (op, FLAG_IDENTIFIED);
710 CLEAR_FLAG (op, FLAG_CURSED);
711 CLEAR_FLAG (op, FLAG_DAMNED);
712 }
713 if (op->type == SPELL)
714 {
715 op->destroy ();
716 continue;
717 }
718 else if (op->type == SKILL)
719 {
720 SET_FLAG (op, FLAG_CAN_USE_SKILL);
721 op->stats.exp = 0;
722 op->level = 1;
723 }
724 /* lock all 'normal items by default */
725 else
726 SET_FLAG (op, FLAG_INV_LOCKED);
727 } /* for loop of objects in player inv */
728
729 /* Need to set up the skill pointers */
730 link_player_skills (pl);
731}
732
733void
734void get_party_password(object *op, partylist *party) { 734get_party_password (object *op, partylist *party)
735{
735 if (party == NULL) { 736 if (party == NULL)
737 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 738 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 739 return;
738 } 740 }
741
739 op->contr->write_buf[0]='\0'; 742 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 743 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 744 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 745 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 746}
744
745 747
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 748/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
749static int
747int roll_stat(void) { 750roll_stat (void)
751{
748 int a[4],i,j,k; 752 int a[4], i, j, k;
749 753
750 for(i=0;i<4;i++) 754 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 755 a[i] = (int) RANDOM () % 6 + 1;
752 756
753 for(i=0,j=0,k=7;i<4;i++) 757 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 758 if (a[i] < k)
755 k=a[i],j=i; 759 k = a[i], j = i;
756 760
757 for(i=0,k=0;i<4;i++) { 761 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 762 if (i != j)
759 k+=a[i]; 763 k += a[i];
760 } 764
761 return k; 765 return k;
762} 766}
763 767
764void roll_stats(object *op) { 768void
765 int sum=0; 769object::roll_stats ()
766 int i = 0, j = 0; 770{
767 int statsort[7]; 771 int statsort [7];
768 772
773 for (;;)
769 do { 774 {
770 op->stats.Str=roll_stat(); 775 int sum = 0;
771 op->stats.Dex=roll_stat(); 776 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 777 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);
781 778
779 if (sum >= 82 && sum <= 116)
780 break;
781 }
782
782 /* Sort the stats so that rerolling is easier... */ 783 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 784 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;
790 785
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]; 786 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 787 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 788 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 789 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 790 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 791 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 792 stats.Cha = statsort[6];
810 793
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; 794 stats.exp = 0;
822 op->stats.ac=0; 795 stats.ac = 0;
823 796
797 stats.hp = stats.maxhp;
798 stats.sp = stats.maxsp;
799 stats.grace = stats.maxgrace;
800
801 if (contr)
802 {
824 op->contr->levhp[1] = 9; 803 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 804 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 805 contr->levgrace[1] = 3;
827 806
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; 807 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 } 808 }
809}
921 810
922#if 0 811void
923 /* So that enter_exit will put us at startx/starty */ 812object::swap_stats (int a, int b)
924 op->x= -1; 813{
814 int tmp = get_attr_value (&contr->orig_stats, a);
815 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
816 set_attr_value (&contr->orig_stats, b, tmp);
925 817
926 enter_exit(op,NULL); 818 stats.Str = contr->orig_stats.Str;
927#endif 819 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 820 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 821 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 822 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"); 823 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 824 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;
942 825
943 case 'q': 826 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 827 // be merged with the similar code in roll_stats
945 play_again(op); 828 stats.ac = 0;
946 return 1;
947 829
948 default: 830 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 831 stats.exp = 0;
950 return 0; 832 stats.ac = 0;
833
834 stats.hp = stats.maxhp;
835 stats.sp = stats.maxsp;
836 stats.grace = stats.maxgrace;
837
838 if (contr)
951 } 839 {
952 return 0; 840 contr->levhp[1] = 9;
841 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3;
843
844 contr->orig_stats = stats;
845 }
953} 846}
954 847
955/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
959 * not the class. 852 * not the class.
960 */ 853 */
961 854int
962int key_change_class(object *op, char key) 855key_change_class (object *op, char key)
963{ 856{
964 int tmp_loop; 857 int tmp_loop;
965 858
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 859 if (key == 'd' || key == 'D')
860 {
972 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
973 862
974 /* this must before then initial items are given */ 863 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 864 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 865
866 treasurelist *tl = find_treasurelist ("starting_wealth");
867 if (tl)
868 create_treasure (tl, op, 0, 0, 0);
869
978 INVOKE_PLAYER (BIRTH, op->contr); 870 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 871 INVOKE_PLAYER (LOGIN, op->contr);
980 872
981 op->contr->state=ST_PLAYING; 873 op->contr->ns->state = ST_PLAYING;
982 874
983 if (op->msg) { 875 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 876 op->msg = NULL;
986 }
987 877
988 /* We create this now because some of the unique maps will need it 878 /* We create this now because some of the unique maps will need it
989 * to save here. 879 * to save here.
990 */ 880 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 881 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 882 make_path_to_file (buf);
993 883
994#ifdef AUTOSAVE 884#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 885 op->contr->last_save_tick = pticks;
996#endif 886#endif
997 start_info(op); 887 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 888 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 889 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 890 link_player_skills (op);
1001 esrv_send_inventory(op, op); 891 esrv_send_inventory (op, op);
1002 fix_player(op); 892 op->update_stats ();
1003 893
1004 /* This moves the player to a different start map, if there 894 /* This moves the player to a different start map, if there
1005 * is one for this race 895 * is one for this race
1006 */ 896 */
1007 if(*first_map_ext_path) { 897 if (*first_map_ext_path)
898 {
1008 object *tmp; 899 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 900 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 901
1012 first_map_ext_path, op->arch->name); 902 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 903 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 904 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 905 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 906 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 907 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 908 * if the map isn't there, then stay on the
1019 * default initial map */ 909 * default initial map */
1020 free_object(tmp); 910 tmp->destroy ();
911 }
1021 } else { 912 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 913 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 914
915 return 0;
916 }
917
1027 /* Following actually changes the race - this is the default command 918 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 919 * if we don't match with one of the options above.
1029 */ 920 */
1030 921
1031 tmp_loop = 0; 922 tmp_loop = 0;
1032 while(!tmp_loop) { 923 while (!tmp_loop)
1033 const char *name = add_string (op->name); 924 {
925 shstr name = op->name;
1034 int x = op->x, y = op->y; 926 int x = op->x, y = op->y;
1035 remove_statbonus(op); 927
1036 remove_ob (op); 928 op->remove_statbonus ();
929 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 930 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 931 op->arch->clone.copy_to (op);
1039 op->instantiate (); 932 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 933 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 934 op->name = op->name_pl = name;
1042 op->name = name; 935 op->x = x;
1043 free_string(op->name_pl); 936 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 */ 937 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 938 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 939 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 940 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 941 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 942 }
943
1056 update_object(op,UP_OBJ_FACE); 944 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 945 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 946 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 949 op->stats.grace = 0;
950
1062 if (op->msg) 951 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 952 new_draw_info (NDI_BLUE, 0, op, op->msg);
953
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 954 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; 955 return 0;
1066} 956}
1067 957
958int
1068int key_confirm_quit(object *op, char key) 959key_confirm_quit (object *op, char key)
1069{ 960{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
1073 op->contr->state=ST_PLAYING; 963 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 965 return 1;
1076 } 966 }
1077 967
1078 INVOKE_PLAYER (LOGOUT, op->contr); 968 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 969 INVOKE_PLAYER (QUIT, op->contr);
1080 970
971 op->contr->enable_save = false;
972
1081 terminate_all_pets(op); 973 terminate_all_pets (op);
1082 leave_map(op); 974 leave_map (op);
1083 op->direction=0; 975 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 977
1087 strcpy(op->contr->killer,"quit"); 978 strcpy (op->contr->killer, "quit");
1088 check_score(op); 979 check_score (op);
1089 op->contr->party=NULL; 980 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 981 op->contr->own_title[0] = '\0';
1092 982
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 983 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 984
1096 /* We need to hunt for any per player unique maps in memory and 985 /* 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, 986 * 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 987 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 988 */
989 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
1102 next = mp->next; 994 next = mp->next;
995
1103 if (!strncmp(mp->path, buf, strlen(buf))) 996 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 997 delete_map (mp);
1105 } 998 }
1106 999
1107 delete_character(op->name, 1); 1000 delete_character (ob->name, 1);
1108 } 1001 ob->contr->destroy ();
1109 play_again(op); 1002
1110 return 1; 1003 return 1;
1111} 1004}
1112 1005
1006void
1113void flee_player(object *op) { 1007flee_player (object *op)
1008{
1114 int dir,diff; 1009 int dir, diff;
1115 rv_vector rv; 1010 rv_vector rv;
1116 1011
1117 if(op->stats.hp < 0) { 1012 if (op->stats.hp < 0)
1013 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1014 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1016 return;
1121 } 1017 }
1122 1018
1123 if(op->enemy==NULL) { 1019 if (op->enemy == NULL)
1020 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1021 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1023 return;
1127 } 1024 }
1128 1025
1129 /* Seen some crashes here. Since we don't store an 1026 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1027 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1028 * actual enemy, and the object is recycled.
