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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.70 by root, Tue Dec 26 20:04:09 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 ob->set_speed (ob->speed);
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 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy ();
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
312/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
314 * mode. 371 * mode.
315 */ 372 */
373player *
374player::create ()
375{
376 player *pl = new player;
316 377
317int add_player(NewSocket *ns) { 378 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 379
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; 380 return pl;
340} 381}
341 382
342/* 383/*
343 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 386 * Note: there MUST be at least one player archetype!
346 */ 387 */
388archetype *
347archetype *get_player_archetype(archetype* at) 389get_player_archetype (archetype *at)
348{ 390{
349 archetype *start = at; 391 archetype *start = at;
392
350 for (;;) { 393 for (;;)
394 {
351 if (at==NULL || at->next==NULL) 395 if (at == NULL || at->next == NULL)
352 at=first_archetype; 396 at = first_archetype;
353 else 397 else
354 at=at->next; 398 at = at->next;
399
355 if(at->clone.type==PLAYER) 400 if (at->clone.type == PLAYER)
356 return at; 401 return at;
402
357 if (at == start) { 403 if (at == start)
404 {
358 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 406 exit (-1);
360 } 407 }
361 } 408 }
362} 409}
363 410
364 411object *
365object *get_nearest_player(object *mon) { 412get_nearest_player (object *mon)
413{
366 object *op = NULL; 414 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 415 objectlink *ol;
369 unsigned lastdist; 416 unsigned lastdist;
370 rv_vector rv; 417 rv_vector rv;
371 418
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
420 {
373 /* We should not find free objects on this friendly list, but it 421 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 422 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 423 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 424 * list is also free, so encapsulate this in a while loop.
377 */ 425 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
379 object *tmp=ol->ob; 428 object *tmp = ol->ob;
380 429
381 /* Can't do much more other than log the fact, because the object 430 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 431 * itself will have been cleared.
383 */ 432 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 434 ol = ol->next;
386 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
387 if (!ol) return op; 436 if (!ol)
388 } 437 return op;
438 }
389 439
390 /* Remove special check for player from this. First, it looks to cause 440 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 442 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 443 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
396 */ 446 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 448 continue;
399 449
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 450 if (lastdist > rv.distance)
409 op=pl->ob; 451 {
452 op = ol->ob;
410 lastdist=rv.distance; 453 lastdist = rv.distance;
454 }
411 } 455 }
412 } 456
413 } 457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
414#if 0 465#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 467#endif
417 return op; 468 return op;
418} 469}
419 470
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 472 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 489 * is probably not a good thing.
439 */ 490 */
440#define MAX_SPACES 50 491#define MAX_SPACES 50
441
442 492
443/* 493/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 509 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 510 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 511 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 512 * is blocking itself.
463 */ 513 */
514int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
465 rv_vector rv; 517 rv_vector rv;
466 sint16 x,y; 518 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
469 521
470 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
471 523
472 if (rv.distance<mindiff) return 0; 524 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 525 return 0;
725}
726 526
727void confirm_password(object *op) { 527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
533 /* If we can't solve it within the search distance, return now. */
534 if (diff > max)
535 return 0;
536 while (diff > 1 && max > 0)
537 {
538 lastx = x;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
728 543
729 op->contr->write_buf[0]='\0'; 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 545 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}
733 546
547 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
551 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before.
553 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
555 if (rv.direction != dir)
556 {
557 /* OK - says direction should be different - lets reset the
558 * the values so it will try again.
559 */
560 x = lastx;
561 y = lasty;
562 m = lastmap;
563 dir = firstdir = rv.direction;
564 }
565 else
566 {
567 /* direct path is blocked - try taking a side step to
568 * either the left or right.
569 * Note increase the values in the loop below to be
570 * more than -1/1 respectively will mean the monster takes
571 * bigger detour. Have to be careful about these values getting
572 * too big (3 or maybe 4 or higher) as the monster may just try
573 * stepping back and forth
574 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
578 continue; /* already did this, so skip it */
579 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in
581 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance,
584 * gets blocked, finds that it should move north,
585 * can't do that, but now finds it can move east, and
586 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully
588 * moved.
589 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap;
594 mflags = get_map_flags (m, &m, x, y, &x, &y);
595 if (mflags & P_OUT_OF_MAP)
596 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
600 if (mflags & P_BLOCKSVIEW)
601 continue;
602
603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
605 }
606 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path.
608 */
609 if (i == (DETOUR_AMOUNT + 1))
610 return 0;
611 diff--;
612 lastdir = dir;
613 max--;
614 if (!firstdir)
615 firstdir = dir + i;
616 } /* else check alternate directions */
617 } /* if blocked */
618 else
619 {
620 /* we moved towards creature, so diff is less */
621 diff--;
622 max--;
623 lastdir = dir;
624 if (!firstdir)
625 firstdir = dir;
626 }
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
634 }
635 if (diff > max)
636 return 0;
637 }
638 /* If we reached the max, didn't find a direction in time */
639 if (!max)
640 return 0;
641
642 return firstdir;
643}
644
645void
646give_initial_items (object *pl, treasurelist * items)
647{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652
653 for (op = pl->inv; op; op = next)
654 {
655 next = op->below;
656
657 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way
659 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
661 SET_FLAG (op, FLAG_APPLIED);
662
663 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions
665 */
666 if (pl->type == PLAYER)
667 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
669 (op->type == ARMOUR || op->type == BOOTS ||
670 op->type == CLOAK || op->type == HELMET ||
671 op->type == SHIELD || op->type == GLOVES ||
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 {
674 op->destroy ();
675 continue;
676 }
677 }
678
679 /* This really needs to be better - we should really give
680 * a substitute spellbook. The problem is that we don't really
681 * have a good idea what to replace it with (need something like
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */
685 if (op->type == SPELLBOOK || op->type == SKILL)
686 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 {
695 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697 continue;
698 }
699
700 if (op->nrof > 1)
701 op->nrof = 1;
702 }
703
704 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708
709 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be
711 * merged properly.
712 */
713 if (need_identify (op))
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
720 {
721 op->destroy ();
722 continue;
723 }
724 else if (op->type == SKILL)
725 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0;
728 op->level = 1;
729 }
730 /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */
734
735 /* Need to set up the skill pointers */
736 link_player_skills (pl);
737}
738
739void
734void get_party_password(object *op, partylist *party) { 740get_party_password (object *op, partylist *party)
741{
735 if (party == NULL) { 742 if (party == NULL)
743 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 745 return;
738 } 746 }
747
739 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 752}
744
745 753
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int
747int roll_stat(void) { 756roll_stat (void)
757{
748 int a[4],i,j,k; 758 int a[4], i, j, k;
749 759
750 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) RANDOM () % 6 + 1;
752 762
753 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 764 if (a[i] < k)
755 k=a[i],j=i; 765 k = a[i], j = i;
756 766
757 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 768 if (i != j)
759 k+=a[i]; 769 k += a[i];
760 } 770
761 return k; 771 return k;
762} 772}
763 773
764void roll_stats(object *op) { 774void
765 int sum=0; 775object::roll_stats ()
766 int i = 0, j = 0; 776{
767 int statsort[7]; 777 int statsort [7];
768 778
779 for (;;)
769 do { 780 {
770 op->stats.Str=roll_stat(); 781 int sum = 0;
771 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 783 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);
781 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
782 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 790 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;
790 791
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]; 792 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
810 799
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; 800 stats.exp = 0;
822 op->stats.ac=0; 801 stats.ac = 0;
823 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
824 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
827 812
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; 813 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 } 814 }
815}
921 816
922#if 0 817void
923 /* So that enter_exit will put us at startx/starty */ 818object::swap_stats (int a, int b)
924 op->x= -1; 819{
820 int tmp = get_attr_value (&contr->orig_stats, a);
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
925 823
926 enter_exit(op,NULL); 824 stats.Str = contr->orig_stats.Str;
927#endif 825 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 826 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 827 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 828 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"); 829 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 830 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;
942 831
943 case 'q': 832 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 833 // be merged with the similar code in roll_stats
945 play_again(op); 834 stats.ac = 0;
946 return 1;
947 835
948 default: 836 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 837 stats.exp = 0;
950 return 0; 838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
951 } 845 {
952 return 0; 846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
953} 852}
954 853
955/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
959 * not the class. 858 * not the class.
960 */ 859 */
961 860int
962int key_change_class(object *op, char key) 861key_change_class (object *op, char key)
963{ 862{
964 int tmp_loop; 863 int tmp_loop;
965 864
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 865 if (key == 'd' || key == 'D')
866 {
972 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
973 868
974 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 870 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 871
872 treasurelist *tl = find_treasurelist ("starting_wealth");
873 if (tl)
874 create_treasure (tl, op, 0, 0, 0);
875
978 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
980 878
981 op->contr->state=ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
982 880
983 if (op->msg) { 881 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 882 op->msg = NULL;
986 }
987 883
988 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
989 * to save here. 885 * to save here.