1132 */ 1029 */
1133 if (op->enemy->map == NULL) { 1030 if (op->enemy->map == NULL)
1031 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1032 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1033 op->enemy = NULL;
1136 return; 1034 return;
1137 } 1035 }
1138 1036
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1037 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1038 {
1140 op->enemy=NULL; 1039 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1041 return;
1143 } 1042 }
1043
1144 get_rangevector(op, op->enemy, &rv, 0); 1044 get_rangevector (op, op->enemy, &rv, 0);
1145 1045
1146 dir=absdir(4+rv.direction); 1046 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1047 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 } 1048 {
1049 int m = 1 - (RANDOM () & 2);
1050
1051 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1052 return;
1053 }
1054
1154 /* Cornered, get rid of scared */ 1055 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1056 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1057 op->enemy = NULL;
1157} 1058}
1158 1059
1159 1060
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1061/* 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 1062 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1063 * stop.
1163 */ 1064 */
1065int
1164int check_pick(object *op) { 1066check_pick (object *op)
1067{
1165 object *tmp, *next; 1068 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1069 int stop = 0;
1168 int j, k, wvratio; 1070 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1071 char putstring[128], tmpstr[16];
1170 1072
1171
1172 /* if you're flying, you cna't pick up anything */ 1073 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1074 if (op->move_type & MOVE_FLYING)
1174 return 1; 1075 return 1;
1175 1076
1176 op_tag = op->count;
1177
1178 next = op->below; 1077 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1078
1182 /* loop while there are items on the floor that are not marked as 1079 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1080 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1081 while (next && !next->destroyed ())
1185 { 1082 {
1186 tmp = next; 1083 tmp = next;
1187 next = tmp->below; 1084 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1085
1191 if (was_destroyed (op, op_tag)) 1086 if (op->destroyed ())
1192 return 0; 1087 return 0;
1193 1088
1194 if ( ! can_pick (op, tmp)) 1089 if (!can_pick (op, tmp))
1195 continue; 1090 continue;
1196 1091
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1092 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1093 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1094 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1095 pick_up (op, tmp);
1201 continue; 1096 continue;
1202 } 1097 }
1203 1098
1204 /* high not bit set? We're using the old autopickup model */ 1099 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1100 if (!(op->contr->mode & PU_NEWMODE))
1101 {
1206 switch (op->contr->mode) { 1102 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1103 {
1208 case 1: pick_up (op, tmp); 1104 case 0:
1209 return 1; 1105 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1106 case 1:
1211 return 0; 1107 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1108 return 1;
1213 case 4: pick_up (op, tmp); 1109 case 2:
1214 break; 1110 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1111 return 0;
1216 stop = 1; 1112 case 3:
1217 break; 1113 return 0; /* stop before pickup */
1218 case 6: 1114 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1115 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1116 break;
1221 pick_up(op, tmp); 1117 case 5:
1222 break; 1118 pick_up (op, tmp);
1119 stop = 1;
1120 break;
1121 case 6:
1122 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1123 pick_up (op, tmp);
1124 break;
1223 1125
1224 case 7: 1126 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1127 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1128 pick_up (op, tmp);
1227 break; 1129 break;
1228 1130
1229 default: 1131 default:
1230 /* use value density */ 1132 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1133 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1134 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1135 pick_up (op, tmp);
1234 >= op->contr->mode) 1136 }
1235 pick_up(op,tmp); 1137 }
1236 } 1138 else
1237 } 1139 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1140 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1141 if (op->contr->mode & PU_DEBUG)
1241 { 1142 {
1242 /* some debugging code to figure out item information */ 1143 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1144 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1145 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1146 &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)))); 1147 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1149 &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)))); 1150
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1151 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1152 }
1252 1153
1253 sprintf(putstring,"...flags: "); 1154 /* philosophy:
1254 for(k=0;k<4;k++) 1155 * It's easy to grab an item type from a pile, as long as it's
1255 { 1156 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1157 * and selections, select-items should be used. This is a
1257 { 1158 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1159 * example.
1259 { 1160 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1161 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1162 * convert to decimal and then 'pickup <#>
1262 } 1163 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1164
1165 /* the first two modes are exclusive: if NOTHING we return, if
1166 * STOP then we stop. All the rest are applied sequentially,
1167 * meaning if any test passes, the item gets picked up. */
1168
1169 /* if mode is set to pick nothing up, return */
1170
1171 if (op->contr->mode & PU_NOTHING)
1172 return 1;
1173
1174 /* if mode is set to stop when encountering objects, return */
1175 /* take STOP before INHIBIT since it doesn't actually pick
1176 * anything up */
1177
1178 if (op->contr->mode & PU_STOP)
1179 return 0;
1180
1181 /* useful for going into stores and not losing your settings... */
1182 /* and for battles wher you don't want to get loaded down while
1183 * fighting */
1184 if (op->contr->mode & PU_INHIBIT)
1185 return 1;
1186
1187 /* prevent us from turning into auto-thieves :) */
1188 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1189 continue;
1190
1191 /* ignore known cursed objects */
1192 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1193 continue;
1194
1195 /* all food and drink if desired */
1196 /* question: don't pick up known-poisonous stuff? */
1197 if (op->contr->mode & PU_FOOD)
1198 if (tmp->type == FOOD)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_DRINK)
1205 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_POTION)
1212 if (tmp->type == POTION)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* spellbooks, skillscrolls and normal books/scrolls */
1219 if (op->contr->mode & PU_SPELLBOOK)
1220 if (tmp->type == SPELLBOOK)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_SKILLSCROLL)
1227 if (tmp->type == SKILLSCROLL)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 if (op->contr->mode & PU_READABLES)
1234 if (tmp->type == BOOK || tmp->type == SCROLL)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* wands/staves/rods/horns */
1241 if (op->contr->mode & PU_MAGIC_DEVICE)
1242 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 /* pick up all magical items */
1249 if (op->contr->mode & PU_MAGICAL)
1250 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_VALUABLES)
1257 {
1258 if (tmp->type == MONEY || tmp->type == GEM)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263 }
1264
1265 /* rings & amulets - talismans seems to be typed AMULET */
1266 if (op->contr->mode & PU_JEWELS)
1267 if (tmp->type == RING || tmp->type == AMULET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* we don't forget dragon food */
1274 if (op->contr->mode & PU_FLESH)
1275 if (tmp->type == FLESH)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* bows and arrows. Bows are good for selling! */
1282 if (op->contr->mode & PU_BOW)
1283 if (tmp->type == BOW)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_ARROW)
1290 if (tmp->type == ARROW)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 /* all kinds of armor etc. */
1297 if (op->contr->mode & PU_ARMOUR)
1298 if (tmp->type == ARMOUR)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_HELMET)
1305 if (tmp->type == HELMET)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 if (op->contr->mode & PU_SHIELD)
1312 if (tmp->type == SHIELD)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 if (op->contr->mode & PU_BOOTS)
1319 if (tmp->type == BOOTS)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324
1325 if (op->contr->mode & PU_GLOVES)
1326 if (tmp->type == GLOVES)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 if (op->contr->mode & PU_CLOAK)
1333 if (tmp->type == CLOAK)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* hoping to catch throwing daggers here */
1340 if (op->contr->mode & PU_MISSILEWEAPON)
1341 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* careful: chairs and tables are weapons! */
1348 if (op->contr->mode & PU_ALLWEAPON)
1349 {
1350 if (tmp->type == WEAPON && tmp->name != NULL)
1351 {
1352 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1353 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1354 {
1355 pick_up (op, tmp);
1356 continue;
1357 }
1358 }
1359
1360 if (tmp->type == WEAPON && tmp->name == NULL)
1361 {
1362 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367 }
1368 }
1369
1370 /* misc stuff that's useful */
1371 if (op->contr->mode & PU_KEY)
1372 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1373 {
1374 pick_up (op, tmp);
1375 continue;
1376 }
1377
1378 /* any of the last 4 bits set means we use the ratio for value
1379 * pickups */
1380 if (op->contr->mode & PU_RATIO)
1381 {
1382 /* use value density to decide what else to grab */
1383 /* >=7 was >= op->contr->mode */
1384 /* >=7 is the old standard setting. Now we take the last 4 bits
1385 * and multiply them by 5, giving 0..15*5== 5..75 */
1386 wvratio = (op->contr->mode & PU_RATIO) * 5;
1387 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1388 {
1389 pick_up (op, tmp);
1267#if 0 1390#if 0
1268 /* print the flags too */ 1391 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1392 if (tmp->name != NULL)
1270 { 1393 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1394 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1395 }
1273 { 1396 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1397 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1398 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1399 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 1400#endif
1401 continue;
1402 }
1403 }
1404 } /* the new pickup model */
1280 } 1405 }
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 1406
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; 1407 return !stop;
1444} 1408}
1445 1409
1446/* 1410/*
1447 * Find an arrow in the inventory and after that 1411 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1412 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1413 * found object is returned.