990 */ 886 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 888 make_path_to_file (buf);
993 889
994#ifdef AUTOSAVE 890#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 891 op->contr->last_save_tick = pticks;
996#endif 892#endif
997 start_info(op); 893 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 895 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 896 link_player_skills (op);
1001 esrv_send_inventory(op, op); 897 esrv_send_inventory (op, op);
1002 fix_player(op); 898 op->update_stats ();
1003 899
1004 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1005 * is one for this race 901 * is one for this race
1006 */ 902 */
1007 if(*first_map_ext_path) { 903 if (*first_map_ext_path)
904 {
1008 object *tmp; 905 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 906 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 907
1012 first_map_ext_path, op->arch->name); 908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 909 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 910 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 911 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 912 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 913 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1019 * default initial map */ 915 * default initial map */
1020 free_object(tmp); 916 tmp->destroy ();
917 }
1021 } else { 918 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 920
921 return 0;
922 }
923
1027 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1029 */ 926 */
1030 927
1031 tmp_loop = 0; 928 tmp_loop = 0;
1032 while(!tmp_loop) { 929 while (!tmp_loop)
1033 const char *name = add_string (op->name); 930 {
931 shstr name = op->name;
1034 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1035 remove_statbonus(op); 933
1036 remove_ob (op); 934 op->remove_statbonus ();
935 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 936 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 937 op->arch->clone.copy_to (op);
1039 op->instantiate (); 938 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 940 op->name = op->name_pl = name;
1042 op->name = name; 941 op->x = x;
1043 free_string(op->name_pl); 942 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 */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 944 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 945 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 946 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 947 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 948 }
949
1056 update_object(op,UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 951 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 952 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 955 op->stats.grace = 0;
956
1062 if (op->msg) 957 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 960 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; 961 return 0;
1066} 962}
1067 963
964int
1068int key_confirm_quit(object *op, char key) 965key_confirm_quit (object *op, char key)
1069{ 966{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
1073 op->contr->state=ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 971 return 1;
1076 } 972 }
1077 973
1078 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
1080 976
977 op->contr->enable_save = false;
978
1081 terminate_all_pets(op); 979 terminate_all_pets (op);
1082 leave_map(op); 980 leave_map (op);
1083 op->direction=0; 981 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 983
1087 strcpy(op->contr->killer,"quit"); 984 strcpy (op->contr->killer, "quit");
1088 check_score(op); 985 check_score (op);
1089 op->contr->party=NULL; 986 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 987 op->contr->own_title[0] = '\0';
1092 988
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 989 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 990
1096 /* We need to hunt for any per player unique maps in memory and 991 /* 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, 992 * 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 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 994 */
995 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1102 next = mp->next; 1000 next = mp->next;
1001
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1002 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1003 delete_map (mp);
1105 } 1004 }
1106 1005
1107 delete_character(op->name, 1); 1006 delete_character (ob->name, 1);
1108 } 1007 ob->contr->destroy ();
1109 play_again(op); 1008
1110 return 1; 1009 return 1;
1111} 1010}
1112 1011
1012void
1113void flee_player(object *op) { 1013flee_player (object *op)
1014{
1114 int dir,diff; 1015 int dir, diff;
1115 rv_vector rv; 1016 rv_vector rv;
1116 1017
1117 if(op->stats.hp < 0) { 1018 if (op->stats.hp < 0)
1019 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1020 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1022 return;
1121 } 1023 }
1122 1024
1123 if(op->enemy==NULL) { 1025 if (op->enemy == NULL)
1026 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1027 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1029 return;
1127 } 1030 }
1128 1031
1129 /* Seen some crashes here. Since we don't store an 1032 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1033 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1034 * actual enemy, and the object is recycled.
1132 */ 1035 */
1133 if (op->enemy->map == NULL) { 1036 if (op->enemy->map == NULL)
1037 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1038 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1039 op->enemy = NULL;
1136 return; 1040 return;
1137 } 1041 }
1138 1042
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1043 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1044 {
1140 op->enemy=NULL; 1045 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1047 return;
1143 } 1048 }
1049
1144 get_rangevector(op, op->enemy, &rv, 0); 1050 get_rangevector (op, op->enemy, &rv, 0);
1145 1051
1146 dir=absdir(4+rv.direction); 1052 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1053 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 } 1054 {
1055 int m = 1 - (RANDOM () & 2);
1056
1057 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1058 return;
1059 }
1060
1154 /* Cornered, get rid of scared */ 1061 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1063 op->enemy = NULL;
1157} 1064}
1158 1065
1159 1066
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1067/* 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 1068 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1069 * stop.
1163 */ 1070 */
1071int
1164int check_pick(object *op) { 1072check_pick (object *op)
1073{
1165 object *tmp, *next; 1074 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1075 int stop = 0;
1168 int j, k, wvratio; 1076 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1077 char putstring[128], tmpstr[16];
1170 1078
1171
1172 /* if you're flying, you cna't pick up anything */ 1079 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1080 if (op->move_type & MOVE_FLYING)
1174 return 1; 1081 return 1;
1175 1082
1176 op_tag = op->count;
1177
1178 next = op->below; 1083 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1084
1182 /* loop while there are items on the floor that are not marked as 1085 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1086 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1087 while (next && !next->destroyed ())
1185 { 1088 {
1186 tmp = next; 1089 tmp = next;
1187 next = tmp->below; 1090 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1091
1191 if (was_destroyed (op, op_tag)) 1092 if (op->destroyed ())
1192 return 0; 1093 return 0;
1193 1094
1194 if ( ! can_pick (op, tmp)) 1095 if (!can_pick (op, tmp))
1195 continue; 1096 continue;
1196 1097
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1098 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1099 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1100 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1101 pick_up (op, tmp);
1201 continue; 1102 continue;
1202 } 1103 }
1203 1104
1204 /* high not bit set? We're using the old autopickup model */ 1105 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1106 if (!(op->contr->mode & PU_NEWMODE))
1107 {
1206 switch (op->contr->mode) { 1108 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1109 {
1208 case 1: pick_up (op, tmp); 1110 case 0:
1209 return 1; 1111 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1112 case 1:
1211 return 0; 1113 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1114 return 1;
1213 case 4: pick_up (op, tmp); 1115 case 2:
1214 break; 1116 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1117 return 0;
1216 stop = 1; 1118 case 3:
1217 break; 1119 return 0; /* stop before pickup */
1218 case 6: 1120 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1121 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1122 break;
1221 pick_up(op, tmp); 1123 case 5:
1222 break; 1124 pick_up (op, tmp);
1125 stop = 1;
1126 break;
1127 case 6:
1128 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1129 pick_up (op, tmp);
1130 break;
1223 1131
1224 case 7: 1132 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1133 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1134 pick_up (op, tmp);
1227 break; 1135 break;
1228 1136
1229 default: 1137 default:
1230 /* use value density */ 1138 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1139 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1140 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1141 pick_up (op, tmp);
1234 >= op->contr->mode) 1142 }
1235 pick_up(op,tmp); 1143 }
1236 } 1144 else
1237 } 1145 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1146 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1147 if (op->contr->mode & PU_DEBUG)
1241 { 1148 {
1242 /* some debugging code to figure out item information */ 1149 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1150 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1152 &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)))); 1153 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1155 &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)))); 1156
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 }
1252 1159
1253 sprintf(putstring,"...flags: "); 1160 /* philosophy:
1254 for(k=0;k<4;k++) 1161 * It's easy to grab an item type from a pile, as long as it's
1255 { 1162 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1163 * and selections, select-items should be used. This is a
1257 { 1164 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1165 * example.
1259 { 1166 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1167 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1168 * convert to decimal and then 'pickup <#>
1262 } 1169 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1170
1171 /* the first two modes are exclusive: if NOTHING we return, if
1172 * STOP then we stop. All the rest are applied sequentially,
1173 * meaning if any test passes, the item gets picked up. */
1174
1175 /* if mode is set to pick nothing up, return */
1176
1177 if (op->contr->mode & PU_NOTHING)
1178 return 1;
1179
1180 /* if mode is set to stop when encountering objects, return */
1181 /* take STOP before INHIBIT since it doesn't actually pick
1182 * anything up */
1183
1184 if (op->contr->mode & PU_STOP)
1185 return 0;
1186
1187 /* useful for going into stores and not losing your settings... */
1188 /* and for battles wher you don't want to get loaded down while
1189 * fighting */
1190 if (op->contr->mode & PU_INHIBIT)
1191 return 1;
1192
1193 /* prevent us from turning into auto-thieves :) */
1194 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1195 continue;
1196
1197 /* ignore known cursed objects */
1198 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1199 continue;
1200
1201 /* all food and drink if desired */
1202 /* question: don't pick up known-poisonous stuff? */
1203 if (op->contr->mode & PU_FOOD)
1204 if (tmp->type == FOOD)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_DRINK)
1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_POTION)
1218 if (tmp->type == POTION)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* spellbooks, skillscrolls and normal books/scrolls */
1225 if (op->contr->mode & PU_SPELLBOOK)
1226 if (tmp->type == SPELLBOOK)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_SKILLSCROLL)
1233 if (tmp->type == SKILLSCROLL)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* wands/staves/rods/horns */
1247 if (op->contr->mode & PU_MAGIC_DEVICE)
1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* pick up all magical items */
1255 if (op->contr->mode & PU_MAGICAL)
1256 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_VALUABLES)
1263 {
1264 if (tmp->type == MONEY || tmp->type == GEM)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269 }
1270
1271 /* rings & amulets - talismans seems to be typed AMULET */
1272 if (op->contr->mode & PU_JEWELS)
1273 if (tmp->type == RING || tmp->type == AMULET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* bows and arrows. Bows are good for selling! */
1288 if (op->contr->mode & PU_BOW)
1289 if (tmp->type == BOW)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_ARROW)
1296 if (tmp->type == ARROW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* all kinds of armor etc. */
1303 if (op->contr->mode & PU_ARMOUR)
1304 if (tmp->type == ARMOUR)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 if (op->contr->mode & PU_HELMET)
1311 if (tmp->type == HELMET)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_SHIELD)
1318 if (tmp->type == SHIELD)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_BOOTS)
1325 if (tmp->type == BOOTS)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_GLOVES)
1332 if (tmp->type == GLOVES)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_CLOAK)
1339 if (tmp->type == CLOAK)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 /* hoping to catch throwing daggers here */
1346 if (op->contr->mode & PU_MISSILEWEAPON)
1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON)
1355 {
1356 if (tmp->type == WEAPON && tmp->name != NULL)
1357 {
1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364 }
1365
1366 if (tmp->type == WEAPON && tmp->name == NULL)
1367 {
1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1369 {
1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374 }
1375
1376 /* misc stuff that's useful */
1377 if (op->contr->mode & PU_KEY)
1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383
1384 /* any of the last 4 bits set means we use the ratio for value
1385 * pickups */
1386 if (op->contr->mode & PU_RATIO)
1387 {
1388 /* use value density to decide what else to grab */
1389 /* >=7 was >= op->contr->mode */
1390 /* >=7 is the old standard setting. Now we take the last 4 bits
1391 * and multiply them by 5, giving 0..15*5== 5..75 */
1392 wvratio = (op->contr->mode & PU_RATIO) * 5;
1393 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1394 {
1395 pick_up (op, tmp);
1267#if 0 1396#if 0
1268 /* print the flags too */ 1397 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1398 if (tmp->name != NULL)
1270 { 1399 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1400 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1401 }
1273 { 1402 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1403 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1404 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1405 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 1406#endif
1407 continue;
1408 }
1409 }
1410 } /* the new pickup model */
1280 } 1411 }
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 1412
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; 1413 return !stop;
1444} 1414}
1445 1415
1446/* 1416/*
1447 * Find an arrow in the inventory and after that 1417 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1418 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1419 * found object is returned.