1450 */ 1414 */
1415object *
1451object *find_arrow(object *op, const char *type) 1416find_arrow (object *op, const char *type)
1452{ 1417{
1453 object *tmp = NULL; 1418 object *tmp = NULL;
1454 1419
1455 for(op=op->inv; op; op=op->below) 1420 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1421 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); 1422 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1423 else if (op->type == ARROW && op->race == type)
1460 return op; 1424 return op;
1461 return tmp; 1425 return tmp;
1462} 1426}
1463 1427
1464/* 1428/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1429 * 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 1430 * 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 1431 * 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. 1432 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1433 */
1470 1434
1435object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1436find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1437{
1473 object *tmp = NULL, *arrow, *ntmp; 1438 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1439 int attacknum, attacktype, betterby = 0, i;
1475 1440
1476 if (!type) 1441 if (!type)
1477 return NULL; 1442 return NULL;
1478 1443
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1444 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1445 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1446 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1447 {
1448 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1449 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1450 if (i > betterby)
1485 tmp = ntmp; 1451 {
1486 betterby = i; 1452 tmp = ntmp;
1487 } 1453 betterby = i;
1454 }
1455 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1456 else if (arrow->type == ARROW && arrow->race == type)
1457 {
1489 /* allways prefer assasination/slaying */ 1458 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1459 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1460 {
1492 if (arrow->attacktype & AT_DEATH) { 1461 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1462 {
1494 return arrow; 1463 *better = 100;
1495 } else { 1464 return arrow;
1496 tmp = arrow; 1465 }
1466 else
1467 {
1468 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1469 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1470 }
1499 } else { 1471 }
1472 else
1473 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1474 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1475 {
1501 attacktype = 1<<attacknum; 1476 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1477 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) { 1478 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1479 {
1480 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1481 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1482 }
1507 } 1483 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1484 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1485 {
1486 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1487 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1488 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1489 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1490 {
1491 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1492 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1493 }
1494 }
1495 }
1516 } 1496 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1497 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1498 return find_arrow (op, type);
1521 1499
1522 *better = betterby; 1500 *better = betterby;
1523 return tmp; 1501 return tmp;
1524} 1502}
1525 1503
1526/* looks in a given direction, finds the first valid target, and calls 1504/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1505 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1506 * op = the shooter
1529 * type = bow->race 1507 * type = bow->race
1530 * dir = fire direction 1508 * dir = fire direction
1531 */ 1509 */
1532 1510
1511object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1512pick_arrow_target (object *op, const char *type, int dir)
1534{ 1513{
1535 object *tmp = NULL; 1514 object *tmp = NULL;
1536 mapstruct *m; 1515 maptile *m;
1537 int i, mflags, found, number; 1516 int i, mflags, found, number;
1538 sint16 x, y; 1517 sint16 x, y;
1539 1518
1540 if (op->map == NULL) 1519 if (op->map == NULL)
1541 return find_arrow(op, type); 1520 return find_arrow (op, type);
1542 1521
1543 /* do a dex check */ 1522 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1523 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))) 1524 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1525 return find_arrow (op, type);
1547 1526
1548 m = op->map; 1527 m = op->map;
1549 x = op->x; 1528 x = op->x;
1550 y = op->y; 1529 y = op->y;
1551 1530
1552 /* find the first target */ 1531 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1532 for (i = 0, found = 0; i < 20; i++)
1533 {
1554 x += freearr_x[dir]; 1534 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1535 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1536 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1537 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1538 {
1558 tmp = NULL; 1539 tmp = NULL;
1559 break; 1540 break;
1541 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1542 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1543 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1544 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1545 * perhaps a bad assumption.
1563 */ 1546 */
1564 tmp = NULL; 1547 tmp = NULL;
1565 break; 1548 break;
1566 } 1549 }
1567 if (mflags & P_IS_ALIVE) { 1550 if (mflags & P_IS_ALIVE)
1551 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1552 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1553 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1554 {
1571 break; 1555 found++;
1572 } 1556 break;
1557 }
1573 if (found) 1558 if (found)
1574 break; 1559 break;
1575 } 1560 }
1576 } 1561 }
1577 if (tmp == NULL) 1562 if (tmp == NULL)
1578 return find_arrow(op, type); 1563 return find_arrow (op, type);
1579 1564
1580 if (tmp->head) 1565 if (tmp->head)
1581 tmp = tmp->head; 1566 tmp = tmp->head;
1582 1567
1583 return find_better_arrow(op, tmp, type, &i); 1568 return find_better_arrow (op, tmp, type, &i);
1584} 1569}
1585 1570
1586/* 1571/*
1587 * Creature fires a bow - op can be monster or player. Returns 1572 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1573 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1576 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1577 * 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 1578 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1579 * player fire modes.
1595 */ 1580 */
1581int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1582fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1583{
1599 object *left, *bow; 1584 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1585 int bowspeed, mflags;
1602 mapstruct *m; 1586 maptile *m;
1603 1587
1604 if (!dir) { 1588 if (!dir)
1589 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1590 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1591 return 0;
1607 } 1592 }
1593
1608 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1595 bow = op->contr->ranges[range_bow];
1610 else { 1596 else
1597 {
1611 for(bow=op->inv; bow; bow=bow->below) 1598 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1599 /* 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. 1600 * don't need to switch back and forth between bows and weapons.
1614 */ 1601 */
1615 if(bow->type==BOW) 1602 if (bow->type == BOW)
1616 break; 1603 break;
1617 1604
1618 if (!bow) { 1605 if (!bow)
1606 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1608 return 0;
1621 } 1609 }
1622 } 1610 }
1611
1623 if( !bow->race || !bow->skill) { 1612 if (!bow->race || !bow->skill)
1613 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1615 return 0;
1626 } 1616 }
1627 1617
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1619
1630 /* penalize ROF for bestarrow */ 1620 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623
1633 if (bowspeed < 1) 1624 if (bowspeed < 1)
1634 bowspeed = 1; 1625 bowspeed = 1;
1635 1626
1636 if (arrow == NULL) { 1627 if (arrow == NULL)
1628 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1629 if ((arrow = find_arrow (op, bow->race)) == NULL)
1630 {
1638 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1632 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 */ 1633 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1634 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1635 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1636 return 0;
1645 } 1637 }
1646 } 1638 }
1639
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1640 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1641 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1642 return 0;
1650 } 1643
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1644 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1645 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1646 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1647 return 0;
1654 } 1648 }
1655 1649
1656 /* this should not happen, but sometimes does */ 1650 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1651 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1652 {
1653 arrow->destroy ();
1654 return 0;
1655 }
1662 1656
1663 left = arrow; /* these are arrows left to the player */ 1657 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1658 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1659 if (!arrow)
1660 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1661 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1662 return 0;
1669 return 0;
1670 } 1663 }
1671 set_owner(arrow, op); 1664
1672 if (arrow->skill) free_string(arrow->skill); 1665 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1666 arrow->skill = bow->skill;
1674 1667
1675 arrow->direction=dir; 1668 arrow->direction = dir;
1676 arrow->x = sx; 1669 arrow->x = sx;
1677 arrow->y = sy; 1670 arrow->y = sy;
1678 1671
1679 if (op->type == PLAYER) { 1672 if (op->type == PLAYER)
1673 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1675 op->update_stats ();
1682 } 1676 }
1683 1677
1684 SET_ANIMATION(arrow, arrow->direction); 1678 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1680 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1681 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1682 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1683 arrow->spellarg = strdup (arrow->slaying);
1690 1684
1691 /* Note that this was different for monsters - they got their level 1685 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1686 * added to the damage. I think the strength bonus is more proper.
1693 */ 1687 */
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 1688
1689 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690
1699 /* update the speed */ 1691 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1693 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 1694
1705 if (arrow->speed < 1.0) 1695 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1696 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1697 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1698 arrow->speed_left = 0;
1709 1699
1710 if (op->type == PLAYER) { 1700 if (op->type == PLAYER)
1701 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1702 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1703 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1704 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 1705
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1706 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1707 }
1708 else
1709 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1710 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; 1711 arrow->level = op->level;
1722 } 1712 }
1713
1723 if (arrow->attacktype == AT_PHYSICAL) 1714 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1715 arrow->attacktype |= bow->attacktype;
1716
1725 if (bow->slaying != NULL) 1717 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1718 arrow->slaying = bow->slaying;
1727 1719
1728 arrow->map = m; 1720 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1721 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1723
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1724 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); 1725 insert_ob_in_map (arrow, m, op, 0);
1735 1726
1736 if (!was_destroyed(arrow, tag)) 1727 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1728 move_arrow (arrow);
1738 1729
1739 if (op->type == PLAYER) { 1730 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1731 {
1732 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1733 esrv_del_item (op->contr, left->count);
1742 else 1734 else
1743 esrv_send_item(op, left); 1735 esrv_send_item (op, left);
1744 } 1736 }
1737
1745 return 1; 1738 return 1;
1746} 1739}
1747 1740
1748/* Special fire code for players - this takes into 1741/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1742 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1743 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1744 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1745 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1746 * hence the function name.
1754 */ 1747 */
1748int
1755int player_fire_bow(object *op, int dir) 1749player_fire_bow (object *op, int dir)
1756{ 1750{
1757 int ret=0, wcmod=0; 1751 int ret = 0, wcmod = 0;
1758 1752
1759 if (op->contr->bowtype == bow_bestarrow) { 1753 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1754 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1755 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); 1756 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1757 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1758 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1760 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1761 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1762 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1763 else if (op->contr->bowtype == bow_threewide)
1764 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1765 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)]); 1766 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)]); 1767 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1768 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1769 else if (op->contr->bowtype == bow_spreadshot)
1770 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1771 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); 1772 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); 1773 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1774
1777 } else { 1775 }
1776 else
1777 {
1778 /* Simple case */ 1778 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1779 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1780 }
1781 return ret; 1781 return ret;
1782} 1782}
1783 1783
1784 1784
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1785/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1786 * Broken apart from 'fire' to keep it more readable.