1450 */ 1420 */
1421object *
1451object *find_arrow(object *op, const char *type) 1422find_arrow (object *op, const char *type)
1452{ 1423{
1453 object *tmp = NULL; 1424 object *tmp = NULL;
1454 1425
1455 for(op=op->inv; op; op=op->below) 1426 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1427 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); 1428 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1429 else if (op->type == ARROW && op->race == type)
1460 return op; 1430 return op;
1461 return tmp; 1431 return tmp;
1462} 1432}
1463 1433
1464/* 1434/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1435 * 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 1436 * 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 1437 * 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. 1438 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1439 */
1470 1440
1441object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1442find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1443{
1473 object *tmp = NULL, *arrow, *ntmp; 1444 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1445 int attacknum, attacktype, betterby = 0, i;
1475 1446
1476 if (!type) 1447 if (!type)
1477 return NULL; 1448 return NULL;
1478 1449
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1450 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1451 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1452 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1453 {
1454 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1455 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1456 if (i > betterby)
1485 tmp = ntmp; 1457 {
1486 betterby = i; 1458 tmp = ntmp;
1487 } 1459 betterby = i;
1460 }
1461 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1462 else if (arrow->type == ARROW && arrow->race == type)
1463 {
1489 /* allways prefer assasination/slaying */ 1464 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1465 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1466 {
1492 if (arrow->attacktype & AT_DEATH) { 1467 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1468 {
1494 return arrow; 1469 *better = 100;
1495 } else { 1470 return arrow;
1496 tmp = arrow; 1471 }
1472 else
1473 {
1474 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1475 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1476 }
1499 } else { 1477 }
1478 else
1479 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 {
1501 attacktype = 1<<attacknum; 1482 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1483 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) { 1484 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1485 {
1486 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1487 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1488 }
1507 } 1489 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1491 {
1492 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1493 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1494 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1495 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1496 {
1497 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1498 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1499 }
1500 }
1501 }
1516 } 1502 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1503 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1504 return find_arrow (op, type);
1521 1505
1522 *better = betterby; 1506 *better = betterby;
1523 return tmp; 1507 return tmp;
1524} 1508}
1525 1509
1526/* looks in a given direction, finds the first valid target, and calls 1510/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1511 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1512 * op = the shooter
1529 * type = bow->race 1513 * type = bow->race
1530 * dir = fire direction 1514 * dir = fire direction
1531 */ 1515 */
1532 1516
1517object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1518pick_arrow_target (object *op, const char *type, int dir)
1534{ 1519{
1535 object *tmp = NULL; 1520 object *tmp = NULL;
1536 mapstruct *m; 1521 maptile *m;
1537 int i, mflags, found, number; 1522 int i, mflags, found, number;
1538 sint16 x, y; 1523 sint16 x, y;
1539 1524
1540 if (op->map == NULL) 1525 if (op->map == NULL)
1541 return find_arrow(op, type); 1526 return find_arrow (op, type);
1542 1527
1543 /* do a dex check */ 1528 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1529 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))) 1530 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1531 return find_arrow (op, type);
1547 1532
1548 m = op->map; 1533 m = op->map;
1549 x = op->x; 1534 x = op->x;
1550 y = op->y; 1535 y = op->y;
1551 1536
1552 /* find the first target */ 1537 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1538 for (i = 0, found = 0; i < 20; i++)
1539 {
1554 x += freearr_x[dir]; 1540 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1541 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1542 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1544 {
1558 tmp = NULL; 1545 tmp = NULL;
1559 break; 1546 break;
1547 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1548 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1549 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1551 * perhaps a bad assumption.
1563 */ 1552 */
1564 tmp = NULL; 1553 tmp = NULL;
1565 break; 1554 break;
1566 } 1555 }
1567 if (mflags & P_IS_ALIVE) { 1556 if (mflags & P_IS_ALIVE)
1557 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1558 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1559 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1560 {
1571 break; 1561 found++;
1572 } 1562 break;
1563 }
1573 if (found) 1564 if (found)
1574 break; 1565 break;
1575 } 1566 }
1576 } 1567 }
1577 if (tmp == NULL) 1568 if (tmp == NULL)
1578 return find_arrow(op, type); 1569 return find_arrow (op, type);
1579 1570
1580 if (tmp->head) 1571 if (tmp->head)
1581 tmp = tmp->head; 1572 tmp = tmp->head;
1582 1573
1583 return find_better_arrow(op, tmp, type, &i); 1574 return find_better_arrow (op, tmp, type, &i);
1584} 1575}
1585 1576
1586/* 1577/*
1587 * Creature fires a bow - op can be monster or player. Returns 1578 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1579 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1582 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1583 * 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 1584 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1585 * player fire modes.
1595 */ 1586 */
1587int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1588fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1589{
1599 object *left, *bow; 1590 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1591 int bowspeed, mflags;
1602 mapstruct *m; 1592 maptile *m;
1603 1593
1604 if (!dir) { 1594 if (!dir)
1595 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1596 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1597 return 0;
1607 } 1598 }
1599
1608 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1601 bow = op->contr->ranges[range_bow];
1610 else { 1602 else
1603 {
1611 for(bow=op->inv; bow; bow=bow->below) 1604 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1605 /* 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. 1606 * don't need to switch back and forth between bows and weapons.
1614 */ 1607 */
1615 if(bow->type==BOW) 1608 if (bow->type == BOW)
1616 break; 1609 break;
1617 1610
1618 if (!bow) { 1611 if (!bow)
1612 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1614 return 0;
1621 } 1615 }
1622 } 1616 }
1617
1623 if( !bow->race || !bow->skill) { 1618 if (!bow->race || !bow->skill)
1619 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1621 return 0;
1626 } 1622 }
1627 1623
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1625
1630 /* penalize ROF for bestarrow */ 1626 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1633 if (bowspeed < 1) 1630 if (bowspeed < 1)
1634 bowspeed = 1; 1631 bowspeed = 1;
1635 1632
1636 if (arrow == NULL) { 1633 if (arrow == NULL)
1634 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1635 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 {
1638 if (op->type == PLAYER) 1637 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1638 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 */ 1639 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1640 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1641 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1642 return 0;
1645 } 1643 }
1646 } 1644 }
1645
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1647 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1648 return 0;
1650 } 1649
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1650 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1651 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1653 return 0;
1654 } 1654 }
1655 1655
1656 /* this should not happen, but sometimes does */ 1656 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1657 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1658 {
1659 arrow->destroy ();
1660 return 0;
1661 }
1662 1662
1663 left = arrow; /* these are arrows left to the player */ 1663 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1664 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1665 if (!arrow)
1666 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1667 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1668 return 0;
1669 return 0;
1670 } 1669 }
1671 set_owner(arrow, op); 1670
1672 if (arrow->skill) free_string(arrow->skill); 1671 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1672 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1673 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1674
1679 if (op->type == PLAYER) { 1675 if (op->type == PLAYER)
1676 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1677 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1678 op->update_stats ();
1682 } 1679 }
1683 1680
1684 SET_ANIMATION(arrow, arrow->direction); 1681 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1682 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1683 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1684 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1685 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1686 arrow->spellarg = strdup (arrow->slaying);
1690 1687
1691 /* Note that this was different for monsters - they got their level 1688 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1689 * added to the damage. I think the strength bonus is more proper.
1693 */ 1690 */
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 1691
1692 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1693
1699 /* update the speed */ 1694 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1695 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1696 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 1697
1705 if (arrow->speed < 1.0) 1698 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1699 arrow->speed_left = 0;
1709 1700
1710 if (op->type == PLAYER) { 1701 if (op->type == PLAYER)
1702 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1703 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1704 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1705 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 1706
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1707 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1708 }
1709 else
1710 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1711 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; 1712 arrow->level = op->level;
1722 } 1713 }
1714
1723 if (arrow->attacktype == AT_PHYSICAL) 1715 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1716 arrow->attacktype |= bow->attacktype;
1717
1725 if (bow->slaying != NULL) 1718 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1719 arrow->slaying = bow->slaying;
1727 1720
1728 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; 1725 m->insert (arrow, sx, sy, op);
1734 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->set_speed (0);
1830 update_ob_speed(item); 1841 }
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)
1837 drain_rod_charge(item); 1848 drain_rod_charge (item);
1838 }
1839 } 1849 }
1840} 1850}
1841 1851
1842/* Received a fire command for the player - go and do it. 1852/* Received a fire command for the player - go and do it.
1843 */ 1853 */
1854void
1844void fire(object *op,int dir) { 1855fire (object *op, int dir)
1856{
1845 int spellcost=0; 1857 int spellcost = 0;
1846 1858
1847 /* check for loss of invisiblity/hide */ 1859 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1860 if (action_makes_visible (op))
1861 make_visible (op);
1849 1862
1850 switch(op->contr->shoottype) { 1863 switch (op->contr->shoottype)
1864 {
1851 case range_none: 1865 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; 1866 return;
1888 default: 1867
1868 case range_bow:
1869 player_fire_bow (op, dir);
1870 return;
1871
1872 case range_magic: /* Casting spells */
1873 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1874 return;
1875
1876 case range_misc:
1877 fire_misc_object (op, dir);
1878 return;
1879
1880 case range_golem: /* Control summoned monsters from scrolls */
1881 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1882 {
1883 op->contr->ranges[range_golem] = 0;
1884 op->contr->shoottype = range_none;
1885 }
1886 else
1887 control_golem (op->contr->ranges[range_golem], dir);
1888 return;
1889
1890 case range_skill:
1891 if (!op->chosen_skill)
1892 {
1893 if (op->type == PLAYER)
1894 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1895 return;
1896 }
1897 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1898 return;
1899 case range_builder:
1900 apply_map_builder (op, dir);
1901 return;
1902 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1903 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1904 return;
1891 } 1905 }
1892} 1906}
1893 1907
1894 1908
1895 1909
1902 * inv is the objects inventory to searched 1916 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1917 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1918 * This function can be called recursively to search containers.
1905 */ 1919 */
1906 1920
1921object *
1907object * find_key(object *pl, object *container, object *door) 1922find_key (object *pl, object *container, object *door)
1908{ 1923{
1909 object *tmp,*key; 1924 object *tmp, *key;
1910 1925
1911 /* Should not happen, but sanity checking is never bad */ 1926 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1927 if (container->inv == NULL)
1928 return NULL;
1913 1929
1914 /* First, lets try to find a key in the top level inventory */ 1930 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1932 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1933 if (door->type == DOOR && tmp->type == KEY)
1934 break;
1917 /* For sanity, we should really check door type, but other stuff 1935 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1936 * (like containers) can be locked with special keys
1919 */ 1937 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1938 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1939 break;
1922 } 1940 }
1923 /* No key found - lets search inventories now */ 1941 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1942 /* 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 1943 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1944 * a key, return
1927 */ 1945 */
1928 if (!tmp) { 1946 if (!tmp)
1947 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1949 {
1930 /* No reason to search empty containers */ 1950 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1951 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1952 {
1953 if ((key = find_key (pl, tmp, door)) != NULL)
1954 return key;
1955 }
1956 }
1957 if (!tmp)
1958 return NULL;
1933 } 1959 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1960 /* 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 1961 * see if we actually want to use it
1939 */ 1962 */
1940 if (pl!=container) { 1963 if (pl != container)
1964 {
1941 /* Only let players use keys in containers */ 1965 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1966 if (!pl->contr)
1967 return NULL;
1943 /* cases where this fails: 1968 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1969 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1970 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1971 * If the container is not active, return now since only active
1947 * containers can be used. 1972 * containers can be used.
1948 * If we only search keyrings and the container does not have 1973 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1974 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1975 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1976 * inv must have been an container and must have been active.
1952 * 1977 *
1953 * Change the color so that the message doesn't disappear with 1978 * Change the color so that the message doesn't disappear with
1954 * all the others. 1979 * all the others.
1955 */ 1980 */
1956 if (pl->contr->usekeys == key_inventory || 1981 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1982 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1983 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1984 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1985 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1986 "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; 1987 return NULL;
1965 } 1988 }
1966 } 1989 }
1967 return tmp; 1990 return tmp;
1968} 1991}
1969 1992
1970/* moved door processing out of move_player_attack. 1993/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1994 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1995 * such that the caller should not do anything more,
1973 * 0 otherwise 1996 * 0 otherwise
1974 */ 1997 */
1998static int
1975static int player_attack_door(object *op, object *door) 1999player_attack_door (object *op, object *door)
1976{ 2000{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2001 /* 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 - 2002 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2003 * otherwise, we fall through to the rest of the code.
1981 */ 2004 */
1982 object *key=find_key(op, op, door); 2005 object *key = find_key (op, op, door);
1983 2006
1984 /* IF we found a key, do some extra work */ 2007 /* IF we found a key, do some extra work */
1985 if (key) { 2008 if (key)
2009 {
1986 object *container=key->env; 2010 object *container = key->env;
1987 2011
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2012 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2013 if (action_makes_visible (op))
2014 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2015 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2016 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2017 if (door->type == DOOR)
2018 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2019 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2020 }
1994 else if(door->type==LOCKED_DOOR) { 2021 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2022 {
1996 "You open the door with the %s", query_short_name(key)); 2023 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 ;-) */ 2024 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2025 }
1999 /* Do this after we print the message */ 2026 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2027 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2028 /* Need to update the weight the container the key was in */
2002 if (container != op) 2029 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2030 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2031 return 1; /* Nothing more to do below */
2032 }
2005 } else if (door->type==LOCKED_DOOR) { 2033 else if (door->type == LOCKED_DOOR)
2034 {
2006 /* Might as well return now - no other way to open this */ 2035 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2036 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2037 return 1;
2009 } 2038 }
2010 return 0; 2039 return 0;
2011} 2040}
2012 2041
2013/* This function is just part of a breakup from move_player. 2042/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2043 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2044 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2045 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2046 * going to try and move (not fire weapons).
2018 */ 2047 */
2019 2048void
2020void move_player_attack(object *op, int dir) 2049move_player_attack (object *op, int dir)
2021{ 2050{
2022 object *tmp, *mon, *tpl; 2051 object *tmp, *mon;
2023 sint16 nx, ny; 2052 sint16 nx, ny;
2024 int on_battleground; 2053 int on_battleground;
2025 mapstruct *m; 2054 maptile *m;
2026 2055
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2056 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2057 ny = freearr_y[dir] + op->y;
2031 2058
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2059 on_battleground = op_on_battleground (op, 0, 0);
2033 2060
2034 /* If braced, or can't move to the square, and it is not out of the 2061 /* 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 2062 * 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 2063 * 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 2064 * 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 2065 * 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 2066 * 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 2067 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2068 * move_ob uses.
2042 */ 2069 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2070 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2071 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2072 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2073 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2074 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2075 if (!m)
2047 } 2076 return; /* Don't think this should happen */
2048 else m =tpl->map; 2077 }
2049 2078 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2079 m = op->map;
2080
2081 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2082 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2083 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2084 return;
2053 } 2085 }
2054 2086
2055 mon = NULL; 2087 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2088 /* 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. 2089 * 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 2090 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2091 * on the space
2060 */ 2092 */
2061 while (tmp!=NULL) { 2093 while (tmp)
2094 {
2062 if (tmp == op) { 2095 if (tmp == op)
2063 tmp=tmp->above; 2096 {
2064 continue; 2097 tmp = tmp->above;
2065 } 2098 continue;
2099 }
2100
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2101 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2102 {
2068 break; 2103 mon = tmp;
2069 } 2104 break;
2105 }
2106
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2107 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2108 mon = tmp;
2109
2072 tmp=tmp->above; 2110 tmp = tmp->above;
2073 } 2111 }
2074 2112
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2113 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2114 return; /* into a wall */
2077 2115
2078 if(mon->head != NULL) 2116 if (mon->head)
2079 mon = mon->head; 2117 mon = mon->head;
2080 2118
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2119 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2120 if (player_attack_door (op, mon))
2121 return;
2083 2122
2084 /* The following deals with possibly attacking peaceful 2123 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2124 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2125 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2126 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2127 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2128 * and thus will not push them.
2090 */ 2129 */
2091 2130
2092 /* If the creature is a pet, push it even if the player is not 2131 /* 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 2132 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2133 * player owns it and it is either friendly or unagressive.
2095 */ 2134 */
2096 if ((op->type==PLAYER) 2135 if ((op->type == PLAYER)
2097#if COZY_SERVER 2136#if COZY_SERVER
2098 && 2137 &&
2099 ( 2138 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2139 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2140#else
2105 && get_owner(mon)==op 2141 && mon->owner == op
2106#endif 2142#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2143 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2144 {
2109 /* If we're braced, we don't want to switch places with it */ 2145 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2146 if (op->contr->braced)
2147 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2149 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2150 if (op->contr->tmp_invis || op->hide)
2151 make_visible (op);
2114 return; 2152 return;
2115 } 2153 }
2116 2154
2117 /* in certain circumstances, you shouldn't attack friendly 2155 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2156 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2157 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2158 * attack them either.
2121 */ 2159 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2160 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2161 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2162#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2163 (op->contr->peaceful
2164 || (mon->type == PLAYER
2165 && mon->contr->
2166 peaceful)) &&
2127#else 2167#else
2128 op->contr->peaceful && 2168 op->contr->peaceful &&
2129#endif 2169#endif
2130 !on_battleground 2170 !on_battleground))
2171 {
2172 if (!op->contr->braced)
2131 )) { 2173 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2174 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2175 (void) push_ob (mon, dir, op);
2135 } else { 2176 }
2177 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2178 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2179
2180 if (op->contr->tmp_invis || op->hide)
2181 make_visible (op);
2182 }
2183
2141 /* If the object is a boulder or other rollable object, then 2184 /* 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. 2185 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2186 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2187 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2188 {
2145 recursive_roll(mon,dir,op); 2189 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2190 if (action_makes_visible (op))
2147 } 2191 make_visible (op);
2192 }
2148 2193
2149 /* Any generic living creature. Including things like doors. 2194 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2195 * 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: 2196 * 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 2197 * 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. 2198 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2199 */
2155 2200
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2201 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2202 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2203 {
2159 2204
2160 /* If the player hasn't hit something this tick, and does 2205 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2206 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2207 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2208 * incurred a 1 tick offset.