1787 */ 1787 */
1788void
1788void fire_misc_object(object *op, int dir) 1789fire_misc_object (object *op, int dir)
1789{ 1790{
1790 object *item; 1791 object *item;
1791 1792
1792 if (!op->contr->ranges[range_misc]) { 1793 if (!op->contr->ranges[range_misc])
1794 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1796 return;
1795 } 1797 }
1796 1798
1797 item = op->contr->ranges[range_misc]; 1799 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1800 if (!item->inv)
1801 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1802 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1803 return;
1801 } 1804 }
1802 if (item->type == WAND) { 1805 if (item->type == WAND)
1806 {
1803 if(item->stats.food<=0) { 1807 if (item->stats.food <= 0)
1808 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1809 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)); 1810 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1811 return;
1807 } 1812 }
1813 }
1808 } else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1815 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1816 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1817 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1819 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1820 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)); 1821 else
1814 else 1822 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; 1823 return;
1818 } 1824 }
1819 } 1825 }
1820 1826
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1827 if (cast_spell (op, item, dir, item->inv, NULL))
1828 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1829 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1830 if (item->type == WAND)
1831 {
1824 if (!(--item->stats.food)) { 1832 if (!(--item->stats.food))
1825 object *tmp; 1833 {
1826 if (item->arch) { 1834 object *tmp;
1835
1836 if (item->arch)
1837 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1838 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1839 item->face = item->arch->clone.face;
1829 item->speed = 0; 1840 item->speed = 0;
1830 update_ob_speed(item); 1841 update_ob_speed (item);
1831 } 1842 }
1832 if ((tmp=is_player_inv(item))) 1843 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1844 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1845 }
1835 } 1846 }
1836 else if (item->type == ROD || item->type==HORN) { 1847 else if (item->type == ROD || item->type == HORN)
1848 {
1837 drain_rod_charge(item); 1849 drain_rod_charge (item);
1838 } 1850 }
1839 } 1851 }
1840} 1852}
1841 1853
1842/* Received a fire command for the player - go and do it. 1854/* Received a fire command for the player - go and do it.
1843 */ 1855 */
1856void
1844void fire(object *op,int dir) { 1857fire (object *op, int dir)
1858{
1845 int spellcost=0; 1859 int spellcost = 0;
1846 1860
1847 /* check for loss of invisiblity/hide */ 1861 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1862 if (action_makes_visible (op))
1863 make_visible (op);
1849 1864
1850 switch(op->contr->shoottype) { 1865 switch (op->contr->shoottype)
1866 {
1851 case range_none: 1867 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; 1868 return;
1888 default: 1869
1870 case range_bow:
1871 player_fire_bow (op, dir);
1872 return;
1873
1874 case range_magic: /* Casting spells */
1875 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1876 return;
1877
1878 case range_misc:
1879 fire_misc_object (op, dir);
1880 return;
1881
1882 case range_golem: /* Control summoned monsters from scrolls */
1883 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1884 {
1885 op->contr->ranges[range_golem] = 0;
1886 op->contr->shoottype = range_none;
1887 }
1888 else
1889 control_golem (op->contr->ranges[range_golem], dir);
1890 return;
1891
1892 case range_skill:
1893 if (!op->chosen_skill)
1894 {
1895 if (op->type == PLAYER)
1896 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1897 return;
1898 }
1899 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1900 return;
1901 case range_builder:
1902 apply_map_builder (op, dir);
1903 return;
1904 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1905 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1906 return;
1891 } 1907 }
1892} 1908}
1893 1909
1894 1910
1895 1911
1902 * inv is the objects inventory to searched 1918 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1919 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1920 * This function can be called recursively to search containers.
1905 */ 1921 */
1906 1922
1923object *
1907object * find_key(object *pl, object *container, object *door) 1924find_key (object *pl, object *container, object *door)
1908{ 1925{
1909 object *tmp,*key; 1926 object *tmp, *key;
1910 1927
1911 /* Should not happen, but sanity checking is never bad */ 1928 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1929 if (container->inv == NULL)
1930 return NULL;
1913 1931
1914 /* First, lets try to find a key in the top level inventory */ 1932 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1934 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1935 if (door->type == DOOR && tmp->type == KEY)
1936 break;
1917 /* For sanity, we should really check door type, but other stuff 1937 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1938 * (like containers) can be locked with special keys
1919 */ 1939 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1940 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1941 break;
1922 } 1942 }
1923 /* No key found - lets search inventories now */ 1943 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1944 /* 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 1945 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1946 * a key, return
1927 */ 1947 */
1928 if (!tmp) { 1948 if (!tmp)
1949 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1950 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1951 {
1930 /* No reason to search empty containers */ 1952 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1953 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1954 {
1955 if ((key = find_key (pl, tmp, door)) != NULL)
1956 return key;
1957 }
1958 }
1959 if (!tmp)
1960 return NULL;
1933 } 1961 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1962 /* 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 1963 * see if we actually want to use it
1939 */ 1964 */
1940 if (pl!=container) { 1965 if (pl != container)
1966 {
1941 /* Only let players use keys in containers */ 1967 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1968 if (!pl->contr)
1969 return NULL;
1943 /* cases where this fails: 1970 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1971 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1972 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1973 * If the container is not active, return now since only active
1947 * containers can be used. 1974 * containers can be used.
1948 * If we only search keyrings and the container does not have 1975 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1976 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1977 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1978 * inv must have been an container and must have been active.
1952 * 1979 *
1953 * Change the color so that the message doesn't disappear with 1980 * Change the color so that the message doesn't disappear with
1954 * all the others. 1981 * all the others.
1955 */ 1982 */
1956 if (pl->contr->usekeys == key_inventory || 1983 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1984 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1985 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1986 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1987 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1988 "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; 1989 return NULL;
1965 } 1990 }
1966 } 1991 }
1967 return tmp; 1992 return tmp;
1968} 1993}
1969 1994
1970/* moved door processing out of move_player_attack. 1995/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1996 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1997 * such that the caller should not do anything more,
1973 * 0 otherwise 1998 * 0 otherwise
1974 */ 1999 */
2000static int
1975static int player_attack_door(object *op, object *door) 2001player_attack_door (object *op, object *door)
1976{ 2002{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2003 /* 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 - 2004 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2005 * otherwise, we fall through to the rest of the code.
1981 */ 2006 */
1982 object *key=find_key(op, op, door); 2007 object *key = find_key (op, op, door);
1983 2008
1984 /* IF we found a key, do some extra work */ 2009 /* IF we found a key, do some extra work */
1985 if (key) { 2010 if (key)
2011 {
1986 object *container=key->env; 2012 object *container = key->env;
1987 2013
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2014 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2015 if (action_makes_visible (op))
2016 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2017 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2018 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2019 if (door->type == DOOR)
2020 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2021 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2022 }
1994 else if(door->type==LOCKED_DOOR) { 2023 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2024 {
1996 "You open the door with the %s", query_short_name(key)); 2025 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 ;-) */ 2026 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2027 }
1999 /* Do this after we print the message */ 2028 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2029 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2030 /* Need to update the weight the container the key was in */
2002 if (container != op) 2031 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2032 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2033 return 1; /* Nothing more to do below */
2034 }
2005 } else if (door->type==LOCKED_DOOR) { 2035 else if (door->type == LOCKED_DOOR)
2036 {
2006 /* Might as well return now - no other way to open this */ 2037 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2038 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2039 return 1;
2009 } 2040 }
2010 return 0; 2041 return 0;
2011} 2042}
2012 2043
2013/* This function is just part of a breakup from move_player. 2044/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2045 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2046 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2047 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2048 * going to try and move (not fire weapons).
2018 */ 2049 */
2019 2050void
2020void move_player_attack(object *op, int dir) 2051move_player_attack (object *op, int dir)
2021{ 2052{
2022 object *tmp, *mon, *tpl; 2053 object *tmp, *mon;
2023 sint16 nx, ny; 2054 sint16 nx, ny;
2024 int on_battleground; 2055 int on_battleground;
2025 mapstruct *m; 2056 maptile *m;
2026 2057
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2058 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2059 ny = freearr_y[dir] + op->y;
2031 2060
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2061 on_battleground = op_on_battleground (op, 0, 0);
2033 2062
2034 /* If braced, or can't move to the square, and it is not out of the 2063 /* 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 2064 * 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 2065 * 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 2066 * 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 2067 * 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 2068 * 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 2069 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2070 * move_ob uses.
2042 */ 2071 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2072 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2073 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2074 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2075 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2076 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2077 if (!m)
2047 } 2078 return; /* Don't think this should happen */
2048 else m =tpl->map; 2079 }
2049 2080 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2081 m = op->map;
2082
2083 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2084 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2085 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2086 return;
2053 } 2087 }
2054 2088
2055 mon = NULL; 2089 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2090 /* 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. 2091 * 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 2092 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2093 * on the space
2060 */ 2094 */
2061 while (tmp!=NULL) { 2095 while (tmp)
2096 {
2062 if (tmp == op) { 2097 if (tmp == op)
2063 tmp=tmp->above; 2098 {
2064 continue; 2099 tmp = tmp->above;
2065 } 2100 continue;
2101 }
2102
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2103 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2104 {
2068 break; 2105 mon = tmp;
2069 } 2106 break;
2107 }
2108
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2109 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2110 mon = tmp;
2111
2072 tmp=tmp->above; 2112 tmp = tmp->above;
2073 } 2113 }
2074 2114
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2115 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2116 return; /* into a wall */
2077 2117
2078 if(mon->head != NULL) 2118 if (mon->head)
2079 mon = mon->head; 2119 mon = mon->head;
2080 2120
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2121 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2122 if (player_attack_door (op, mon))
2123 return;
2083 2124
2084 /* The following deals with possibly attacking peaceful 2125 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2126 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2127 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2128 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2129 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2130 * and thus will not push them.
2090 */ 2131 */
2091 2132
2092 /* If the creature is a pet, push it even if the player is not 2133 /* 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 2134 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2135 * player owns it and it is either friendly or unagressive.