2164 */ 2209 */
2165 if (!op->contr->has_hit) { 2210 if (!op->contr->has_hit)
2211 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2212 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2213
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2214 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2215 }
2170 2216
2171 skill_attack(mon, op, 0, NULL, NULL); 2217 skill_attack (mon, op, 0, 0, 0);
2172 2218
2173 /* If attacking another player, that player gets automatic 2219 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2220 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2221 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2222 * the wiz.
2177 */ 2223 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2224 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)) { 2225 {
2180 short luck = mon->stats.luck; 2226 short luck = mon->stats.luck;
2227
2181 mon->contr->has_hit = 1; 2228 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2229 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2230 mon->stats.luck = luck;
2184 } 2231 }
2185 if(action_makes_visible(op)) make_visible(op); 2232
2186 } 2233 if (action_makes_visible (op))
2234 make_visible (op);
2235 }
2187 } /* if player should attack something */ 2236 } /* if player should attack something */
2188} 2237}
2189 2238
2239int
2190int move_player(object *op,int dir) { 2240move_player (object *op, int dir)
2241{
2191 int pick; 2242 int pick;
2192 object *transport = op->contr->transport;
2193 2243
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2244 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; 2245 return 0;
2246
2247 /* Sanity check: make sure dir is valid */
2248 if ((dir < 0) || (dir >= 9))
2249 {
2250 LOG (llevError, "move_player: invalid direction %d\n", dir);
2251 return 0;
2252 }
2253
2254 /* peterm: added following line */
2255 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2256 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2257
2258 op->facing = dir;
2259
2260 if (op->hide)
2261 do_hidden_move (op);
2262
2263 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2264 /*nop */ ;
2265 else if (op->contr->fire_on)
2266 fire (op, dir);
2267 else
2268 {
2269 move_player_attack (op, dir);
2270 pick = check_pick (op);
2271 }
2272
2273 /* Add special check for newcs players and fire on - this way, the
2274 * server can handle repeat firing.
2275 */
2276 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2277 op->direction = dir;
2278 else
2279 op->direction = 0;
2280
2281 /* Update how the player looks. Use the facing, so direction may
2282 * get reset to zero. This allows for full animation capabilities
2283 * for players.
2284 */
2285 animate_object (op, op->facing);
2286 return 0;
2256} 2287}
2257 2288
2258/* This is similar to handle_player, below, but is only used by the 2289/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2290 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2291 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2292 * the new speed values for commands.
2262 * 2293 *
2263 * Returns true if there are more actions we can do. 2294 * Returns true if there are more actions we can do.
2264 */ 2295 */
2296int
2265int handle_newcs_player(object *op) 2297handle_newcs_player (object *op)
2266{ 2298{
2267 if (op->contr->hidden) { 2299 if (op->contr->hidden)
2300 {
2268 op->invisible = 1000; 2301 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2302 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2303 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2304 * alternate it here for it to work correctly.
2272 */ 2305 */
2273 if (pticks & 2) op->invisible--; 2306 if (pticks & 2)
2307 op->invisible--;
2274 } 2308 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2309 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2310 {
2276 op->invisible--; 2311 op->invisible--;
2277 if(!op->invisible) { 2312 if (!op->invisible)
2313 {
2278 make_visible(op); 2314 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2315 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2316 }
2281 } 2317 }
2282 2318
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2319 if (QUERY_FLAG (op, FLAG_SCARED))
2320 {
2284 flee_player(op); 2321 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2322 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2323 if (QUERY_FLAG (op, FLAG_SCARED))
2324 {
2287 op->speed_left--; 2325 op->speed_left--;
2288 return 0; 2326 return 0;
2289 } 2327 }
2290 } 2328 }
2291 2329
2292 /* I've been seeing crashes where the golem has been destroyed, but 2330 /* 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 2331 * 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 2332 * 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. 2333 * put this in a a workaround to clean up the golem pointer.
2296 */ 2334 */
2297 if (op->contr->ranges[range_golem] && 2335 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; 2336 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2337
2304 /* call this here - we also will call this in do_ericserver, but 2338 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2339 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2340 * called, so we recheck it here.
2307 */ 2341 */
2308 HandleClient(&op->contr->socket, op->contr); 2342 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2343 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 } 2344 ;
2345
2346 if (op->speed_left < 0)
2323 return 0; 2347 return 0;
2324}
2325 2348
2349 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2350 {
2351 /* All move commands take 1 tick, at least for now */
2352 op->speed_left--;
2353
2354 /* Instead of all the stuff below, let move_player take care
2355 * of it. Also, some of the skill stuff is only put in
2356 * there, as well as the confusion stuff.
2357 */
2358 move_player (op, op->direction);
2359 if (op->speed_left > 0)
2360 return 1;
2361 else
2362 return 0;
2363 }
2364
2365 return 0;
2366}
2367
2368int
2326int save_life(object *op) { 2369save_life (object *op)
2327 object *tmp; 2370{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2371 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; 2372 return 0;
2373
2374 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2375 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2376 {
2377 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2378 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2379
2380 if (op->contr)
2381 esrv_del_item (op->contr, tmp->count);
2382
2383 tmp->destroy ();
2384 CLEAR_FLAG (op, FLAG_LIFESAVE);
2385
2386 if (op->stats.hp < 0)
2387 op->stats.hp = op->stats.maxhp;
2388
2389 if (op->stats.food < 0)
2390 op->stats.food = 999;
2391
2392 op->update_stats ();
2393 return 1;
2394 }
2395
2396 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398 enter_player_savebed (op); /* bring him home. */
2399 return 0;
2354} 2400}
2355 2401
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2402/* 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 2403 * 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 2404 * function will descend into containers. op is the object to start the search
2359 * from. 2405 * from.
2360 */ 2406 */
2407void
2361void remove_unpaid_objects(object *op, object *env) 2408remove_unpaid_objects (object *op, object *env)
2362{ 2409{
2363 object *next; 2410 object *next;
2364 2411
2365 while (op) { 2412 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2413 {
2367 * we remove object 'op' 2414 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2415
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2416 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2417 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2418 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2419 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2420
2421 op->insert_at (env);
2422 }
2423 else if (op->inv)
2424 remove_unpaid_objects (op->inv, env);
2425
2426 op = next;
2427 }
2428}
2382 2429
2383/* 2430/*
2384 * Returns pointer a static string containing gravestone text 2431 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2432 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2433 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2434 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2435 * but there isn't one in the server directory.
2389 */ 2436 */
2437char *
2390char *gravestone_text (object *op) 2438gravestone_text (object *op)
2391{ 2439{
2392 static char buf2[MAX_BUF]; 2440 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2441 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2442 time_t now = time (NULL);
2395 2443
2396 strcpy (buf2, " R.I.P.\n\n"); 2444 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2445 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2446 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2447 else
2400 sprintf (buf, "%s\n", op->name); 2448 sprintf (buf, "%s\n", &op->name);
2449
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2450 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2451 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2452 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2453 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2454 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2455 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2456
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2457 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2458 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2459 if (op->type == PLAYER)
2460 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2461 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2462 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2463 strcat (buf2, buf);
2413 } 2464 }
2465
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2466 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2467 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2468 strcat (buf2, buf);
2469
2417 return buf2; 2470 return buf2;
2418} 2471}
2419 2472
2420 2473void
2421
2422void do_some_living(object *op) { 2474do_some_living (object *op)
2475{
2423 int last_food=op->stats.food; 2476 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2477 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2478 int over_hp, over_sp, over_grace;
2426 int i; 2479 int i;
2427 int rate_hp = 1200; 2480 int rate_hp = 1200;
2428 int rate_sp = 2500; 2481 int rate_sp = 2500;
2429 int rate_grace = 2000; 2482 int rate_grace = 2000;
2430 const int max_hp = 1; 2483 const int max_hp = 1;
2431 const int max_sp = 1; 2484 const int max_sp = 1;
2432 const int max_grace = 1; 2485 const int max_grace = 1;
2433 2486
2434 if (op->contr->outputs_sync) { 2487 if (op->contr->outputs_sync)
2488 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2489 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2490 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]); 2491 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2492 }
2440 2493
2441 if(op->contr->state==ST_PLAYING) { 2494 if (op->contr->ns->state == ST_PLAYING)
2442 2495 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2496 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2497 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2498 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2499 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2500 else
2501 {
2448 gen_hp = op->stats.maxhp; 2502 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2503 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2504 }
2505
2451 if(op->contr->gen_sp >= 0 ) 2506 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2507 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2508 else
2509 {
2454 gen_sp = op->stats.maxsp; 2510 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2511 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2512 }
2513
2457 if(op->contr->gen_grace >= 0) 2514 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2515 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2516 else
2517 {
2460 gen_grace = op->stats.maxgrace; 2518 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2519 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2520 }
2463 2521
2464 /* Regenerate Spell Points */ 2522 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2523 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2524 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2525 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) { 2526 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2527 {
2528 op->stats.sp++;
2469 /* dms do not consume food */ 2529 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2530 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2531 {
2532 op->stats.food--;
2472 if(op->contr->digestion<0) 2533 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2534 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2535 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; 2536 op->stats.food = last_food;
2537 }
2538 }
2539
2540 if (max_sp > 1)
2541 {
2542 over_sp = (gen_sp + 10) / rate_sp;
2543 if (over_sp > 0)
2544 {
2545 if (op->stats.sp < op->stats.maxsp)
2546 {
2547 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2548
2549 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2550 op->stats.sp--;
2551
2552 if (op->stats.sp > op->stats.maxsp)
2553 op->stats.sp = op->stats.maxsp;
2554 }
2555 op->last_sp = 0;
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2559 }
2560 else
2561 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2562 }
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 2563
2498 /* Regenerate Grace */ 2564 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2565 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2566 if (--op->last_grace < 0)
2567 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2568 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2569 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2570
2571 if (max_grace > 1)
2572 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2573 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2574 if (over_grace > 0)
2506 op->stats.sp += over_grace 2575 {
2576 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; 2577 + (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; 2578 op->last_grace = 0;
2509 } else { 2579 }
2580 else
2581 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2582 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2583 }
2512 } else { 2584 }
2585 else
2586 {
2513 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);
2514 } 2588 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2589 /* wearing stuff doesn't detract from grace generation. */
2516 } 2590 }
2517 2591
2518 /* Regenerate Hit Points */ 2592 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2593 if (--op->last_heal < 0)
2594 {
2520 if(op->stats.hp<op->stats.maxhp) { 2595 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2596 {
2597 op->stats.hp++;
2522 /* dms do not consume food */ 2598 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2599 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2600 {
2601 op->stats.food--;
2525 if(op->contr->digestion<0) 2602 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2603 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2604 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; 2605 op->stats.food = last_food;
2606 }
2607 }
2608
2609 if (max_hp > 1)
2610 {
2611 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2612 if (over_hp > 0)
2613 {
2614 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2615 op->last_heal = 0;
2616 }
2617 else
2618 {
2619 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2620 }
2621 }
2622 else
2623 {
2624 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625 }
2530 } 2626 }
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 2627
2546 /* Digestion */ 2628 /* Digestion */
2547 if(--op->last_eat<0) { 2629 if (--op->last_eat < 0)
2630 {
2548#ifdef COZY_SERVER 2631#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2632 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2633 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2634#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2635 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 2636#endif
2556 2637
2557 if(op->contr->gen_hp > 0) 2638 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2639 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2640 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2641 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2642
2561 /* dms do not consume food */ 2643 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2644 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2645 op->stats.food--;
2564 } 2646 }
2565 2647
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2648 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2649 {
2650 object *tmp, *flesh = 0;
2568 2651
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2652 for (tmp = op->inv; tmp; tmp = tmp->below)
2653 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2654 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2655 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2656 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2657 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2658 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2659 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2660 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2661 break;
2576 } 2662 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2663 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2664 flesh = tmp;
2579 } /* end of for loop */ 2665 } /* End if paid for object */
2666 } /* end of for loop */
2667
2580 /* If player is still starving, it means they don't have any food, so 2668 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2669 * eat flesh instead.
2582 */ 2670 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2671 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2672 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2673 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2674 manual_apply (op, flesh, 0);
2586 } 2675 }
2587 } /* end if player is starving */ 2676 }
2588 2677
2589 while(op->stats.food<0&&op->stats.hp>0) 2678 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2679 op->stats.food++, op->stats.hp--;
2591 2680
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2681 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2682 kill_player (op);
2683 }
2594} 2684}
2595
2596
2597 2685
2598/* If the player should die (lack of hp, food, etc), we call this. 2686/* 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 2687 * 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 2688 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2689 * file.
2602 */ 2690 */
2691void
2603void kill_player(object *op) 2692kill_player (object *op)
2604{ 2693{
2605 char buf[MAX_BUF]; 2694 char buf[MAX_BUF];
2606 int x,y,i; 2695 int x, y;
2696
2697 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2698 maptile *map; /* this is for resurrection */
2699
2608 int z; 2700 /* int z;
2609 int num_stats_lose; 2701 int num_stats_lose;
2610 int lost_a_stat; 2702 int lost_a_stat;
2611 int lose_this_stat; 2703 int lose_this_stat;
2612 int this_stat; 2704 int this_stat; */
2613 int will_kill_again; 2705 int will_kill_again;
2614 archetype *at; 2706 archetype *at;
2615 object *tmp; 2707 object *tmp;
2616 2708
2617 if(save_life(op)) 2709 if (save_life (op))
2618 return; 2710 return;
2619 2711
2620 2712
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2713 /* 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. 2714 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2715 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2716 */
2625 if (op_on_battleground(op, &x, &y)) { 2717 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2718 {
2627 "You have been defeated in combat!"); 2719 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, 2720 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2721
2630
2631 /* restore player */ 2722 /* restore player */
2632 at = find_archetype("poisoning"); 2723 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2724 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2725 {
2635 remove_ob(tmp); 2726 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2727 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2728 }
2639 2729
2640 at = find_archetype("confusion"); 2730 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2731 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2732 {
2643 remove_ob(tmp); 2733 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2734 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2735 }
2647 2736
2648 cure_disease(op,0); /* remove any disease */ 2737 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2738 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2739 if (op->stats.food <= 0)
2651 2740 op->stats.food = 999;
2741
2652 /* create a bodypart-trophy to make the winner happy */ 2742 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2743 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2744 {
2656 sprintf(buf,"%s's finger",op->name); 2745 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2746 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2747 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2748 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2749 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2750 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2751 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2752 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2753 op->insert_at (tmp, op);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2754 }
2755
2669 /* teleport defeated player to new destination*/ 2756 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2757 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2758 op->contr->braced = 0;
2672 return; 2759 return;
2673 } 2760 }
2674 2761
2675 INVOKE_PLAYER (DEATH, op->contr); 2762 INVOKE_PLAYER (DEATH, op->contr);
2676 2763
2677 command_kill_pets (op, 0); 2764 command_kill_pets (op, 0);
2678 2765
2679 if(op->stats.food<0) { 2766 if (op->stats.food < 0)
2767 {
2680 if (op->contr->explore) { 2768 if (op->contr->explore)
2769 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2770 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..."); 2771 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2772 op->stats.food = 999;
2684 return; 2773 return;
2685 } 2774 }
2686 sprintf(buf,"%s starved to death.",op->name); 2775 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2776 strcpy (op->contr->killer, "starvation");
2777 }
2778 else
2688 } 2779 {
2689 else {
2690 if (op->contr->explore) { 2780 if (op->contr->explore)
2781 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2782 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..."); 2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2784 op->stats.hp = op->stats.maxhp;
2694 return; 2785 return;
2695 } 2786 }
2696 sprintf(buf,"%s died.",op->name); 2787 sprintf (buf, "%s died.", &op->name);
2697 } 2788 }
2789
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2790 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2791
2700 /* save the map location for corpse, gravestone*/ 2792 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2793 x = op->x;
2794 y = op->y;
2795 map = op->map;
2702 2796
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2797 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2798 * 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. 2799 * See the config.h file for a little more in depth detail about this.
2708 */ 2800 */
2709 2801
2710 /* Basically two ways to go - remove a stat permanently, or just 2802 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2803 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2804 * of death.
2713 */ 2805 */
2714#ifndef COZY_SERVER 2806#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2807 if (settings.balanced_stat_loss)
2808 {
2716 /* If stat loss is permanent, lose one stat only. */ 2809 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2810 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2811 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2812 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2813 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2814 little bit harder. */
2722 /* GD */ 2815 /* GD */
2723 if (settings.stat_loss_on_death) 2816 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2817 num_stats_lose = 1;
2725 else 2818 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2819 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2820 }
2821 else
2728 num_stats_lose = 1; 2822 num_stats_lose = 1;
2729 } 2823
2730 lost_a_stat = 0; 2824 lost_a_stat = 0;
2731 2825
2732 for (z=0; z<num_stats_lose; z++) { 2826 for (z = 0; z < num_stats_lose; z++)
2827 {
2733 i = RANDOM() % NUM_STATS; 2828 i = RANDOM () % NUM_STATS;
2734 2829
2735 if (settings.stat_loss_on_death) { 2830 if (settings.stat_loss_on_death)
2831 {
2736 /* Pick a random stat and take a point off it. Tell the player 2832 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2833 * what he lost.
2738 */ 2834 */
2739 change_attr_value(&(op->stats), i,-1); 2835 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2836 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2837 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2838 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2839 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2840 lost_a_stat = 1;
2745 } else { 2841 }
2842 else
2843 {
2746 /* deplete a stat */ 2844 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2845 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2846 object *dep;
2847
2848 dep = present_arch_in_ob (deparch, op);
2849 if (!dep)
2749 2850 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2851 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2852 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 2853 }
2783 if (lose_this_stat) { 2854 lose_this_stat = 1;
2855 if (settings.balanced_stat_loss)
2856 {
2857 /* GD */
2858 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2859 this_stat = get_attr_value (&(dep->stats), i);
2860 if (this_stat < 0)
2861 {
2862 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2863 int keep_chance = this_stat * this_stat;
2864
2865 /* Yes, I am paranoid. Sue me. */
2866 if (keep_chance < 1)
2867 keep_chance = 1;
2868
2869 /* There is a maximum depletion total per level. */
2870 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2871 {
2872 lose_this_stat = 0;
2873 /* Take loss chance vs keep chance to see if we
2874 retain the stat. */
2875 }
2876 else
2877 {
2878 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2879 lose_this_stat = 0;
2880 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2881 this_stat, keep_chance, loss_chance,
2882 lose_this_stat?"LOSE":"KEEP"); */
2883 }
2884 }
2885 }
2886
2887 if (lose_this_stat)
2888 {
2889 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2890 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2891 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2892 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2893 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2894 * difference.