2095 */ 2136 */
2096 if ((op->type==PLAYER) 2137 if ((op->type == PLAYER)
2097#if COZY_SERVER 2138#if COZY_SERVER
2098 && 2139 &&
2099 ( 2140 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2141 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2142#else
2105 && get_owner(mon)==op 2143 && mon->owner == op
2106#endif 2144#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2145 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2146 {
2109 /* If we're braced, we don't want to switch places with it */ 2147 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2148 if (op->contr->braced)
2149 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2151 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2152 if (op->contr->tmp_invis || op->hide)
2153 make_visible (op);
2114 return; 2154 return;
2115 } 2155 }
2116 2156
2117 /* in certain circumstances, you shouldn't attack friendly 2157 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2158 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2159 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2160 * attack them either.
2121 */ 2161 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2162 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2163 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2164#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2165 (op->contr->peaceful
2166 || (mon->type == PLAYER
2167 && mon->contr->
2168 peaceful)) &&
2127#else 2169#else
2128 op->contr->peaceful && 2170 op->contr->peaceful &&
2129#endif 2171#endif
2130 !on_battleground 2172 !on_battleground))
2173 {
2174 if (!op->contr->braced)
2131 )) { 2175 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2176 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2177 (void) push_ob (mon, dir, op);
2135 } else { 2178 }
2179 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2180 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2181
2182 if (op->contr->tmp_invis || op->hide)
2183 make_visible (op);
2184 }
2185
2141 /* If the object is a boulder or other rollable object, then 2186 /* 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. 2187 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2188 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2189 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2190 {
2145 recursive_roll(mon,dir,op); 2191 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2192 if (action_makes_visible (op))
2147 } 2193 make_visible (op);
2194 }
2148 2195
2149 /* Any generic living creature. Including things like doors. 2196 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2197 * 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: 2198 * 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 2199 * 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. 2200 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2201 */
2155 2202
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2203 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2204 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2205 {
2159 2206
2160 /* If the player hasn't hit something this tick, and does 2207 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2208 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2209 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2210 * incurred a 1 tick offset.
2164 */ 2211 */
2165 if (!op->contr->has_hit) { 2212 if (!op->contr->has_hit)
2213 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2214 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2215
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2216 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2217 }
2170 2218
2171 skill_attack(mon, op, 0, NULL, NULL); 2219 skill_attack (mon, op, 0, 0, 0);
2172 2220
2173 /* If attacking another player, that player gets automatic 2221 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2222 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2223 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2224 * the wiz.
2177 */ 2225 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2226 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)) { 2227 {
2180 short luck = mon->stats.luck; 2228 short luck = mon->stats.luck;
2229
2181 mon->contr->has_hit = 1; 2230 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2231 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2232 mon->stats.luck = luck;
2184 } 2233 }
2185 if(action_makes_visible(op)) make_visible(op); 2234
2186 } 2235 if (action_makes_visible (op))
2236 make_visible (op);
2237 }
2187 } /* if player should attack something */ 2238 } /* if player should attack something */
2188} 2239}
2189 2240
2241int
2190int move_player(object *op,int dir) { 2242move_player (object *op, int dir)
2243{
2191 int pick; 2244 int pick;
2192 object *transport = op->contr->transport;
2193 2245
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2246 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; 2247 return 0;
2248
2249 /* Sanity check: make sure dir is valid */
2250 if ((dir < 0) || (dir >= 9))
2251 {
2252 LOG (llevError, "move_player: invalid direction %d\n", dir);
2253 return 0;
2254 }
2255
2256 /* peterm: added following line */
2257 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2258 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2259
2260 op->facing = dir;
2261
2262 if (op->hide)
2263 do_hidden_move (op);
2264
2265 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2266 /*nop */ ;
2267 else if (op->contr->fire_on)
2268 fire (op, dir);
2269 else
2270 {
2271 move_player_attack (op, dir);
2272 pick = check_pick (op);
2273 }
2274
2275 /* Add special check for newcs players and fire on - this way, the
2276 * server can handle repeat firing.
2277 */
2278 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2279 op->direction = dir;
2280 else
2281 op->direction = 0;
2282
2283 /* Update how the player looks. Use the facing, so direction may
2284 * get reset to zero. This allows for full animation capabilities
2285 * for players.
2286 */
2287 animate_object (op, op->facing);
2288 return 0;
2256} 2289}
2257 2290
2258/* This is similar to handle_player, below, but is only used by the 2291/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2292 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2293 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2294 * the new speed values for commands.
2262 * 2295 *
2263 * Returns true if there are more actions we can do. 2296 * Returns true if there are more actions we can do.
2264 */ 2297 */
2298int
2265int handle_newcs_player(object *op) 2299handle_newcs_player (object *op)
2266{ 2300{
2267 if (op->contr->hidden) { 2301 if (op->contr->hidden)
2302 {
2268 op->invisible = 1000; 2303 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2304 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2305 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2306 * alternate it here for it to work correctly.
2272 */ 2307 */
2273 if (pticks & 2) op->invisible--; 2308 if (pticks & 2)
2309 op->invisible--;
2274 } 2310 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2311 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2312 {
2276 op->invisible--; 2313 op->invisible--;
2277 if(!op->invisible) { 2314 if (!op->invisible)
2315 {
2278 make_visible(op); 2316 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2317 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2318 }
2281 } 2319 }
2282 2320
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2321 if (QUERY_FLAG (op, FLAG_SCARED))
2322 {
2284 flee_player(op); 2323 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2324 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2325 if (QUERY_FLAG (op, FLAG_SCARED))
2326 {
2287 op->speed_left--; 2327 op->speed_left--;
2288 return 0; 2328 return 0;
2289 } 2329 }
2290 } 2330 }
2291 2331
2292 /* I've been seeing crashes where the golem has been destroyed, but 2332 /* 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 2333 * 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 2334 * 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. 2335 * put this in a a workaround to clean up the golem pointer.
2296 */ 2336 */
2297 if (op->contr->ranges[range_golem] && 2337 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; 2338 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2339
2304 /* call this here - we also will call this in do_ericserver, but 2340 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2341 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2342 * called, so we recheck it here.
2307 */ 2343 */
2308 HandleClient(&op->contr->socket, op->contr); 2344 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2345 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 } 2346 ;
2347
2348 if (op->speed_left < 0)
2323 return 0; 2349 return 0;
2324}
2325 2350
2351 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2352 {
2353 /* All move commands take 1 tick, at least for now */
2354 op->speed_left--;
2355
2356 /* Instead of all the stuff below, let move_player take care
2357 * of it. Also, some of the skill stuff is only put in
2358 * there, as well as the confusion stuff.
2359 */
2360 move_player (op, op->direction);
2361 if (op->speed_left > 0)
2362 return 1;
2363 else
2364 return 0;
2365 }
2366
2367 return 0;
2368}
2369
2370int
2326int save_life(object *op) { 2371save_life (object *op)
2327 object *tmp; 2372{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2373 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; 2374 return 0;
2375
2376 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2377 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2378 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2381
2382 if (op->contr)
2383 esrv_del_item (op->contr, tmp->count);
2384
2385 tmp->destroy ();
2386 CLEAR_FLAG (op, FLAG_LIFESAVE);
2387
2388 if (op->stats.hp < 0)
2389 op->stats.hp = op->stats.maxhp;
2390
2391 if (op->stats.food < 0)
2392 op->stats.food = 999;
2393
2394 op->update_stats ();
2395 return 1;
2396 }
2397
2398 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400 enter_player_savebed (op); /* bring him home. */
2401 return 0;
2354} 2402}
2355 2403
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2404/* 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 2405 * 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 2406 * function will descend into containers. op is the object to start the search
2359 * from. 2407 * from.
2360 */ 2408 */
2409void
2361void remove_unpaid_objects(object *op, object *env) 2410remove_unpaid_objects (object *op, object *env)
2362{ 2411{
2363 object *next; 2412 object *next;
2364 2413
2365 while (op) { 2414 while (op)
2415 {
2366 next=op->below; /* Make sure we have a good value, in case 2416 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2417 * we remove object 'op'
2368 */ 2418 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2419 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2420 {
2421 op->remove ();
2371 op->x = env->x; 2422 op->x = env->x;
2372 op->y = env->y; 2423 op->y = env->y;
2373 if (env->type == PLAYER) 2424 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2425 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2426 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2427 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2428 else if (op->inv)
2378 op=next; 2429 remove_unpaid_objects (op->inv, env);
2379 }
2380}
2381 2430
2431 op = next;
2432 }
2433}
2382 2434
2383/* 2435/*
2384 * Returns pointer a static string containing gravestone text 2436 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2437 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2438 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2439 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2440 * but there isn't one in the server directory.
2389 */ 2441 */
2442char *
2390char *gravestone_text (object *op) 2443gravestone_text (object *op)
2391{ 2444{
2392 static char buf2[MAX_BUF]; 2445 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2446 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2447 time_t now = time (NULL);
2395 2448
2396 strcpy (buf2, " R.I.P.\n\n"); 2449 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2450 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2451 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2452 else
2400 sprintf (buf, "%s\n", op->name); 2453 sprintf (buf, "%s\n", &op->name);
2454
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2455 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2456 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2458 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2459 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2460 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2461
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2463 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2464 if (op->type == PLAYER)
2465 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2466 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2467 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2468 strcat (buf2, buf);
2413 } 2469 }
2470
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2471 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2472 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2473 strcat (buf2, buf);
2474
2417 return buf2; 2475 return buf2;
2418} 2476}
2419 2477
2420 2478void
2421
2422void do_some_living(object *op) { 2479do_some_living (object *op)
2480{
2423 int last_food=op->stats.food; 2481 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2482 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2483 int over_hp, over_sp, over_grace;
2426 int i; 2484 int i;
2427 int rate_hp = 1200; 2485 int rate_hp = 1200;
2428 int rate_sp = 2500; 2486 int rate_sp = 2500;
2429 int rate_grace = 2000; 2487 int rate_grace = 2000;
2430 const int max_hp = 1; 2488 const int max_hp = 1;
2431 const int max_sp = 1; 2489 const int max_sp = 1;
2432 const int max_grace = 1; 2490 const int max_grace = 1;
2433 2491
2434 if (op->contr->outputs_sync) { 2492 if (op->contr->outputs_sync)
2493 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2494 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2495 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]); 2496 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2497 }
2440 2498
2441 if(op->contr->state==ST_PLAYING) { 2499 if (op->contr->ns->state == ST_PLAYING)
2442 2500 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2501 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2502 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2503 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2504 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2505 else
2506 {
2448 gen_hp = op->stats.maxhp; 2507 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2508 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2509 }
2510
2451 if(op->contr->gen_sp >= 0 ) 2511 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2512 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2513 else
2514 {
2454 gen_sp = op->stats.maxsp; 2515 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2516 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2517 }
2518
2457 if(op->contr->gen_grace >= 0) 2519 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2520 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2521 else
2522 {
2460 gen_grace = op->stats.maxgrace; 2523 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2524 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2525 }
2463 2526
2464 /* Regenerate Spell Points */ 2527 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2528 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2529 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2530 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) { 2531 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2532 {
2533 op->stats.sp++;
2469 /* dms do not consume food */ 2534 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2535 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2536 {
2537 op->stats.food--;
2472 if(op->contr->digestion<0) 2538 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2539 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2540 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; 2541 op->stats.food = last_food;
2542 }
2543 }
2544
2545 if (max_sp > 1)
2546 {
2547 over_sp = (gen_sp + 10) / rate_sp;
2548 if (over_sp > 0)
2549 {
2550 if (op->stats.sp < op->stats.maxsp)
2551 {
2552 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2553
2554 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2555 op->stats.sp--;
2556
2557 if (op->stats.sp > op->stats.maxsp)
2558 op->stats.sp = op->stats.maxsp;
2559 }
2560 op->last_sp = 0;
2561 }
2562 else
2563 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2567 }
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 2568
2498 /* Regenerate Grace */ 2569 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2570 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2571 if (--op->last_grace < 0)
2572 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2573 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2574 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2575
2576 if (max_grace > 1)
2577 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2578 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2579 if (over_grace > 0)
2506 op->stats.sp += over_grace 2580 {
2581 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; 2582 + (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; 2583 op->last_grace = 0;
2509 } else { 2584 }
2585 else
2586 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2587 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2588 }
2512 } else { 2589 }
2590 else
2591 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2592 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2593 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2594 /* wearing stuff doesn't detract from grace generation. */
2516 } 2595 }
2517 2596
2518 /* Regenerate Hit Points */ 2597 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2598 if (--op->last_heal < 0)
2599 {
2520 if(op->stats.hp<op->stats.maxhp) { 2600 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2601 {
2602 op->stats.hp++;
2522 /* dms do not consume food */ 2603 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2604 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2605 {
2606 op->stats.food--;
2525 if(op->contr->digestion<0) 2607 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2608 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2609 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; 2610 op->stats.food = last_food;
2611 }
2612 }
2613
2614 if (max_hp > 1)
2615 {
2616 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2617 if (over_hp > 0)
2618 {
2619 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2620 op->last_heal = 0;
2621 }
2622 else
2623 {
2624 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625 }
2626 }
2627 else
2628 {
2629 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2630 }
2530 } 2631 }
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 2632
2546 /* Digestion */ 2633 /* Digestion */
2547 if(--op->last_eat<0) { 2634 if (--op->last_eat < 0)
2635 {
2548#ifdef COZY_SERVER 2636#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2637 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2638 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2639#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2640 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 2641#endif
2556 2642
2557 if(op->contr->gen_hp > 0) 2643 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2644 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2645 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2646 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2647
2561 /* dms do not consume food */ 2648 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2649 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2650 op->stats.food--;
2564 } 2651 }
2565 2652
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2653 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2654 {
2655 object *tmp, *flesh = 0;
2568 2656
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2657 for (tmp = op->inv; tmp; tmp = tmp->below)
2658 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2659 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2660 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2661 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2662 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2663 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2664 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2665 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2666 break;
2576 } 2667 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2668 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2669 flesh = tmp;
2579 } /* end of for loop */ 2670 } /* End if paid for object */
2671 } /* end of for loop */
2672
2580 /* If player is still starving, it means they don't have any food, so 2673 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2674 * eat flesh instead.
2582 */ 2675 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2676 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2677 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2679 manual_apply (op, flesh, 0);
2586 } 2680 }
2587 } /* end if player is starving */ 2681 }
2588 2682
2589 while(op->stats.food<0&&op->stats.hp>0) 2683 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2684 op->stats.food++, op->stats.hp--;
2591 2685
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2686 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2687 kill_player (op);
2688 }
2594} 2689}
2595
2596
2597 2690
2598/* If the player should die (lack of hp, food, etc), we call this. 2691/* 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 2692 * 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 2693 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2694 * file.
2602 */ 2695 */
2696void
2603void kill_player(object *op) 2697kill_player (object *op)
2604{ 2698{
2605 char buf[MAX_BUF]; 2699 char buf[MAX_BUF];
2606 int x,y,i; 2700 int x, y;
2701
2702 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2703 maptile *map; /* this is for resurrection */
2704
2608 int z; 2705 /* int z;
2609 int num_stats_lose; 2706 int num_stats_lose;
2610 int lost_a_stat; 2707 int lost_a_stat;
2611 int lose_this_stat; 2708 int lose_this_stat;
2612 int this_stat; 2709 int this_stat; */
2613 int will_kill_again; 2710 int will_kill_again;
2614 archetype *at; 2711 archetype *at;
2615 object *tmp; 2712 object *tmp;
2616 2713
2617 if(save_life(op)) 2714 if (save_life (op))
2618 return; 2715 return;
2619 2716
2620 2717
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2718 /* 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. 2719 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2720 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2721 */
2625 if (op_on_battleground(op, &x, &y)) { 2722 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2723 {
2627 "You have been defeated in combat!"); 2724 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, 2725 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2726
2630
2631 /* restore player */ 2727 /* restore player */
2632 at = find_archetype("poisoning"); 2728 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2729 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2730 if (tmp)
2635 remove_ob(tmp); 2731 {
2636 free_object(tmp); 2732 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2733 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2734 }
2639 2735
2640 at = find_archetype("confusion"); 2736 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2737 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2738 if (tmp)
2643 remove_ob(tmp); 2739 {
2644 free_object(tmp); 2740 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2741 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2742 }
2647 2743
2648 cure_disease(op,0); /* remove any disease */ 2744 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2745 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2746 if (op->stats.food <= 0)
2651 2747 op->stats.food = 999;
2748
2652 /* create a bodypart-trophy to make the winner happy */ 2749 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2750 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2751 if (tmp != NULL)
2655 { 2752 {
2656 sprintf(buf,"%s's finger",op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2754 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2758 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2761 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2762 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2763 }
2764
2669 /* teleport defeated player to new destination*/ 2765 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2766 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2767 op->contr->braced = 0;
2672 return; 2768 return;
2673 } 2769 }
2674 2770
2675 INVOKE_PLAYER (DEATH, op->contr); 2771 INVOKE_PLAYER (DEATH, op->contr);
2676 2772
2677 command_kill_pets (op, 0); 2773 command_kill_pets (op, 0);
2678 2774
2679 if(op->stats.food<0) { 2775 if (op->stats.food < 0)
2776 {
2680 if (op->contr->explore) { 2777 if (op->contr->explore)
2778 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2779 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..."); 2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2781 op->stats.food = 999;
2684 return; 2782 return;
2685 } 2783 }
2686 sprintf(buf,"%s starved to death.",op->name); 2784 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2785 strcpy (op->contr->killer, "starvation");
2786 }
2787 else
2688 } 2788 {
2689 else {
2690 if (op->contr->explore) { 2789 if (op->contr->explore)
2790 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2791 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..."); 2792 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2793 op->stats.hp = op->stats.maxhp;
2694 return; 2794 return;
2695 } 2795 }
2696 sprintf(buf,"%s died.",op->name); 2796 sprintf (buf, "%s died.", &op->name);
2697 } 2797 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2799
2700 /* save the map location for corpse, gravestone*/ 2800 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2801 x = op->x;
2802 y = op->y;
2803 map = op->map;
2702 2804
2703 2805
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2806 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2807 * 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. 2808 * See the config.h file for a little more in depth detail about this.
2708 */ 2809 */
2709 2810
2710 /* Basically two ways to go - remove a stat permanently, or just 2811 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2812 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2813 * of death.
2713 */ 2814 */
2714#ifndef COZY_SERVER 2815#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2816 if (settings.balanced_stat_loss)
2817 {
2716 /* If stat loss is permanent, lose one stat only. */ 2818 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2819 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2820 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2821 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2822 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2823 little bit harder. */
2722 /* GD */ 2824 /* GD */
2723 if (settings.stat_loss_on_death) 2825 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2826 num_stats_lose = 1;
2725 else 2827 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2828 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2829 }
2830 else
2831 {
2728 num_stats_lose = 1; 2832 num_stats_lose = 1;
2729 } 2833 }
2730 lost_a_stat = 0; 2834 lost_a_stat = 0;
2731 2835
2732 for (z=0; z<num_stats_lose; z++) { 2836 for (z = 0; z < num_stats_lose; z++)
2837 {
2733 i = RANDOM() % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
2734 2839
2735 if (settings.stat_loss_on_death) { 2840 if (settings.stat_loss_on_death)
2841 {
2736 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2843 * what he lost.