2790 */ 2895 */
2791 if (this_stat>=-50) { 2896 if (this_stat >= -50)
2897 {
2792 change_attr_value(&(dep->stats), i, -1); 2898 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2899 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2900 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2901 op->update_stats ();
2796 lost_a_stat = 1; 2902 lost_a_stat = 1;
2797 } 2903 }
2798 } 2904 }
2905 }
2799 } 2906 }
2800 }
2801 /* If no stat lost, tell the player. */ 2907 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2908 if (!lost_a_stat)
2803 { 2909 {
2804 /* determine_god() seems to not work sometimes... why is this? 2910 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2911 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2912 const char *god = determine_god (op);
2913
2807 if (god && (strcmp(god, "none"))) 2914 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2915 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" 2916 else
2810 " you.", god); 2917 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 } 2918 }
2919#else
2920 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2921#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 2922
2819 /* Put a gravestone up where the character 'almost' died. List the 2923 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2924 * exp loss on the stone.
2821 */ 2925 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2926 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2927 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2928 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2929 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2930 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2931 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" 2932 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; 2933 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2934 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2935
2836 /**************************************/ 2936 /**************************************/
2837 /* */ 2937 /* */
2838 /* Subtract the experience points, */ 2938 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2939 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2940 /* food, and reset HP's... */
2841 /* */ 2941 /* */
2842 /**************************************/ 2942 /**************************************/
2843 2943
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2944 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2945 /* restore player */
2846 at = find_archetype("poisoning"); 2946 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2947 tmp = present_arch_in_ob (at, op);
2948
2848 if (tmp) { 2949 if (tmp)
2849 remove_ob(tmp); 2950 {
2850 free_object(tmp); 2951 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2952 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2953 }
2853 2954
2854 at = find_archetype("confusion"); 2955 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2956 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2957 if (tmp)
2857 remove_ob(tmp); 2958 {
2858 free_object(tmp); 2959 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2960 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2961 }
2962
2861 cure_disease(op,0); /* remove any disease */ 2963 cure_disease (op, 0); /* remove any disease */
2862 2964
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2965 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2966 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2967 if (op->stats.food < 100)
2968 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2969 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2970 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2971 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2972
2870 /* 2973 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2974 * 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 2975 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2976 * in the map.
2874 */ 2977 */
2875 2978
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2979 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2980 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2981
2884 /****************************************/ 2982 /****************************************/
2885 /* */ 2983 /* */
2886 /* Move player to his current respawn- */ 2984 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2985 /* position (usually last savebed) */
2888 /* */ 2986 /* */
2889 /****************************************/ 2987 /****************************************/
2890 2988
2891 enter_player_savebed(op); 2989 enter_player_savebed (op);
2892 2990
2893 /* Save the player before inserting the force to reduce 2991 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 2992 * chance of abuse.
2895 */ 2993 */
2896 op->contr->braced=0; 2994 op->contr->braced = 0;
2897 save_player(op,1); 2995 op->contr->save ();
2898 2996
2899 /* it is possible that the player has blown something up 2997 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2998 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2999 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3000 * on the space that might harm the player.
2903 */ 3001 */
2904 will_kill_again=0; 3002 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3003 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3004 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3005 will_kill_again |= tmp->attacktype;
2908 } 3006
2909 if (will_kill_again) { 3007 if (will_kill_again)
3008 {
2910 object *force; 3009 object *force;
2911 int at; 3010 int at;
2912 3011
2913 force=get_archetype(FORCE_NAME); 3012 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3013 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3014 force->speed = 0.1;
2916 force->speed_left=-5.0; 3015 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3016 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3017 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3018 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3019 force->resist[at] = 100;
2921 } 3020
2922 insert_ob_in_ob(force, op); 3021 insert_ob_in_ob (force, op);
2923 fix_player(op); 3022 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3023
3024 }
3025
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3026 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} 3027}
2999 3028
3000 3029void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3030loot_object (object *op)
3031{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3032 object *tmp, *tmp2, *next;
3003 3033
3034 if (op->container)
3004 if (op->container) { /* close open sack first */ 3035 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3036
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3037 for (tmp = op->inv; tmp; tmp = next)
3038 {
3009 next=tmp->below; 3039 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3040
3011 remove_ob(tmp); 3041 if (tmp->invisible)
3042 continue;
3043
3044 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3045 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3046 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3047 { /* empty container to ground */
3015 } 3048 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3049 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3050 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3051 {
3018 if(tmp->nrof>1) { 3052 if (tmp->nrof > 1)
3053 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3054 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3055 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3056 insert_ob_in_map (tmp, op->map, NULL, 0);
3057 }
3058 else
3059 tmp->destroy ();
3060 }
3022 } else 3061 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3062 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3063 }
3027} 3064}
3028 3065
3029/* 3066/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3067 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3068 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3069 * was changed.
3033 */ 3070 */
3034 3071
3072void
3035void fix_weight(void) { 3073fix_weight (void)
3036 player *pl; 3074{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3075 for_all_players (pl)
3076 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3077 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3078
3039 if(old == sum) 3079 if (old == sum)
3040 continue; 3080 continue;
3041 fix_player(pl->ob); 3081 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3082 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3083 }
3045} 3084}
3046 3085
3086void
3047void fix_luck(void) { 3087fix_luck (void)
3048 player *pl; 3088{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3089 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3090 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3091 pl->ob->change_luck (0);
3052} 3092}
3053
3054 3093
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3094/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3095 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3096 * just treat this as any other spell casting object.
3058 */ 3097 */
3059
3060void 3098void
3061cast_dust (object * op, object * throw_ob, int dir) 3099cast_dust (object *op, object *throw_ob, int dir)
3062{ 3100{
3063 object *skop, *spob; 3101 object *skop, *spob;
3064 3102
3065 skop = find_skill_by_name (op, throw_ob->skill); 3103 skop = find_skill_by_name (op, throw_ob->skill);
3066 3104
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3105 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3106 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3107 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3108 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3109 return;
3073 } 3110 }
3074 3111
3075 spob = throw_ob->inv; 3112 spob = throw_ob->inv;
3076 3113
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3114 // 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 3115 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3116 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3117 if (!spob)
3081 { 3118 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3119 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; 3120 return;
3085 } 3121 }
3086 3122
3087 if (op->type == PLAYER) 3123 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3124 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3125
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3126 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3127
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3128 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3129}
3096 3130
3131void
3097void make_visible (object *op) { 3132make_visible (object *op)
3133{
3098 op->hide = 0; 3134 op->hide = 0;
3099 op->invisible = 0; 3135 op->invisible = 0;
3100 if(op->type==PLAYER) { 3136 if (op->type == PLAYER)
3137 {
3101 op->contr->tmp_invis = 0; 3138 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3139 op->contr->invis_race = 0;
3103 } 3140 }
3104 update_object(op,UP_OBJ_FACE); 3141 update_object (op, UP_OBJ_FACE);
3105} 3142}
3106 3143
3144int
3107int is_true_undead(object *op) { 3145is_true_undead (object *op)
3146{
3108 object *tmp=NULL; 3147 object *tmp = NULL;
3109 3148
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3149 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3150 return 1;
3111 3151
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; 3152 return 0;
3117} 3153}
3118 3154
3119/* look at the surrounding terrain to determine 3155/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3156 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3157 * indicate greater hideability.
3122 */ 3158 */
3123 3159
3160int
3124int hideability(object *ob) { 3161hideability (object *ob)
3162{
3125 int i,level=0, mflag; 3163 int i, level = 0, mflag;
3126 sint16 x,y; 3164 sint16 x, y;
3127 3165
3128 if(!ob||!ob->map) return 0; 3166 if (!ob || !ob->map)
3167 return 0;
3129 3168
3130 /* so, on normal lighted maps, its hard to hide */ 3169 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3170 level = ob->map->darkness - 2;
3132 3171
3133 /* this also picks up whether the object is glowing. 3172 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3173 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3174 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3175 if (has_carried_lights (ob))
3176 level = -(10 + (2 * ob->map->darkness));
3137 3177
3138 /* scan through all nearby squares for terrain to hide in */ 3178 /* 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]) { 3179 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3180 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3181 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3182 if (mflag & P_OUT_OF_MAP)
3183 {
3184 continue;
3185 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3186 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3187 level += 2;
3144 else /* open terrain! */ 3188 else /* open terrain! */
3145 level -= 1; 3189 level -= 1;
3146 } 3190 }
3147 3191
3148#if 0 3192#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3193 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3194#endif
3151 return level; 3195 return level;
3152} 3196}
3153 3197
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3198/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3199 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3200 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3201 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3202 */
3159 3203
3204void
3160void do_hidden_move (object *op) { 3205do_hidden_move (object *op)
3206{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3207 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3208 object *skop;
3163 3209
3164 if(!op || !op->map) return; 3210 if (!op || !op->map)
3211 return;
3165 3212
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3213 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3214
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3215 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3216 if (op->type == PLAYER && op->contr->run_on)
3217 {
3170 if(!skop || num >= skop->level) { 3218 if (!skop || num >= skop->level)
3219 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3220 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3221 make_visible (op);
3173 return; 3222 return;
3174 } else num += 20; 3223 }
3224 else
3225 num += 20;
3175 } 3226 }
3176 num += op->map->difficulty; 3227 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3228 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3229 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3230 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3231 {
3180 make_visible(op); 3232 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3233 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3234 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3235 }
3184 else if (op->type == PLAYER && skop) { 3236 else if (op->type == PLAYER && skop)
3237 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3238 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3239 }
3187} 3240}
3188 3241
3189/* determine if who is standing near a hostile creature. */ 3242/* determine if who is standing near a hostile creature. */
3190 3243
3244int
3191int stand_near_hostile( object *who ) { 3245stand_near_hostile (object *who)
3246{
3192 object *tmp=NULL; 3247 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3248 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3249 maptile *m;
3195 sint16 x,y; 3250 sint16 x, y;
3196 3251
3197 if(!who) return 0; 3252 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; 3253 return 0;
3254
3255 if (who->type == PLAYER)
3256 player = 1;
3257
3258 else
3259 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3260
3261 /* search adjacent squares */
3262 for (i = 1; i < 9; i++)
3263 {
3264 x = who->x + freearr_x[i];
3265 y = who->y + freearr_y[i];
3266 m = who->map;
3267 mflags = get_map_flags (m, &m, x, y, &x, &y);
3268 /* space must be blocked if there is a monster. If not
3269 * blocked, don't need to check this space.
3270 */
3271 if (mflags & P_OUT_OF_MAP)
3272 continue;
3273 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3274 continue;
3275
3276 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3277 {
3278 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3279 return 1;
3280 else if (tmp->type == PLAYER)
3281 {
3282 /*don't let a hidden DM prevent you from hiding */
3283 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3284 return 1;
3285 }
3286 }
3287 }
3288 return 0;
3227} 3289}
3228 3290
3229/* check the player los field for viewability of the 3291/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3292 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3293 * 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. 3300 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3301 * -b.t.
3240 * This function is now map tiling safe. 3302 * This function is now map tiling safe.
3241 */ 3303 */
3242 3304
3305int
3243int player_can_view (object *pl,object *op) { 3306player_can_view (object *pl, object *op)
3307{
3244 rv_vector rv; 3308 rv_vector rv;
3245 int dx,dy; 3309 int dx, dy;
3246 3310
3247 if(pl->type!=PLAYER) { 3311 if (pl->type != PLAYER)
3312 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3313 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; 3314 return -1;
3274 op = op->more;
3275 } 3315 }
3316 if (!pl || !op)
3276 return 0; 3317 return 0;
3318
3319 if (op->head)
3320 {
3321 op = op->head;
3322 }
3323 get_rangevector (pl, op, &rv, 0x1);
3324
3325 /* starting with the 'head' part, lets loop
3326 * through the object and find if it has any
3327 * part that is in the los array but isnt on
3328 * a blocked los square.
3329 * we use the archetype to figure out offsets.
3330 */
3331 while (op)
3332 {
3333 dx = rv.distance_x + op->arch->clone.x;
3334 dy = rv.distance_y + op->arch->clone.y;
3335
3336 /* only the viewable area the player sees is updated by LOS
3337 * code, so we need to restrict ourselves to that range of values
3338 * for any meaningful values.
3339 */
3340 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3341 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3342 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3343 return 1;
3344 op = op->more;
3345 }
3346 return 0;
3277} 3347}
3278 3348
3279/* routine for both players and monsters. We call this when 3349/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3350 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3351 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3352 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3353 * return 0.
3284 */ 3354 */
3355int
3285int action_makes_visible (object *op) { 3356action_makes_visible (object *op)
3357{
3286 3358
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3359 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3360 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3361 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3362 return 0;
3290 3363
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3364 if (op->contr && op->contr->tmp_invis == 0)
3365 return 0;
3292 3366
3293 /* If monsters, they should become visible */ 3367 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3368 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3369 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3370 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3371 return 1;
3297 } 3372 }
3298 } 3373 }
3299 return 0; 3374 return 0;
3300} 3375}
3301 3376
3302/* op_on_battleground - checks if the given object op (usually 3377/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3378 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3379 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3380 * -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 3381 * 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 3382 * 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 3383 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3384 */
3385int
3310int op_on_battleground (object *op, int *x, int *y) { 3386op_on_battleground (object *op, int *x, int *y)
3387{
3311 object *tmp; 3388 object *tmp;
3312 3389
3313 /* A battleground-tile needs the following attributes to be valid: 3390 /* 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), 3391 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3392 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3393 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3394 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3395 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3396 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3397 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3398 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3399 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3400 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3401 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3402 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3403 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3404 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3405 {
3326 object *invtmp; 3406 object *invtmp;
3407
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3408 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3409 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3410 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3411 {
3412 if (x != NULL && y != NULL)
3413 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3414 return 1;
3415 }
3416 }
3417 }
3330 if (x != NULL && y != NULL) 3418 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3419 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3420 return 1;
3333 } 3421 }
3334 } 3422 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3423 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3424 /* If we got here, did not find a battleground */
3343 return 0; 3425 return 0;
3344} 3426}
3345 3427
3346/* 3428/*
3350 * attributes: 3432 * attributes:
3351 * object *who the dragon player 3433 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3434 * int atnr the attack-number of the ability focus
3353 * int level ability level 3435 * int level ability level
3354 */ 3436 */
3437void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3438dragon_ability_gain (object *who, int atnr, int level)
3439{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3440 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3441 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3442 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3443 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3444 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3445 int i = 0, j = 0;
3362 3446
3363 /* get the appropriate treasurelist */ 3447 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3448 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3449 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3450 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3451 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3452 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3453 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3454 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3455 trlist = find_treasurelist ("dragon_ability_poison");
3372 3456
3373 if (trlist == NULL || who->type != PLAYER) 3457 if (trlist == NULL || who->type != PLAYER)
3374 return; 3458 return;
3375 3459
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3460 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3461
3378
3379 if (tr == NULL || tr->item == NULL) { 3462 if (tr == NULL || tr->item == NULL)
3463 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3464 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3465 return;
3382 } 3466 }
3383 3467
3384 /* everything seems okay - now bring on the gift: */ 3468 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3469 item = &(tr->item->clone);
3386 3470
3387 if (item->type == SPELL) { 3471 if (item->type == SPELL)
3472 {
3388 if (check_spell_known (who, item->name)) 3473 if (check_spell_known (who, item->name))
3389 return; 3474 return;
3390 3475
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3476 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); 3477 do_learn_spell (who, item, 0);
3393 return; 3478 return;
3394 } 3479 }
3395 3480
3396 /* grant direct spell */ 3481 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3482 if (item->type == SPELLBOOK)
3483 {
3398 if (!item->inv) { 3484 if (!item->inv)
3485 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3486 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3487 return;
3402 } 3488 }
3403 if (check_spell_known (who, item->inv->name)) 3489 if (check_spell_known (who, item->inv->name))
3404 return; 3490 return;
3405 if (item->invisible) { 3491 if (item->invisible)
3492 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3493 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); 3494 do_learn_spell (who, item->inv, 0);
3408 return; 3495 return;
3409 } 3496 }
3410 } 3497 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3498 else if (item->type == SKILL_TOOL && item->invisible)
3499 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3500 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3501 {
3413 3502
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3503 /* 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 3504 * 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, 3505 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3506 * but not all of them, he gets nothing.
3418 */ 3507 */
3419 if (!(skop->attacktype & item->attacktype)) { 3508 if (!(skop->attacktype & item->attacktype))
3509 {
3420 /* Give new attacktype */ 3510 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3511 skop->attacktype |= item->attacktype;
3422 3512
3423 /* always add physical if there's none */ 3513 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3514 skop->attacktype |= AT_PHYSICAL;
3425 3515
3426 if (item->msg != NULL) 3516 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3517 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3518
3429 /* Give player new face */ 3519 /* Give player new face */
3430 if (item->animation_id) { 3520 if (item->animation_id)
3521 {
3431 who->face = skop->face; 3522 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3523 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3524 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3525 who->last_anim = 0;
3435 who->state = 0; 3526 who->state = 0;
3436 animate_object(who, who->direction); 3527 animate_object (who, who->direction);
3437 } 3528 }
3529 }
3530 }
3438 } 3531 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3532 else if (item->type == FORCE)
3533 {
3442 /* forces in the treasurelist can alter the player's stats */ 3534 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3535 object *skin;
3536
3444 /* first get the dragon skin force */ 3537 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3538 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3539 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3540 ;
3448 3541
3542 if (!skin)
3543 return;
3544
3449 /* adding new spellpath attunements */ 3545 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3546 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3547 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3548 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3549
3453 /* print message */ 3550 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3551 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3552 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3553 {
3457 if (j) 3554 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3555 {
3459 else 3556 if (j)
3460 j = 1; 3557 strcat (buf, " and ");
3558 else
3559 j = 1;
3461 strcat(buf, spellpathnames[i]); 3560 strcat (buf, spellpathnames[i]);
3462 } 3561 }
3463 } 3562 }
3464 strcat(buf,"."); 3563 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3564 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3565 }
3467 3566
3468 /* evtl. adding flags: */ 3567 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3568 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3569 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3570 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3571 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3572 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3573 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3574
3476 /* print message if there is one */ 3575 /* print message if there is one */
3477 if (item->msg != NULL) 3576 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3577 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3578 }
3579 else
3479 } 3580 {
3480 else {
3481 /* generate misc. treasure */ 3581 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3582 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3583 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); 3584 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3585 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3586 esrv_send_item (who, tmp);
3487 } 3587 }
3488} 3588}
3489 3589
3490/** 3590/**
3491 * Unready an object for a player. This function does nothing if the object was 3591 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3592 * not readied.
3493 */ 3593 */
3594void
3494void player_unready_range_ob(player *pl, object *ob) { 3595player_unready_range_ob (player *pl, object *ob)
3596{
3495 rangetype i; 3597 rangetype i;
3496 3598
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3599 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3600 {
3498 if (pl->ranges[i] == ob) { 3601 if (pl->ranges[i] == ob)
3602 {
3499 pl->ranges[i] = NULL; 3603 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3604 if (pl->shoottype == i)
3605 {
3501 pl->shoottype = range_none; 3606 pl->shoottype = range_none;
3502 } 3607 }
3503 } 3608 }
3504 } 3609 }
3505} 3610}

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