2738 */ 2844 */
2739 change_attr_value(&(op->stats), i,-1); 2845 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2846 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2850 lost_a_stat = 1;
2745 } else { 2851 }
2852 else
2853 {
2746 /* deplete a stat */ 2854 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2855 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2749 2860 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2861 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2862 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 2863 }
2783 if (lose_this_stat) { 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
2866 {
2867 /* GD */
2868 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2869 this_stat = get_attr_value (&(dep->stats), i);
2870 if (this_stat < 0)
2871 {
2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2873 int keep_chance = this_stat * this_stat;
2874
2875 /* Yes, I am paranoid. Sue me. */
2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2881 {
2882 lose_this_stat = 0;
2883 /* Take loss chance vs keep chance to see if we
2884 retain the stat. */
2885 }
2886 else
2887 {
2888 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
2893 }
2894 }
2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2900 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2901 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2902 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2903 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2904 * difference.
2790 */ 2905 */
2791 if (this_stat>=-50) { 2906 if (this_stat >= -50)
2907 {
2792 change_attr_value(&(dep->stats), i, -1); 2908 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2909 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2911 op->update_stats ();
2796 lost_a_stat = 1; 2912 lost_a_stat = 1;
2797 } 2913 }
2798 } 2914 }
2915 }
2799 } 2916 }
2800 }
2801 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2918 if (!lost_a_stat)
2803 { 2919 {
2804 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2921 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2922 const char *god = determine_god (op);
2923
2807 if (god && (strcmp(god, "none"))) 2924 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2925 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" 2926 else
2810 " you.", god); 2927 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 } 2928 }
2929#else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2931#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 2932
2819 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2934 * exp loss on the stone.
2821 */ 2935 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2938 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2940 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2941 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" 2942 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; 2943 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2945
2836 /**************************************/ 2946 /**************************************/
2837 /* */ 2947 /* */
2838 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
2841 /* */ 2951 /* */
2842 /**************************************/ 2952 /**************************************/
2843 2953
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2954 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2955 /* restore player */
2846 at = find_archetype("poisoning"); 2956 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2957 tmp = present_arch_in_ob (at, op);
2958
2848 if (tmp) { 2959 if (tmp)
2849 remove_ob(tmp); 2960 {
2850 free_object(tmp); 2961 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2963 }
2853 2964
2854 at = find_archetype("confusion"); 2965 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2966 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2967 if (tmp)
2857 remove_ob(tmp); 2968 {
2858 free_object(tmp); 2969 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2971 }
2972
2861 cure_disease(op,0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
2862 2974
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2976 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2977 if (op->stats.food < 100)
2978 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2982
2870 /* 2983 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2984 * 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 2985 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2986 * in the map.
2874 */ 2987 */
2875 2988
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2989 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2991
2884 /****************************************/ 2992 /****************************************/
2885 /* */ 2993 /* */
2886 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
2888 /* */ 2996 /* */
2889 /****************************************/ 2997 /****************************************/
2890 2998
2891 enter_player_savebed(op); 2999 enter_player_savebed (op);
2892 3000
2893 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3002 * chance of abuse.
2895 */ 3003 */
2896 op->contr->braced=0; 3004 op->contr->braced = 0;
2897 save_player(op,1); 3005 op->contr->save ();
2898 3006
2899 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3010 * on the space that might harm the player.
2903 */ 3011 */
2904 will_kill_again=0; 3012 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
2908 } 3016
2909 if (will_kill_again) { 3017 if (will_kill_again)
3018 {
2910 object *force; 3019 object *force;
2911 int at; 3020 int at;
2912 3021
2913 force=get_archetype(FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3024 force->speed = 0.1;
2916 force->speed_left=-5.0; 3025 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3027 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3029 force->resist[at] = 100;
2921 } 3030
2922 insert_ob_in_ob(force, op); 3031 insert_ob_in_ob (force, op);
2923 fix_player(op); 3032 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3033
3034 }
3035
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3036 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} 3037}
2999 3038
3000 3039void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3040loot_object (object *op)
3041{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3042 object *tmp, *tmp2, *next;
3003 3043
3044 if (op->container)
3004 if (op->container) { /* close open sack first */ 3045 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3046
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3047 for (tmp = op->inv; tmp; tmp = next)
3048 {
3009 next=tmp->below; 3049 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3050
3011 remove_ob(tmp); 3051 if (tmp->invisible)
3052 continue;
3053
3054 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3055 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3056 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3057 { /* empty container to ground */
3015 } 3058 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3059 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3061 {
3018 if(tmp->nrof>1) { 3062 if (tmp->nrof > 1)
3063 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3065 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3066 insert_ob_in_map (tmp, op->map, NULL, 0);
3067 }
3068 else
3069 tmp->destroy ();
3070 }
3022 } else 3071 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3072 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3073 }
3027} 3074}
3028 3075
3029/* 3076/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3077 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3078 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3079 * was changed.
3033 */ 3080 */
3034 3081
3082void
3035void fix_weight(void) { 3083fix_weight (void)
3036 player *pl; 3084{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3085 for_all_players (pl)
3086 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3088
3039 if(old == sum) 3089 if (old == sum)
3040 continue; 3090 continue;
3041 fix_player(pl->ob); 3091 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3093 }
3045} 3094}
3046 3095
3096void
3047void fix_luck(void) { 3097fix_luck (void)
3048 player *pl; 3098{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3099 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3100 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3101 pl->ob->change_luck (0);
3052} 3102}
3053
3054 3103
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3058 */ 3107 */
3059
3060void 3108void
3061cast_dust (object * op, object * throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3062{ 3110{
3063 object *skop, *spob; 3111 object *skop, *spob;
3064 3112
3065 skop = find_skill_by_name (op, throw_ob->skill); 3113 skop = find_skill_by_name (op, throw_ob->skill);
3066 3114
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3115 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3116 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3117 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3118 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3119 return;
3073 } 3120 }
3074 3121
3075 spob = throw_ob->inv; 3122 spob = throw_ob->inv;
3076 3123
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3124 // 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 3125 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3126 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3127 if (!spob)
3081 { 3128 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3129 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; 3130 return;
3085 } 3131 }
3086 3132
3087 if (op->type == PLAYER) 3133 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3134 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3135
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3136 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3137
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3138 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3139}
3096 3140
3141void
3097void make_visible (object *op) { 3142make_visible (object *op)
3143{
3098 op->hide = 0; 3144 op->hide = 0;
3099 op->invisible = 0; 3145 op->invisible = 0;
3100 if(op->type==PLAYER) { 3146 if (op->type == PLAYER)
3147 {
3101 op->contr->tmp_invis = 0; 3148 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3149 op->contr->invis_race = 0;
3103 } 3150 }
3104 update_object(op,UP_OBJ_FACE); 3151 update_object (op, UP_OBJ_FACE);
3105} 3152}
3106 3153
3154int
3107int is_true_undead(object *op) { 3155is_true_undead (object *op)
3156{
3108 object *tmp=NULL; 3157 object *tmp = NULL;
3109 3158
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160 return 1;
3111 3161
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; 3162 return 0;
3117} 3163}
3118 3164
3119/* look at the surrounding terrain to determine 3165/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3166 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3167 * indicate greater hideability.
3122 */ 3168 */
3123 3169
3170int
3124int hideability(object *ob) { 3171hideability (object *ob)
3172{
3125 int i,level=0, mflag; 3173 int i, level = 0, mflag;
3126 sint16 x,y; 3174 sint16 x, y;
3127 3175
3128 if(!ob||!ob->map) return 0; 3176 if (!ob || !ob->map)
3177 return 0;
3129 3178
3130 /* so, on normal lighted maps, its hard to hide */ 3179 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3180 level = ob->map->darkness - 2;
3132 3181
3133 /* this also picks up whether the object is glowing. 3182 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3183 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3184 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3185 if (has_carried_lights (ob))
3186 level = -(10 + (2 * ob->map->darkness));
3137 3187
3138 /* scan through all nearby squares for terrain to hide in */ 3188 /* 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]) { 3189 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3190 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3191 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3192 if (mflag & P_OUT_OF_MAP)
3193 {
3194 continue;
3195 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3196 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3197 level += 2;
3144 else /* open terrain! */ 3198 else /* open terrain! */
3145 level -= 1; 3199 level -= 1;
3146 } 3200 }
3147 3201
3148#if 0 3202#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3203 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3204#endif
3151 return level; 3205 return level;
3152} 3206}
3153 3207
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3208/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3209 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3210 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3211 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3212 */
3159 3213
3214void
3160void do_hidden_move (object *op) { 3215do_hidden_move (object *op)
3216{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3217 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3218 object *skop;
3163 3219
3164 if(!op || !op->map) return; 3220 if (!op || !op->map)
3221 return;
3165 3222
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3224
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3225 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3226 if (op->type == PLAYER && op->contr->run_on)
3227 {
3170 if(!skop || num >= skop->level) { 3228 if (!skop || num >= skop->level)
3229 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3230 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3231 make_visible (op);
3173 return; 3232 return;
3174 } else num += 20; 3233 }
3234 else
3235 num += 20;
3175 } 3236 }
3176 num += op->map->difficulty; 3237 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3238 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3239 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 {
3180 make_visible(op); 3242 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3243 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3244 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3245 }
3184 else if (op->type == PLAYER && skop) { 3246 else if (op->type == PLAYER && skop)
3247 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3248 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3249 }
3187} 3250}
3188 3251
3189/* determine if who is standing near a hostile creature. */ 3252/* determine if who is standing near a hostile creature. */
3190 3253
3254int
3191int stand_near_hostile( object *who ) { 3255stand_near_hostile (object *who)
3256{
3192 object *tmp=NULL; 3257 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3258 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3259 maptile *m;
3195 sint16 x,y; 3260 sint16 x, y;
3196 3261
3197 if(!who) return 0; 3262 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; 3263 return 0;
3264
3265 if (who->type == PLAYER)
3266 player = 1;
3267
3268 else
3269 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3270
3271 /* search adjacent squares */
3272 for (i = 1; i < 9; i++)
3273 {
3274 x = who->x + freearr_x[i];
3275 y = who->y + freearr_y[i];
3276 m = who->map;
3277 mflags = get_map_flags (m, &m, x, y, &x, &y);
3278 /* space must be blocked if there is a monster. If not
3279 * blocked, don't need to check this space.
3280 */
3281 if (mflags & P_OUT_OF_MAP)
3282 continue;
3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284 continue;
3285
3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 {
3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3289 return 1;
3290 else if (tmp->type == PLAYER)
3291 {
3292 /*don't let a hidden DM prevent you from hiding */
3293 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 return 1;
3295 }
3296 }
3297 }
3298 return 0;
3227} 3299}
3228 3300
3229/* check the player los field for viewability of the 3301/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3302 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3303 * 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. 3310 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3311 * -b.t.
3240 * This function is now map tiling safe. 3312 * This function is now map tiling safe.
3241 */ 3313 */
3242 3314
3315int
3243int player_can_view (object *pl,object *op) { 3316player_can_view (object *pl, object *op)
3317{
3244 rv_vector rv; 3318 rv_vector rv;
3245 int dx,dy; 3319 int dx, dy;
3246 3320
3247 if(pl->type!=PLAYER) { 3321 if (pl->type != PLAYER)
3322 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3323 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; 3324 return -1;
3274 op = op->more;
3275 } 3325 }
3326 if (!pl || !op)
3276 return 0; 3327 return 0;
3328
3329 if (op->head)
3330 {
3331 op = op->head;
3332 }
3333 get_rangevector (pl, op, &rv, 0x1);
3334
3335 /* starting with the 'head' part, lets loop
3336 * through the object and find if it has any
3337 * part that is in the los array but isnt on
3338 * a blocked los square.
3339 * we use the archetype to figure out offsets.
3340 */
3341 while (op)
3342 {
3343 dx = rv.distance_x + op->arch->clone.x;
3344 dy = rv.distance_y + op->arch->clone.y;
3345
3346 /* only the viewable area the player sees is updated by LOS
3347 * code, so we need to restrict ourselves to that range of values
3348 * for any meaningful values.
3349 */
3350 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3351 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3352 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3353 return 1;
3354 op = op->more;
3355 }
3356 return 0;
3277} 3357}
3278 3358
3279/* routine for both players and monsters. We call this when 3359/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3360 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3361 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3362 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3363 * return 0.
3284 */ 3364 */
3365int
3285int action_makes_visible (object *op) { 3366action_makes_visible (object *op)
3367{
3286 3368
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3369 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3370 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3372 return 0;
3290 3373
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3374 if (op->contr && op->contr->tmp_invis == 0)
3375 return 0;
3292 3376
3293 /* If monsters, they should become visible */ 3377 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3378 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3379 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3380 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3381 return 1;
3297 } 3382 }
3298 } 3383 }
3299 return 0; 3384 return 0;
3300} 3385}
3301 3386
3302/* op_on_battleground - checks if the given object op (usually 3387/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3388 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3389 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3390 * -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 3391 * 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 3392 * 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 3393 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3394 */
3395int
3310int op_on_battleground (object *op, int *x, int *y) { 3396op_on_battleground (object *op, int *x, int *y)
3397{
3311 object *tmp; 3398 object *tmp;
3312 3399
3313 /* A battleground-tile needs the following attributes to be valid: 3400 /* 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), 3401 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3402 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3403 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3404 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3405 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3406 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3407 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3408 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3409 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3410 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3411 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3412 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3413 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3414 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3415 {
3326 object *invtmp; 3416 object *invtmp;
3417
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3418 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3419 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3420 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3421 {
3422 if (x != NULL && y != NULL)
3423 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3424 return 1;
3425 }
3426 }
3427 }
3330 if (x != NULL && y != NULL) 3428 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3429 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3430 return 1;
3333 } 3431 }
3334 } 3432 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3433 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3434 /* If we got here, did not find a battleground */
3343 return 0; 3435 return 0;
3344} 3436}
3345 3437
3346/* 3438/*
3350 * attributes: 3442 * attributes:
3351 * object *who the dragon player 3443 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3444 * int atnr the attack-number of the ability focus
3353 * int level ability level 3445 * int level ability level
3354 */ 3446 */
3447void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3448dragon_ability_gain (object *who, int atnr, int level)
3449{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3450 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3451 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3452 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3453 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3454 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3455 int i = 0, j = 0;
3362 3456
3363 /* get the appropriate treasurelist */ 3457 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3458 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3459 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3460 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3461 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3462 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3463 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3464 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3465 trlist = find_treasurelist ("dragon_ability_poison");
3372 3466
3373 if (trlist == NULL || who->type != PLAYER) 3467 if (trlist == NULL || who->type != PLAYER)
3374 return; 3468 return;
3375 3469
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3470 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3471
3378
3379 if (tr == NULL || tr->item == NULL) { 3472 if (tr == NULL || tr->item == NULL)
3473 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3474 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3475 return;
3382 } 3476 }
3383 3477
3384 /* everything seems okay - now bring on the gift: */ 3478 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3479 item = &(tr->item->clone);
3386 3480
3387 if (item->type == SPELL) { 3481 if (item->type == SPELL)
3482 {
3388 if (check_spell_known (who, item->name)) 3483 if (check_spell_known (who, item->name))
3389 return; 3484 return;
3390 3485
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3486 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); 3487 do_learn_spell (who, item, 0);
3393 return; 3488 return;
3394 } 3489 }
3395 3490
3396 /* grant direct spell */ 3491 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3492 if (item->type == SPELLBOOK)
3493 {
3398 if (!item->inv) { 3494 if (!item->inv)
3495 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3496 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3497 return;
3402 } 3498 }
3403 if (check_spell_known (who, item->inv->name)) 3499 if (check_spell_known (who, item->inv->name))
3404 return; 3500 return;
3405 if (item->invisible) { 3501 if (item->invisible)
3502 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3503 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); 3504 do_learn_spell (who, item->inv, 0);
3408 return; 3505 return;
3409 } 3506 }
3410 } 3507 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3508 else if (item->type == SKILL_TOOL && item->invisible)
3509 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3510 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3511 {
3413 3512
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3513 /* 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 3514 * 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, 3515 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3516 * but not all of them, he gets nothing.
3418 */ 3517 */
3419 if (!(skop->attacktype & item->attacktype)) { 3518 if (!(skop->attacktype & item->attacktype))
3519 {
3420 /* Give new attacktype */ 3520 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3521 skop->attacktype |= item->attacktype;
3422 3522
3423 /* always add physical if there's none */ 3523 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3524 skop->attacktype |= AT_PHYSICAL;
3425 3525
3426 if (item->msg != NULL) 3526 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3527 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3528
3429 /* Give player new face */ 3529 /* Give player new face */
3430 if (item->animation_id) { 3530 if (item->animation_id)
3531 {
3431 who->face = skop->face; 3532 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3533 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3534 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3535 who->last_anim = 0;
3435 who->state = 0; 3536 who->state = 0;
3436 animate_object(who, who->direction); 3537 animate_object (who, who->direction);
3437 } 3538 }
3539 }
3540 }
3438 } 3541 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3542 else if (item->type == FORCE)
3543 {
3442 /* forces in the treasurelist can alter the player's stats */ 3544 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3545 object *skin;
3546
3444 /* first get the dragon skin force */ 3547 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3548 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3549 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3550 ;
3448 3551
3552 if (!skin)
3553 return;
3554
3449 /* adding new spellpath attunements */ 3555 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3556 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3557 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3558 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3559
3453 /* print message */ 3560 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3561 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3562 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3563 {
3457 if (j) 3564 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3565 {
3459 else 3566 if (j)
3460 j = 1; 3567 strcat (buf, " and ");
3568 else
3569 j = 1;
3461 strcat(buf, spellpathnames[i]); 3570 strcat (buf, spellpathnames[i]);
3462 } 3571 }
3463 } 3572 }
3464 strcat(buf,"."); 3573 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3574 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3575 }
3467 3576
3468 /* evtl. adding flags: */ 3577 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3578 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3579 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3580 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3581 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3582 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3583 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3584
3476 /* print message if there is one */ 3585 /* print message if there is one */
3477 if (item->msg != NULL) 3586 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3587 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3588 }
3589 else
3479 } 3590 {
3480 else {
3481 /* generate misc. treasure */ 3591 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3592 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3593 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); 3594 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3595 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3596 esrv_send_item (who, tmp);
3487 } 3597 }
3488} 3598}
3489 3599
3490/** 3600/**
3491 * Unready an object for a player. This function does nothing if the object was 3601 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3602 * not readied.
3493 */ 3603 */
3604void
3494void player_unready_range_ob(player *pl, object *ob) { 3605player_unready_range_ob (player *pl, object *ob)
3606{
3495 rangetype i; 3607 rangetype i;
3496 3608
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3609 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3610 {
3498 if (pl->ranges[i] == ob) { 3611 if (pl->ranges[i] == ob)
3612 {
3499 pl->ranges[i] = NULL; 3613 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3614 if (pl->shoottype == i)
3615 {
3501 pl->shoottype = range_none; 3616 pl->shoottype = range_none;
3502 } 3617 }
3503 } 3618 }
3504 } 3619 }
3505} 3620}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines