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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 1.72 by root, Wed Dec 27 15:04:39 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
235 esrv_new_player (this, ob->weight + ob->carrying);
236
237 ob->update_stats ();
238 ns->floorbox_update ();
239
240 esrv_send_inventory (ob, ob);
241 esrv_add_spells (this, 0);
242
243 enter_exit (ob, 0);
244
245 send_rules (ob);
246 send_news (ob);
247 display_motd (ob);
248 INVOKE_PLAYER (LOGIN, this);
249}
250
251void
252player::disconnect ()
253{
254 //TODO: don't be so harsh and destroy :)
255 if (ns)
256 {
257 if (enable_save)
258 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
259
260 client *ns = this->ns;
261 ns->send_packet ("goodbye");
262 ns->flush ();
263 ns->pl = 0;
264 this->ns = 0;
265
266 ns->destroy ();
267 destroy ();
268 }
269}
270
271// the need for this function can be explained
272// by load_object not returning the object
273void
274player::set_object (object *op)
275{
276 ob = op;
277 ob->contr = this; /* this aren't yet in archetype */
278
279 ob->speed_left = 0.5;
280 ob->speed = 1.0;
281 ob->direction = 5; /* So player faces south */
282 ob->stats.wc = 2;
283 ob->run_away = 25; /* Then we panick... */
284
285 set_first_map (ob);
286
287 ob->roll_stats ();
288}
289
290player::player ()
291{
292 /* There are some elements we want initialized to non zero value -
293 * we deal with that below this point.
294 */
295 outputs_sync = 16; /* Every 2 seconds */
296 outputs_count = 8; /* Keeps present behaviour */
297 unapply = unapply_nochoice;
298
299 assign (savebed_map, first_map_path); /* Init. respawn position */
300
301 gen_sp_armour = 10;
302 last_speed = -1;
303 shoottype = range_none;
304 bowtype = bow_normal;
305 petmode = pet_normal;
306 listening = 10;
307 usekeys = containers;
308 last_weapon_sp = -1;
309 peaceful = 1; /* default peaceful */
310 do_los = 1;
311
312 /* we need to clear these to -1 and not zero - otherwise,
313 * if a player quits and starts a new character, we wont
314 * send new values to the client, as things like exp start
315 * at zero.
316 */
317 for (int i = 0; i < NUM_SKILLS; i++)
318 last_skill_exp[i] = -1;
319
320 for (int i = 0; i < NROFATTACKS; i++)
321 last_resist[i] = -1;
322
323 last_stats.exp = -1;
324 last_weight = (uint32) - 1;
325}
326
327void
328player::do_destroy ()
329{
330 disconnect ();
331
332 save (false);
333 enable_save = false;
334
335 attachable::do_destroy ();
336
337 terminate_all_pets (ob);
338
339 if (first_player != this)
340 {
341 player *prev = first_player;
342
343 while (prev && prev->next && prev->next != this)
344 prev = prev->next;
345
346 if (prev->next != this)
347 {
348 LOG (llevError, "Free_player: Can't find previous player.\n");
349 abort ();
350 }
351
352 prev->next = next;
353 }
354 else
355 first_player = next;
356
357 if (ob)
358 {
359 ob->destroy_inv (false);
360 ob->destroy ();
361 }
362}
363
364player::~player ()
365{
366 /* Clear item stack */
367 free (stack_items);
368}
369
312/* Tries to add player on the connection passwd in ns. 370/* 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 371 * All we can really get in this is some settings like host and display
314 * mode. 372 * mode.
315 */ 373 */
374player *
375player::create ()
376{
377 player *pl = new player;
316 378
317int add_player(NewSocket *ns) { 379 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 380
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; 381 return pl;
340} 382}
341 383
342/* 384/*
343 * get_player_archetype() return next player archetype from archetype 385 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 386 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 387 * Note: there MUST be at least one player archetype!
346 */ 388 */
389archetype *
347archetype *get_player_archetype(archetype* at) 390get_player_archetype (archetype *at)
348{ 391{
349 archetype *start = at; 392 archetype *start = at;
393
350 for (;;) { 394 for (;;)
395 {
351 if (at==NULL || at->next==NULL) 396 if (at == NULL || at->next == NULL)
352 at=first_archetype; 397 at = first_archetype;
353 else 398 else
354 at=at->next; 399 at = at->next;
400
355 if(at->clone.type==PLAYER) 401 if (at->clone.type == PLAYER)
356 return at; 402 return at;
403
357 if (at == start) { 404 if (at == start)
405 {
358 LOG (llevError, "No Player archetypes\n"); 406 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 407 exit (-1);
360 } 408 }
361 } 409 }
362} 410}
363 411
364 412object *
365object *get_nearest_player(object *mon) { 413get_nearest_player (object *mon)
414{
366 object *op = NULL; 415 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 416 objectlink *ol;
369 unsigned lastdist; 417 unsigned lastdist;
370 rv_vector rv; 418 rv_vector rv;
371 419
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 420 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
421 {
373 /* We should not find free objects on this friendly list, but it 422 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 423 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 424 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 425 * list is also free, so encapsulate this in a while loop.
377 */ 426 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 427 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
428 {
379 object *tmp=ol->ob; 429 object *tmp = ol->ob;
380 430
381 /* Can't do much more other than log the fact, because the object 431 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 432 * itself will have been cleared.
383 */ 433 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 434 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 435 ol = ol->next;
386 remove_friendly_object(tmp); 436 remove_friendly_object (tmp);
387 if (!ol) return op; 437 if (!ol)
388 } 438 return op;
439 }
389 440
390 /* Remove special check for player from this. First, it looks to cause 441 /* 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 442 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 443 * 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 444 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 445 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 446 * on_same_map check, as can_detect_enemy also does this
396 */ 447 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 448 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 449 continue;
399 450
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) { 451 if (lastdist > rv.distance)
409 op=pl->ob; 452 {
453 op = ol->ob;
410 lastdist=rv.distance; 454 lastdist = rv.distance;
455 }
411 } 456 }
412 } 457
413 } 458 for_all_players (pl)
459 if (can_detect_enemy (mon, pl->ob, &rv))
460 if (lastdist > rv.distance)
461 {
462 op = pl->ob;
463 lastdist = rv.distance;
464 }
465
414#if 0 466#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 467 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 468#endif
417 return op; 469 return op;
418} 470}
419 471
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 472/* 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 473 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 474 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 488 * 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 489 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 490 * is probably not a good thing.
439 */ 491 */
440#define MAX_SPACES 50 492#define MAX_SPACES 50
441
442 493
443/* 494/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 495 * 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 496 * 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 497 * 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. 510 * 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, 511 * 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 512 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 513 * is blocking itself.
463 */ 514 */
515int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 516path_to_player (object *mon, object *pl, unsigned mindiff)
517{
465 rv_vector rv; 518 rv_vector rv;
466 sint16 x,y; 519 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 520 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 521 maptile *m, *lastmap;
469 522
470 get_rangevector(mon, pl, &rv, 0); 523 get_rangevector (mon, pl, &rv, 0);
471 524
472 if (rv.distance<mindiff) return 0; 525 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; 526 return 0;
725}
726 527
727void confirm_password(object *op) { 528 x = mon->x;
529 y = mon->y;
530 m = mon->map;
531 dir = rv.direction;
532 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
533 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
534 /* If we can't solve it within the search distance, return now. */
535 if (diff > max)
536 return 0;
537 while (diff > 1 && max > 0)
538 {
539 lastx = x;
540 lasty = y;
541 lastmap = m;
542 x = lastx + freearr_x[dir];
543 y = lasty + freearr_y[dir];
728 544
729 op->contr->write_buf[0]='\0'; 545 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 546 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}
733 547
548 /* Space is blocked - try changing direction a little */
549 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
550 && (m == mon->map && blocked_link (mon, m, x, y))))
551 {
552 /* recalculate direction from last good location. Possible
553 * we were not traversing ideal location before.
554 */
555 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
556 if (rv.direction != dir)
557 {
558 /* OK - says direction should be different - lets reset the
559 * the values so it will try again.
560 */
561 x = lastx;
562 y = lasty;
563 m = lastmap;
564 dir = firstdir = rv.direction;
565 }
566 else
567 {
568 /* direct path is blocked - try taking a side step to
569 * either the left or right.
570 * Note increase the values in the loop below to be
571 * more than -1/1 respectively will mean the monster takes
572 * bigger detour. Have to be careful about these values getting
573 * too big (3 or maybe 4 or higher) as the monster may just try
574 * stepping back and forth
575 */
576 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
577 {
578 if (i == 0)
579 continue; /* already did this, so skip it */
580 /* Use lastdir here - otherwise,
581 * since the direction that the creature should move in
582 * may change, you could get infinite loops.
583 * ie, player is northwest, but monster can only
584 * move west, so it does that. It goes some distance,
585 * gets blocked, finds that it should move north,
586 * can't do that, but now finds it can move east, and
587 * gets back to its original point. lastdir contains
588 * the last direction the creature has successfully
589 * moved.
590 */
591
592 x = lastx + freearr_x[absdir (lastdir + i)];
593 y = lasty + freearr_y[absdir (lastdir + i)];
594 m = lastmap;
595 mflags = get_map_flags (m, &m, x, y, &x, &y);
596 if (mflags & P_OUT_OF_MAP)
597 continue;
598 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
599 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
600 continue;
601 if (mflags & P_BLOCKSVIEW)
602 continue;
603
604 if (m == mon->map && blocked_link (mon, m, x, y))
605 break;
606 }
607 /* go through entire loop without finding a valid
608 * sidestep to take - thus, no valid path.
609 */
610 if (i == (DETOUR_AMOUNT + 1))
611 return 0;
612 diff--;
613 lastdir = dir;
614 max--;
615 if (!firstdir)
616 firstdir = dir + i;
617 } /* else check alternate directions */
618 } /* if blocked */
619 else
620 {
621 /* we moved towards creature, so diff is less */
622 diff--;
623 max--;
624 lastdir = dir;
625 if (!firstdir)
626 firstdir = dir;
627 }
628 if (diff <= 1)
629 {
630 /* Recalculate diff (distance) because we may not have actually
631 * headed toward player for entire distance.
632 */
633 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
634 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
635 }
636 if (diff > max)
637 return 0;
638 }
639 /* If we reached the max, didn't find a direction in time */
640 if (!max)
641 return 0;
642
643 return firstdir;
644}
645
646void
647give_initial_items (object *pl, treasurelist * items)
648{
649 object *op, *next = NULL;
650
651 if (pl->randomitems != NULL)
652 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
653
654 for (op = pl->inv; op; op = next)
655 {
656 next = op->below;
657
658 /* Forces get applied per default, unless they have the
659 * flag "neutral" set. Sorry but I can't think of a better way
660 */
661 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
662 SET_FLAG (op, FLAG_APPLIED);
663
664 /* we never give weapons/armour if these cannot be used
665 * by this player due to race restrictions
666 */
667 if (pl->type == PLAYER)
668 {
669 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
670 (op->type == ARMOUR || op->type == BOOTS ||
671 op->type == CLOAK || op->type == HELMET ||
672 op->type == SHIELD || op->type == GLOVES ||
673 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
674 {
675 op->destroy ();
676 continue;
677 }
678 }
679
680 /* This really needs to be better - we should really give
681 * a substitute spellbook. The problem is that we don't really
682 * have a good idea what to replace it with (need something like
683 * a first level treasurelist for each skill.)
684 * remove duplicate skills also
685 */
686 if (op->type == SPELLBOOK || op->type == SKILL)
687 {
688 object *tmp;
689
690 for (tmp = op->below; tmp; tmp = tmp->below)
691 if (tmp->type == op->type && tmp->name == op->name)
692 break;
693
694 if (tmp)
695 {
696 op->destroy ();
697 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
698 continue;
699 }
700
701 if (op->nrof > 1)
702 op->nrof = 1;
703 }
704
705 if (op->type == SPELLBOOK && op->inv)
706 {
707 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
708 }
709
710 /* Give starting characters identified, uncursed, and undamned
711 * items. Just don't identify gold or silver, or it won't be
712 * merged properly.
713 */
714 if (need_identify (op))
715 {
716 SET_FLAG (op, FLAG_IDENTIFIED);
717 CLEAR_FLAG (op, FLAG_CURSED);
718 CLEAR_FLAG (op, FLAG_DAMNED);
719 }
720 if (op->type == SPELL)
721 {
722 op->destroy ();
723 continue;
724 }
725 else if (op->type == SKILL)
726 {
727 SET_FLAG (op, FLAG_CAN_USE_SKILL);
728 op->stats.exp = 0;
729 op->level = 1;
730 }
731 /* lock all 'normal items by default */
732 else
733 SET_FLAG (op, FLAG_INV_LOCKED);
734 } /* for loop of objects in player inv */
735
736 /* Need to set up the skill pointers */
737 link_player_skills (pl);
738}
739
740void
734void get_party_password(object *op, partylist *party) { 741get_party_password (object *op, partylist *party)
742{
735 if (party == NULL) { 743 if (party == NULL)
744 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 745 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 746 return;
738 } 747 }
748
739 op->contr->write_buf[0]='\0'; 749 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 750 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 751 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 752 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 753}
744
745 754
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 755/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
756static int
747int roll_stat(void) { 757roll_stat (void)
758{
748 int a[4],i,j,k; 759 int a[4], i, j, k;
749 760
750 for(i=0;i<4;i++) 761 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 762 a[i] = (int) RANDOM () % 6 + 1;
752 763
753 for(i=0,j=0,k=7;i<4;i++) 764 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 765 if (a[i] < k)
755 k=a[i],j=i; 766 k = a[i], j = i;
756 767
757 for(i=0,k=0;i<4;i++) { 768 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 769 if (i != j)
759 k+=a[i]; 770 k += a[i];
760 } 771
761 return k; 772 return k;
762} 773}
763 774
764void roll_stats(object *op) { 775void
765 int sum=0; 776object::roll_stats ()
766 int i = 0, j = 0; 777{
767 int statsort[7]; 778 int statsort [7];
768 779
780 for (;;)
769 do { 781 {
770 op->stats.Str=roll_stat(); 782 int sum = 0;
771 op->stats.Dex=roll_stat(); 783 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 784 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);
781 785
786 if (sum >= 82 && sum <= 116)
787 break;
788 }
789
782 /* Sort the stats so that rerolling is easier... */ 790 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 791 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;
790 792
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]; 793 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 794 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 795 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 796 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 797 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 798 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 799 stats.Cha = statsort[6];
810 800
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; 801 stats.exp = 0;
822 op->stats.ac=0; 802 stats.ac = 0;
823 803
804 stats.hp = stats.maxhp;
805 stats.sp = stats.maxsp;
806 stats.grace = stats.maxgrace;
807
808 if (contr)
809 {
824 op->contr->levhp[1] = 9; 810 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 811 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 812 contr->levgrace[1] = 3;
827 813
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; 814 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 } 815 }
816}
921 817
922#if 0 818void
923 /* So that enter_exit will put us at startx/starty */ 819object::swap_stats (int a, int b)
924 op->x= -1; 820{
821 int tmp = get_attr_value (&contr->orig_stats, a);
822 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
823 set_attr_value (&contr->orig_stats, b, tmp);
925 824
926 enter_exit(op,NULL); 825 stats.Str = contr->orig_stats.Str;
927#endif 826 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 827 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 828 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 829 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"); 830 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 831 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;
942 832
943 case 'q': 833 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 834 // be merged with the similar code in roll_stats
945 play_again(op); 835 stats.ac = 0;
946 return 1;
947 836
948 default: 837 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 838 stats.exp = 0;
950 return 0; 839 stats.ac = 0;
840
841 stats.hp = stats.maxhp;
842 stats.sp = stats.maxsp;
843 stats.grace = stats.maxgrace;
844
845 if (contr)
951 } 846 {
952 return 0; 847 contr->levhp[1] = 9;
848 contr->levsp[1] = 6;
849 contr->levgrace[1] = 3;
850
851 contr->orig_stats = stats;
852 }
953} 853}
954 854
955/* This function takes the key that is passed, and does the 855/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 856 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 857 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 858 * separate race and class; this actually changes the RACE,
959 * not the class. 859 * not the class.
960 */ 860 */
961 861int
962int key_change_class(object *op, char key) 862key_change_class (object *op, char key)
963{ 863{
964 int tmp_loop; 864 int tmp_loop;
965 865
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 866 if (key == 'd' || key == 'D')
867 {
972 char buf[MAX_BUF]; 868 char buf[MAX_BUF];
973 869
974 /* this must before then initial items are given */ 870 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 871 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 872
873 treasurelist *tl = find_treasurelist ("starting_wealth");
874 if (tl)
875 create_treasure (tl, op, 0, 0, 0);
876
978 INVOKE_PLAYER (BIRTH, op->contr); 877 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 878 INVOKE_PLAYER (LOGIN, op->contr);
980 879
981 op->contr->state=ST_PLAYING; 880 op->contr->ns->state = ST_PLAYING;
982 881
983 if (op->msg) { 882 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 883 op->msg = NULL;
986 }
987 884
988 /* We create this now because some of the unique maps will need it 885 /* We create this now because some of the unique maps will need it
989 * to save here. 886 * to save here.
990 */ 887 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 888 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 889 make_path_to_file (buf);
993 890
994#ifdef AUTOSAVE 891#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 892 op->contr->last_save_tick = pticks;
996#endif 893#endif
997 start_info(op); 894 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 895 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 896 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 897 link_player_skills (op);
1001 esrv_send_inventory(op, op); 898 esrv_send_inventory (op, op);
1002 fix_player(op); 899 op->update_stats ();
1003 900
1004 /* This moves the player to a different start map, if there 901 /* This moves the player to a different start map, if there
1005 * is one for this race 902 * is one for this race
1006 */ 903 */
1007 if(*first_map_ext_path) { 904 if (*first_map_ext_path)
905 {
1008 object *tmp; 906 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 907 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 908
1012 first_map_ext_path, op->arch->name); 909 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 910 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 911 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 912 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 913 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 914 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 915 * if the map isn't there, then stay on the
1019 * default initial map */ 916 * default initial map */
1020 free_object(tmp); 917 tmp->destroy ();
918 }
1021 } else { 919 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 920 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 921
922 return 0;
923 }
924
1027 /* Following actually changes the race - this is the default command 925 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 926 * if we don't match with one of the options above.
1029 */ 927 */
1030 928
1031 tmp_loop = 0; 929 tmp_loop = 0;
1032 while(!tmp_loop) { 930 while (!tmp_loop)
1033 const char *name = add_string (op->name); 931 {
932 shstr name = op->name;
1034 int x = op->x, y = op->y; 933 int x = op->x, y = op->y;
1035 remove_statbonus(op); 934
1036 remove_ob (op); 935 op->remove_statbonus ();
936 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 937 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 938 op->arch->clone.copy_to (op);
1039 op->instantiate (); 939 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 940 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 941 op->name = op->name_pl = name;
1042 op->name = name; 942 op->x = x;
1043 free_string(op->name_pl); 943 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 */ 944 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 945 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 946 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 947 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 948 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 949 }
950
1056 update_object(op,UP_OBJ_FACE); 951 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 952 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 953 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 954 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 955 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 956 op->stats.grace = 0;
957
1062 if (op->msg) 958 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 959 new_draw_info (NDI_BLUE, 0, op, op->msg);
960
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 961 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; 962 return 0;
1066} 963}
1067 964
965int
1068int key_confirm_quit(object *op, char key) 966key_confirm_quit (object *op, char key)
1069{ 967{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 968 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
969 {
1073 op->contr->state=ST_PLAYING; 970 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 971 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 972 return 1;
1076 } 973 }
1077 974
1078 INVOKE_PLAYER (LOGOUT, op->contr); 975 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 976 INVOKE_PLAYER (QUIT, op->contr);
1080 977
978 op->contr->enable_save = false;
979
1081 terminate_all_pets(op); 980 terminate_all_pets (op);
1082 leave_map(op); 981 leave_map (op);
1083 op->direction=0; 982 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 983 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 984
1087 strcpy(op->contr->killer,"quit"); 985 strcpy (op->contr->killer, "quit");
1088 check_score(op); 986 check_score (op);
1089 op->contr->party=NULL; 987 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 988 op->contr->own_title[0] = '\0';
1092 989
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 990 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 991
1096 /* We need to hunt for any per player unique maps in memory and 992 /* 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, 993 * 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 994 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 995 */
996 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 997 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 998
1102 next = mp->next; 999 for_all_maps (mp)
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1000 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1001 delete_map (mp);
1105 } 1002
1106
1107 delete_character(op->name, 1); 1003 delete_character (ob->name, 1);
1108 } 1004 ob->contr->destroy ();
1109 play_again(op); 1005
1110 return 1; 1006 return 1;
1111} 1007}
1112 1008
1009void
1113void flee_player(object *op) { 1010flee_player (object *op)
1011{
1114 int dir,diff; 1012 int dir, diff;
1115 rv_vector rv; 1013 rv_vector rv;
1116 1014
1117 if(op->stats.hp < 0) { 1015 if (op->stats.hp < 0)
1016 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1017 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1019 return;
1121 } 1020 }
1122 1021
1123 if(op->enemy==NULL) { 1022 if (op->enemy == NULL)
1023 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1024 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1025 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1026 return;
1127 } 1027 }
1128 1028
1129 /* Seen some crashes here. Since we don't store an 1029 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1030 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1031 * actual enemy, and the object is recycled.
1132 */ 1032 */
1133 if (op->enemy->map == NULL) { 1033 if (op->enemy->map == NULL)
1034 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1035 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1036 op->enemy = NULL;
1136 return; 1037 return;
1137 } 1038 }
1138 1039
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1040 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1041 {
1140 op->enemy=NULL; 1042 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1044 return;
1143 } 1045 }
1046
1144 get_rangevector(op, op->enemy, &rv, 0); 1047 get_rangevector (op, op->enemy, &rv, 0);
1145 1048
1146 dir=absdir(4+rv.direction); 1049 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1050 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 } 1051 {
1052 int m = 1 - (RANDOM () & 2);
1053
1054 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1055 return;
1056 }
1057
1154 /* Cornered, get rid of scared */ 1058 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1059 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1060 op->enemy = NULL;
1157} 1061}
1158 1062
1159 1063
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1064/* 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 1065 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1066 * stop.
1163 */ 1067 */
1068int
1164int check_pick(object *op) { 1069check_pick (object *op)
1070{
1165 object *tmp, *next; 1071 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1072 int stop = 0;
1168 int j, k, wvratio; 1073 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1074 char putstring[128], tmpstr[16];
1170 1075
1171
1172 /* if you're flying, you cna't pick up anything */ 1076 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1077 if (op->move_type & MOVE_FLYING)
1174 return 1; 1078 return 1;
1175 1079
1176 op_tag = op->count;
1177
1178 next = op->below; 1080 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1081
1182 /* loop while there are items on the floor that are not marked as 1082 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1083 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1084 while (next && !next->destroyed ())
1185 { 1085 {
1186 tmp = next; 1086 tmp = next;
1187 next = tmp->below; 1087 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1088
1191 if (was_destroyed (op, op_tag)) 1089 if (op->destroyed ())
1192 return 0; 1090 return 0;
1193 1091
1194 if ( ! can_pick (op, tmp)) 1092 if (!can_pick (op, tmp))
1195 continue; 1093 continue;
1196 1094
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1095 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1096 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1097 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1098 pick_up (op, tmp);
1201 continue; 1099 continue;
1202 } 1100 }
1203 1101
1204 /* high not bit set? We're using the old autopickup model */ 1102 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1103 if (!(op->contr->mode & PU_NEWMODE))
1104 {
1206 switch (op->contr->mode) { 1105 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1106 {
1208 case 1: pick_up (op, tmp); 1107 case 0:
1209 return 1; 1108 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1109 case 1:
1211 return 0; 1110 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1111 return 1;
1213 case 4: pick_up (op, tmp); 1112 case 2:
1214 break; 1113 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1114 return 0;
1216 stop = 1; 1115 case 3:
1217 break; 1116 return 0; /* stop before pickup */
1218 case 6: 1117 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1118 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1119 break;
1221 pick_up(op, tmp); 1120 case 5:
1222 break; 1121 pick_up (op, tmp);
1122 stop = 1;
1123 break;
1124 case 6:
1125 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1126 pick_up (op, tmp);
1127 break;
1223 1128
1224 case 7: 1129 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1130 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1131 pick_up (op, tmp);
1227 break; 1132 break;
1228 1133
1229 default: 1134 default:
1230 /* use value density */ 1135 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1136 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1137 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1138 pick_up (op, tmp);
1234 >= op->contr->mode) 1139 }
1235 pick_up(op,tmp); 1140 }
1236 } 1141 else
1237 } 1142 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1143 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1144 if (op->contr->mode & PU_DEBUG)
1241 { 1145 {
1242 /* some debugging code to figure out item information */ 1146 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1147 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1149 &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)))); 1150 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1152 &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)))); 1153
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1154 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1155 }
1252 1156
1253 sprintf(putstring,"...flags: "); 1157 /* philosophy:
1254 for(k=0;k<4;k++) 1158 * It's easy to grab an item type from a pile, as long as it's
1255 { 1159 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1160 * and selections, select-items should be used. This is a
1257 { 1161 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1162 * example.
1259 { 1163 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1164 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1165 * convert to decimal and then 'pickup <#>
1262 } 1166 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1167
1168 /* the first two modes are exclusive: if NOTHING we return, if
1169 * STOP then we stop. All the rest are applied sequentially,
1170 * meaning if any test passes, the item gets picked up. */
1171
1172 /* if mode is set to pick nothing up, return */
1173
1174 if (op->contr->mode & PU_NOTHING)
1175 return 1;
1176
1177 /* if mode is set to stop when encountering objects, return */
1178 /* take STOP before INHIBIT since it doesn't actually pick
1179 * anything up */
1180
1181 if (op->contr->mode & PU_STOP)
1182 return 0;
1183
1184 /* useful for going into stores and not losing your settings... */
1185 /* and for battles wher you don't want to get loaded down while
1186 * fighting */
1187 if (op->contr->mode & PU_INHIBIT)
1188 return 1;
1189
1190 /* prevent us from turning into auto-thieves :) */
1191 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1192 continue;
1193
1194 /* ignore known cursed objects */
1195 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1196 continue;
1197
1198 /* all food and drink if desired */
1199 /* question: don't pick up known-poisonous stuff? */
1200 if (op->contr->mode & PU_FOOD)
1201 if (tmp->type == FOOD)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 if (op->contr->mode & PU_DRINK)
1208 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 if (op->contr->mode & PU_POTION)
1215 if (tmp->type == POTION)
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 /* spellbooks, skillscrolls and normal books/scrolls */
1222 if (op->contr->mode & PU_SPELLBOOK)
1223 if (tmp->type == SPELLBOOK)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228
1229 if (op->contr->mode & PU_SKILLSCROLL)
1230 if (tmp->type == SKILLSCROLL)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235
1236 if (op->contr->mode & PU_READABLES)
1237 if (tmp->type == BOOK || tmp->type == SCROLL)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* wands/staves/rods/horns */
1244 if (op->contr->mode & PU_MAGIC_DEVICE)
1245 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 /* pick up all magical items */
1252 if (op->contr->mode & PU_MAGICAL)
1253 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1254 {
1255 pick_up (op, tmp);
1256 continue;
1257 }
1258
1259 if (op->contr->mode & PU_VALUABLES)
1260 {
1261 if (tmp->type == MONEY || tmp->type == GEM)
1262 {
1263 pick_up (op, tmp);
1264 continue;
1265 }
1266 }
1267
1268 /* rings & amulets - talismans seems to be typed AMULET */
1269 if (op->contr->mode & PU_JEWELS)
1270 if (tmp->type == RING || tmp->type == AMULET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 /* we don't forget dragon food */
1277 if (op->contr->mode & PU_FLESH)
1278 if (tmp->type == FLESH)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 /* bows and arrows. Bows are good for selling! */
1285 if (op->contr->mode & PU_BOW)
1286 if (tmp->type == BOW)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_ARROW)
1293 if (tmp->type == ARROW)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 /* all kinds of armor etc. */
1300 if (op->contr->mode & PU_ARMOUR)
1301 if (tmp->type == ARMOUR)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_HELMET)
1308 if (tmp->type == HELMET)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 if (op->contr->mode & PU_SHIELD)
1315 if (tmp->type == SHIELD)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 if (op->contr->mode & PU_BOOTS)
1322 if (tmp->type == BOOTS)
1323 {
1324 pick_up (op, tmp);
1325 continue;
1326 }
1327
1328 if (op->contr->mode & PU_GLOVES)
1329 if (tmp->type == GLOVES)
1330 {
1331 pick_up (op, tmp);
1332 continue;
1333 }
1334
1335 if (op->contr->mode & PU_CLOAK)
1336 if (tmp->type == CLOAK)
1337 {
1338 pick_up (op, tmp);
1339 continue;
1340 }
1341
1342 /* hoping to catch throwing daggers here */
1343 if (op->contr->mode & PU_MISSILEWEAPON)
1344 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* careful: chairs and tables are weapons! */
1351 if (op->contr->mode & PU_ALLWEAPON)
1352 {
1353 if (tmp->type == WEAPON && tmp->name != NULL)
1354 {
1355 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1356 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361 }
1362
1363 if (tmp->type == WEAPON && tmp->name == NULL)
1364 {
1365 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1366 {
1367 pick_up (op, tmp);
1368 continue;
1369 }
1370 }
1371 }
1372
1373 /* misc stuff that's useful */
1374 if (op->contr->mode & PU_KEY)
1375 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380
1381 /* any of the last 4 bits set means we use the ratio for value
1382 * pickups */
1383 if (op->contr->mode & PU_RATIO)
1384 {
1385 /* use value density to decide what else to grab */
1386 /* >=7 was >= op->contr->mode */
1387 /* >=7 is the old standard setting. Now we take the last 4 bits
1388 * and multiply them by 5, giving 0..15*5== 5..75 */
1389 wvratio = (op->contr->mode & PU_RATIO) * 5;
1390 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1391 {
1392 pick_up (op, tmp);
1267#if 0 1393#if 0
1268 /* print the flags too */ 1394 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1395 if (tmp->name != NULL)
1270 { 1396 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1397 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1398 }
1273 { 1399 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1400 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1401 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1402 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 1403#endif
1404 continue;
1405 }
1406 }
1407 } /* the new pickup model */
1280 } 1408 }
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 1409
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; 1410 return !stop;
1444} 1411}
1445 1412
1446/* 1413/*
1447 * Find an arrow in the inventory and after that 1414 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1415 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1416 * found object is returned.
1450 */ 1417 */
1418object *
1451object *find_arrow(object *op, const char *type) 1419find_arrow (object *op, const char *type)
1452{ 1420{
1453 object *tmp = NULL; 1421 object *tmp = NULL;
1454 1422
1455 for(op=op->inv; op; op=op->below) 1423 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1424 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); 1425 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1426 else if (op->type == ARROW && op->race == type)
1460 return op; 1427 return op;
1461 return tmp; 1428 return tmp;
1462} 1429}
1463 1430
1464/* 1431/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1432 * 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 1433 * 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 1434 * 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. 1435 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1436 */
1470 1437
1438object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1439find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1440{
1473 object *tmp = NULL, *arrow, *ntmp; 1441 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1442 int attacknum, attacktype, betterby = 0, i;
1475 1443
1476 if (!type) 1444 if (!type)
1477 return NULL; 1445 return NULL;
1478 1446
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1447 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1448 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1449 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1450 {
1451 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1452 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1453 if (i > betterby)
1485 tmp = ntmp; 1454 {
1486 betterby = i; 1455 tmp = ntmp;
1487 } 1456 betterby = i;
1457 }
1458 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1459 else if (arrow->type == ARROW && arrow->race == type)
1460 {
1489 /* allways prefer assasination/slaying */ 1461 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1462 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1463 {
1492 if (arrow->attacktype & AT_DEATH) { 1464 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1465 {
1494 return arrow; 1466 *better = 100;
1495 } else { 1467 return arrow;
1496 tmp = arrow; 1468 }
1469 else
1470 {
1471 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1472 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1473 }
1499 } else { 1474 }
1475 else
1476 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1477 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1478 {
1501 attacktype = 1<<attacknum; 1479 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1480 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) { 1481 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1482 {
1483 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1484 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1485 }
1507 } 1486 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1487 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1488 {
1489 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1490 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1491 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1492 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1493 {
1494 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1495 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1496 }
1497 }
1498 }
1516 } 1499 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1500 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1501 return find_arrow (op, type);
1521 1502
1522 *better = betterby; 1503 *better = betterby;
1523 return tmp; 1504 return tmp;
1524} 1505}
1525 1506
1526/* looks in a given direction, finds the first valid target, and calls 1507/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1508 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1509 * op = the shooter
1529 * type = bow->race 1510 * type = bow->race
1530 * dir = fire direction 1511 * dir = fire direction
1531 */ 1512 */
1532 1513
1514object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1515pick_arrow_target (object *op, const char *type, int dir)
1534{ 1516{
1535 object *tmp = NULL; 1517 object *tmp = NULL;
1536 mapstruct *m; 1518 maptile *m;
1537 int i, mflags, found, number; 1519 int i, mflags, found, number;
1538 sint16 x, y; 1520 sint16 x, y;
1539 1521
1540 if (op->map == NULL) 1522 if (op->map == NULL)
1541 return find_arrow(op, type); 1523 return find_arrow (op, type);
1542 1524
1543 /* do a dex check */ 1525 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1526 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))) 1527 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1528 return find_arrow (op, type);
1547 1529
1548 m = op->map; 1530 m = op->map;
1549 x = op->x; 1531 x = op->x;
1550 y = op->y; 1532 y = op->y;
1551 1533
1552 /* find the first target */ 1534 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1535 for (i = 0, found = 0; i < 20; i++)
1536 {
1554 x += freearr_x[dir]; 1537 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1538 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1539 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1540 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1541 {
1558 tmp = NULL; 1542 tmp = NULL;
1559 break; 1543 break;
1544 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1545 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1546 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1548 * perhaps a bad assumption.
1563 */ 1549 */
1564 tmp = NULL; 1550 tmp = NULL;
1565 break; 1551 break;
1566 } 1552 }
1567 if (mflags & P_IS_ALIVE) { 1553 if (mflags & P_IS_ALIVE)
1554 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1555 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1556 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1557 {
1571 break; 1558 found++;
1572 } 1559 break;
1560 }
1573 if (found) 1561 if (found)
1574 break; 1562 break;
1575 } 1563 }
1576 } 1564 }
1577 if (tmp == NULL) 1565 if (tmp == NULL)
1578 return find_arrow(op, type); 1566 return find_arrow (op, type);
1579 1567
1580 if (tmp->head) 1568 if (tmp->head)
1581 tmp = tmp->head; 1569 tmp = tmp->head;
1582 1570
1583 return find_better_arrow(op, tmp, type, &i); 1571 return find_better_arrow (op, tmp, type, &i);
1584} 1572}
1585 1573
1586/* 1574/*
1587 * Creature fires a bow - op can be monster or player. Returns 1575 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1576 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1579 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1580 * 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 1581 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1582 * player fire modes.
1595 */ 1583 */
1584int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1585fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1586{
1599 object *left, *bow; 1587 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1588 int bowspeed, mflags;
1602 mapstruct *m; 1589 maptile *m;
1603 1590
1604 if (!dir) { 1591 if (!dir)
1592 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1593 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1594 return 0;
1607 } 1595 }
1596
1608 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1598 bow = op->contr->ranges[range_bow];
1610 else { 1599 else
1600 {
1611 for(bow=op->inv; bow; bow=bow->below) 1601 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1602 /* 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. 1603 * don't need to switch back and forth between bows and weapons.
1614 */ 1604 */
1615 if(bow->type==BOW) 1605 if (bow->type == BOW)
1616 break; 1606 break;
1617 1607
1618 if (!bow) { 1608 if (!bow)
1609 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1610 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1611 return 0;
1621 } 1612 }
1622 } 1613 }
1614
1623 if( !bow->race || !bow->skill) { 1615 if (!bow->race || !bow->skill)
1616 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1617 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1618 return 0;
1626 } 1619 }
1627 1620
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1621 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1622
1630 /* penalize ROF for bestarrow */ 1623 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1624 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1625 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1626
1633 if (bowspeed < 1) 1627 if (bowspeed < 1)
1634 bowspeed = 1; 1628 bowspeed = 1;
1635 1629
1636 if (arrow == NULL) { 1630 if (arrow == NULL)
1631 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1632 if ((arrow = find_arrow (op, bow->race)) == NULL)
1633 {
1638 if (op->type == PLAYER) 1634 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1635 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 */ 1636 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1637 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1638 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1639 return 0;
1645 } 1640 }
1646 } 1641 }
1642
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1643 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1644 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1645 return 0;
1650 } 1646
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1647 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1648 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1649 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1650 return 0;
1654 } 1651 }
1655 1652
1656 /* this should not happen, but sometimes does */ 1653 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1654 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1655 {
1656 arrow->destroy ();
1657 return 0;
1658 }
1662 1659
1663 left = arrow; /* these are arrows left to the player */ 1660 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1661 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1662 if (!arrow)
1663 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1664 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1665 return 0;
1669 return 0;
1670 } 1666 }
1671 set_owner(arrow, op); 1667
1672 if (arrow->skill) free_string(arrow->skill); 1668 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1669 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1670 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1671
1679 if (op->type == PLAYER) { 1672 if (op->type == PLAYER)
1673 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1675 op->update_stats ();
1682 } 1676 }
1683 1677
1684 SET_ANIMATION(arrow, arrow->direction); 1678 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1680 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1681 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1682 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1683 arrow->spellarg = strdup (arrow->slaying);
1690 1684
1691 /* Note that this was different for monsters - they got their level 1685 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1686 * added to the damage. I think the strength bonus is more proper.
1693 */ 1687 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1688
1689 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690
1699 /* update the speed */ 1691 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1693 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1694
1705 if (arrow->speed < 1.0) 1695 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1696 arrow->speed_left = 0;
1709 1697
1710 if (op->type == PLAYER) { 1698 if (op->type == PLAYER)
1699 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1700 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1701 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1702 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 1703
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1704 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1705 }
1706 else
1707 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1708 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; 1709 arrow->level = op->level;
1722 } 1710 }
1711
1723 if (arrow->attacktype == AT_PHYSICAL) 1712 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1713 arrow->attacktype |= bow->attacktype;
1714
1725 if (bow->slaying != NULL) 1715 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1716 arrow->slaying = bow->slaying;
1727 1717
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1718 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1719 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1720
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1721 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1722 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1723
1736 if (!was_destroyed(arrow, tag)) 1724 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1725 move_arrow (arrow);
1738 1726
1739 if (op->type == PLAYER) { 1727 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1728 {
1729 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1730 esrv_del_item (op->contr, left->count);
1742 else 1731 else
1743 esrv_send_item(op, left); 1732 esrv_send_item (op, left);
1744 } 1733 }
1734
1745 return 1; 1735 return 1;
1746} 1736}
1747 1737
1748/* Special fire code for players - this takes into 1738/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1739 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1740 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1741 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1742 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1743 * hence the function name.
1754 */ 1744 */
1745int
1755int player_fire_bow(object *op, int dir) 1746player_fire_bow (object *op, int dir)
1756{ 1747{
1757 int ret=0, wcmod=0; 1748 int ret = 0, wcmod = 0;
1758 1749
1759 if (op->contr->bowtype == bow_bestarrow) { 1750 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1751 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1752 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); 1753 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1754 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1755 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1756 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1757 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1758 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1759 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1760 else if (op->contr->bowtype == bow_threewide)
1761 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1762 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)]); 1763 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)]); 1764 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1765 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1766 else if (op->contr->bowtype == bow_spreadshot)
1767 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1768 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); 1769 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); 1770 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1771
1777 } else { 1772 }
1773 else
1774 {
1778 /* Simple case */ 1775 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1776 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1777 }
1781 return ret; 1778 return ret;
1782} 1779}
1783 1780
1784 1781
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1782/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1783 * Broken apart from 'fire' to keep it more readable.
1787 */ 1784 */
1785void
1788void fire_misc_object(object *op, int dir) 1786fire_misc_object (object *op, int dir)
1789{ 1787{
1790 object *item; 1788 object *item;
1791 1789
1792 if (!op->contr->ranges[range_misc]) { 1790 if (!op->contr->ranges[range_misc])
1791 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1792 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1793 return;
1795 } 1794 }
1796 1795
1797 item = op->contr->ranges[range_misc]; 1796 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1797 if (!item->inv)
1798 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1799 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1800 return;
1801 } 1801 }
1802 if (item->type == WAND) { 1802 if (item->type == WAND)
1803 {
1803 if(item->stats.food<=0) { 1804 if (item->stats.food <= 0)
1805 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1806 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)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1808 return;
1807 } 1809 }
1810 }
1808 } else if (item->type == ROD || item->type==HORN) { 1811 else if (item->type == ROD || item->type == HORN)
1812 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1813 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1814 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1815 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1816 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1817 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)); 1818 else
1814 else 1819 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; 1820 return;
1818 } 1821 }
1819 } 1822 }
1820 1823
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1824 if (cast_spell (op, item, dir, item->inv, NULL))
1825 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1826 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1827 if (item->type == WAND)
1828 {
1824 if (!(--item->stats.food)) { 1829 if (!(--item->stats.food))
1825 object *tmp; 1830 {
1826 if (item->arch) { 1831 object *tmp;
1832
1833 if (item->arch)
1834 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1835 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1836 item->face = item->arch->clone.face;
1829 item->speed = 0; 1837 item->set_speed (0);
1830 update_ob_speed(item); 1838 }
1831 } 1839
1832 if ((tmp=is_player_inv(item))) 1840 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1841 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1842 }
1835 } 1843 }
1836 else if (item->type == ROD || item->type==HORN) { 1844 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1845 drain_rod_charge (item);
1838 }
1839 } 1846 }
1840} 1847}
1841 1848
1842/* Received a fire command for the player - go and do it. 1849/* Received a fire command for the player - go and do it.
1843 */ 1850 */
1851void
1844void fire(object *op,int dir) { 1852fire (object *op, int dir)
1853{
1845 int spellcost=0; 1854 int spellcost = 0;
1846 1855
1847 /* check for loss of invisiblity/hide */ 1856 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1857 if (action_makes_visible (op))
1858 make_visible (op);
1849 1859
1850 switch(op->contr->shoottype) { 1860 switch (op->contr->shoottype)
1861 {
1851 case range_none: 1862 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; 1863 return;
1888 default: 1864
1865 case range_bow:
1866 player_fire_bow (op, dir);
1867 return;
1868
1869 case range_magic: /* Casting spells */
1870 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1871 return;
1872
1873 case range_misc:
1874 fire_misc_object (op, dir);
1875 return;
1876
1877 case range_golem: /* Control summoned monsters from scrolls */
1878 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1879 {
1880 op->contr->ranges[range_golem] = 0;
1881 op->contr->shoottype = range_none;
1882 }
1883 else
1884 control_golem (op->contr->ranges[range_golem], dir);
1885 return;
1886
1887 case range_skill:
1888 if (!op->chosen_skill)
1889 {
1890 if (op->type == PLAYER)
1891 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1892 return;
1893 }
1894 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1895 return;
1896 case range_builder:
1897 apply_map_builder (op, dir);
1898 return;
1899 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1900 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1901 return;
1891 } 1902 }
1892} 1903}
1893 1904
1894 1905
1895 1906
1902 * inv is the objects inventory to searched 1913 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1914 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1915 * This function can be called recursively to search containers.
1905 */ 1916 */
1906 1917
1918object *
1907object * find_key(object *pl, object *container, object *door) 1919find_key (object *pl, object *container, object *door)
1908{ 1920{
1909 object *tmp,*key; 1921 object *tmp, *key;
1910 1922
1911 /* Should not happen, but sanity checking is never bad */ 1923 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1924 if (container->inv == NULL)
1925 return NULL;
1913 1926
1914 /* First, lets try to find a key in the top level inventory */ 1927 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1928 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1929 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1930 if (door->type == DOOR && tmp->type == KEY)
1931 break;
1917 /* For sanity, we should really check door type, but other stuff 1932 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1933 * (like containers) can be locked with special keys
1919 */ 1934 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1935 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1936 break;
1922 } 1937 }
1923 /* No key found - lets search inventories now */ 1938 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1939 /* 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 1940 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1941 * a key, return
1927 */ 1942 */
1928 if (!tmp) { 1943 if (!tmp)
1944 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1945 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1946 {
1930 /* No reason to search empty containers */ 1947 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1948 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1949 {
1950 if ((key = find_key (pl, tmp, door)) != NULL)
1951 return key;
1952 }
1953 }
1954 if (!tmp)
1955 return NULL;
1933 } 1956 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1957 /* 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 1958 * see if we actually want to use it
1939 */ 1959 */
1940 if (pl!=container) { 1960 if (pl != container)
1961 {
1941 /* Only let players use keys in containers */ 1962 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1963 if (!pl->contr)
1964 return NULL;
1943 /* cases where this fails: 1965 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1966 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1967 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1968 * If the container is not active, return now since only active
1947 * containers can be used. 1969 * containers can be used.
1948 * If we only search keyrings and the container does not have 1970 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1971 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1972 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1973 * inv must have been an container and must have been active.
1952 * 1974 *
1953 * Change the color so that the message doesn't disappear with 1975 * Change the color so that the message doesn't disappear with
1954 * all the others. 1976 * all the others.
1955 */ 1977 */
1956 if (pl->contr->usekeys == key_inventory || 1978 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1979 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1980 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1981 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1982 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1983 "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; 1984 return NULL;
1965 } 1985 }
1966 } 1986 }
1967 return tmp; 1987 return tmp;
1968} 1988}
1969 1989
1970/* moved door processing out of move_player_attack. 1990/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1991 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1992 * such that the caller should not do anything more,
1973 * 0 otherwise 1993 * 0 otherwise
1974 */ 1994 */
1995static int
1975static int player_attack_door(object *op, object *door) 1996player_attack_door (object *op, object *door)
1976{ 1997{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1998 /* 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 - 1999 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2000 * otherwise, we fall through to the rest of the code.
1981 */ 2001 */
1982 object *key=find_key(op, op, door); 2002 object *key = find_key (op, op, door);
1983 2003
1984 /* IF we found a key, do some extra work */ 2004 /* IF we found a key, do some extra work */
1985 if (key) { 2005 if (key)
2006 {
1986 object *container=key->env; 2007 object *container = key->env;
1987 2008
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2009 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2010 if (action_makes_visible (op))
2011 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2012 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2013 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2014 if (door->type == DOOR)
2015 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2016 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2017 }
1994 else if(door->type==LOCKED_DOOR) { 2018 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2019 {
1996 "You open the door with the %s", query_short_name(key)); 2020 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 ;-) */ 2021 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2022 }
1999 /* Do this after we print the message */ 2023 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2024 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2025 /* Need to update the weight the container the key was in */
2002 if (container != op) 2026 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2027 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2028 return 1; /* Nothing more to do below */
2029 }
2005 } else if (door->type==LOCKED_DOOR) { 2030 else if (door->type == LOCKED_DOOR)
2031 {
2006 /* Might as well return now - no other way to open this */ 2032 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2033 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2034 return 1;
2009 } 2035 }
2010 return 0; 2036 return 0;
2011} 2037}
2012 2038
2013/* This function is just part of a breakup from move_player. 2039/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2040 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2041 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2042 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2043 * going to try and move (not fire weapons).
2018 */ 2044 */
2019 2045void
2020void move_player_attack(object *op, int dir) 2046move_player_attack (object *op, int dir)
2021{ 2047{
2022 object *tmp, *mon, *tpl; 2048 object *tmp, *mon;
2023 sint16 nx, ny; 2049 sint16 nx, ny;
2024 int on_battleground; 2050 int on_battleground;
2025 mapstruct *m; 2051 maptile *m;
2026 2052
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2053 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2054 ny = freearr_y[dir] + op->y;
2031 2055
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2056 on_battleground = op_on_battleground (op, 0, 0);
2033 2057
2034 /* If braced, or can't move to the square, and it is not out of the 2058 /* 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 2059 * 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 2060 * 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 2061 * 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 2062 * 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 2063 * 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 2064 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2065 * move_ob uses.
2042 */ 2066 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2067 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2068 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2069 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2070 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2071 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2072 if (!m)
2047 } 2073 return; /* Don't think this should happen */
2048 else m =tpl->map; 2074 }
2049 2075 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2076 m = op->map;
2077
2078 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2079 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2080 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2081 return;
2053 } 2082 }
2054 2083
2055 mon = NULL; 2084 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2085 /* 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. 2086 * 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 2087 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2088 * on the space
2060 */ 2089 */
2061 while (tmp!=NULL) { 2090 while (tmp)
2091 {
2062 if (tmp == op) { 2092 if (tmp == op)
2063 tmp=tmp->above; 2093 {
2064 continue; 2094 tmp = tmp->above;
2065 } 2095 continue;
2096 }
2097
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2098 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2099 {
2068 break; 2100 mon = tmp;
2069 } 2101 break;
2102 }
2103
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2104 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2105 mon = tmp;
2106
2072 tmp=tmp->above; 2107 tmp = tmp->above;
2073 } 2108 }
2074 2109
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2110 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2111 return; /* into a wall */
2077 2112
2078 if(mon->head != NULL) 2113 if (mon->head)
2079 mon = mon->head; 2114 mon = mon->head;
2080 2115
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2116 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2117 if (player_attack_door (op, mon))
2118 return;
2083 2119
2084 /* The following deals with possibly attacking peaceful 2120 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2121 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2122 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2123 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2124 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2125 * and thus will not push them.
2090 */ 2126 */
2091 2127
2092 /* If the creature is a pet, push it even if the player is not 2128 /* 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 2129 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2130 * player owns it and it is either friendly or unagressive.
2095 */ 2131 */
2096 if ((op->type==PLAYER) 2132 if ((op->type == PLAYER)
2097#if COZY_SERVER 2133#if COZY_SERVER
2098 && 2134 &&
2099 ( 2135 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2136 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2137#else
2105 && get_owner(mon)==op 2138 && mon->owner == op
2106#endif 2139#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2140 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2141 {
2109 /* If we're braced, we don't want to switch places with it */ 2142 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2143 if (op->contr->braced)
2144 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2145 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2146 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2147 if (op->contr->tmp_invis || op->hide)
2148 make_visible (op);
2114 return; 2149 return;
2115 } 2150 }
2116 2151
2117 /* in certain circumstances, you shouldn't attack friendly 2152 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2153 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2154 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2155 * attack them either.
2121 */ 2156 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2157 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2158 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2159#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2160 (op->contr->peaceful
2161 || (mon->type == PLAYER
2162 && mon->contr->
2163 peaceful)) &&
2127#else 2164#else
2128 op->contr->peaceful && 2165 op->contr->peaceful &&
2129#endif 2166#endif
2130 !on_battleground 2167 !on_battleground))
2168 {
2169 if (!op->contr->braced)
2131 )) { 2170 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2171 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2172 (void) push_ob (mon, dir, op);
2135 } else { 2173 }
2174 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2175 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2176
2177 if (op->contr->tmp_invis || op->hide)
2178 make_visible (op);
2179 }
2180
2141 /* If the object is a boulder or other rollable object, then 2181 /* 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. 2182 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2183 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2184 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2185 {
2145 recursive_roll(mon,dir,op); 2186 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2187 if (action_makes_visible (op))
2147 } 2188 make_visible (op);
2189 }
2148 2190
2149 /* Any generic living creature. Including things like doors. 2191 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2192 * 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: 2193 * 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 2194 * 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. 2195 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2196 */
2155 2197
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2198 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2199 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2200 {
2159 2201
2160 /* If the player hasn't hit something this tick, and does 2202 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2203 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2204 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2205 * incurred a 1 tick offset.
2164 */ 2206 */
2165 if (!op->contr->has_hit) { 2207 if (!op->contr->has_hit)
2208 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2209 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2210
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2211 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2212 }
2170 2213
2171 skill_attack(mon, op, 0, NULL, NULL); 2214 skill_attack (mon, op, 0, 0, 0);
2172 2215
2173 /* If attacking another player, that player gets automatic 2216 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2217 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2218 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2219 * the wiz.
2177 */ 2220 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2221 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)) { 2222 {
2180 short luck = mon->stats.luck; 2223 short luck = mon->stats.luck;
2224
2181 mon->contr->has_hit = 1; 2225 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2226 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2227 mon->stats.luck = luck;
2184 } 2228 }
2185 if(action_makes_visible(op)) make_visible(op); 2229
2186 } 2230 if (action_makes_visible (op))
2231 make_visible (op);
2232 }
2187 } /* if player should attack something */ 2233 } /* if player should attack something */
2188} 2234}
2189 2235
2236int
2190int move_player(object *op,int dir) { 2237move_player (object *op, int dir)
2238{
2191 int pick; 2239 int pick;
2192 object *transport = op->contr->transport;
2193 2240
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2241 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; 2242 return 0;
2243
2244 /* Sanity check: make sure dir is valid */
2245 if ((dir < 0) || (dir >= 9))
2246 {
2247 LOG (llevError, "move_player: invalid direction %d\n", dir);
2248 return 0;
2249 }
2250
2251 /* peterm: added following line */
2252 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2253 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2254
2255 op->facing = dir;
2256
2257 if (op->hide)
2258 do_hidden_move (op);
2259
2260 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2261 /*nop */ ;
2262 else if (op->contr->fire_on)
2263 fire (op, dir);
2264 else
2265 {
2266 move_player_attack (op, dir);
2267 pick = check_pick (op);
2268 }
2269
2270 /* Add special check for newcs players and fire on - this way, the
2271 * server can handle repeat firing.
2272 */
2273 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2274 op->direction = dir;
2275 else
2276 op->direction = 0;
2277
2278 /* Update how the player looks. Use the facing, so direction may
2279 * get reset to zero. This allows for full animation capabilities
2280 * for players.
2281 */
2282 animate_object (op, op->facing);
2283 return 0;
2256} 2284}
2257 2285
2258/* This is similar to handle_player, below, but is only used by the 2286/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2287 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2288 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2289 * the new speed values for commands.
2262 * 2290 *
2263 * Returns true if there are more actions we can do. 2291 * Returns true if there are more actions we can do.
2264 */ 2292 */
2293int
2265int handle_newcs_player(object *op) 2294handle_newcs_player (object *op)
2266{ 2295{
2267 if (op->contr->hidden) { 2296 if (op->contr->hidden)
2297 {
2268 op->invisible = 1000; 2298 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2299 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2300 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2301 * alternate it here for it to work correctly.
2272 */ 2302 */
2273 if (pticks & 2) op->invisible--; 2303 if (pticks & 2)
2304 op->invisible--;
2274 } 2305 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2306 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2307 {
2276 op->invisible--; 2308 op->invisible--;
2277 if(!op->invisible) { 2309 if (!op->invisible)
2310 {
2278 make_visible(op); 2311 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2312 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2313 }
2281 } 2314 }
2282 2315
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2316 if (QUERY_FLAG (op, FLAG_SCARED))
2317 {
2284 flee_player(op); 2318 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2319 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2320 if (QUERY_FLAG (op, FLAG_SCARED))
2321 {
2287 op->speed_left--; 2322 op->speed_left--;
2288 return 0; 2323 return 0;
2289 } 2324 }
2290 } 2325 }
2291 2326
2292 /* I've been seeing crashes where the golem has been destroyed, but 2327 /* 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 2328 * 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 2329 * 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. 2330 * put this in a a workaround to clean up the golem pointer.
2296 */ 2331 */
2297 if (op->contr->ranges[range_golem] && 2332 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; 2333 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2334
2304 /* call this here - we also will call this in do_ericserver, but 2335 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2336 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2337 * called, so we recheck it here.
2307 */ 2338 */
2308 HandleClient(&op->contr->socket, op->contr); 2339 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2340 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 } 2341 ;
2342
2343 if (op->speed_left < 0)
2323 return 0; 2344 return 0;
2324}
2325 2345
2346 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2347 {
2348 /* All move commands take 1 tick, at least for now */
2349 op->speed_left--;
2350
2351 /* Instead of all the stuff below, let move_player take care
2352 * of it. Also, some of the skill stuff is only put in
2353 * there, as well as the confusion stuff.
2354 */
2355 move_player (op, op->direction);
2356 if (op->speed_left > 0)
2357 return 1;
2358 else
2359 return 0;
2360 }
2361
2362 return 0;
2363}
2364
2365int
2326int save_life(object *op) { 2366save_life (object *op)
2327 object *tmp; 2367{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2368 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; 2369 return 0;
2370
2371 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2372 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2373 {
2374 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2375 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2376
2377 if (op->contr)
2378 esrv_del_item (op->contr, tmp->count);
2379
2380 tmp->destroy ();
2381 CLEAR_FLAG (op, FLAG_LIFESAVE);
2382
2383 if (op->stats.hp < 0)
2384 op->stats.hp = op->stats.maxhp;
2385
2386 if (op->stats.food < 0)
2387 op->stats.food = 999;
2388
2389 op->update_stats ();
2390 return 1;
2391 }
2392
2393 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2394 CLEAR_FLAG (op, FLAG_LIFESAVE);
2395 enter_player_savebed (op); /* bring him home. */
2396 return 0;
2354} 2397}
2355 2398
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2399/* 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 2400 * 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 2401 * function will descend into containers. op is the object to start the search
2359 * from. 2402 * from.
2360 */ 2403 */
2404void
2361void remove_unpaid_objects(object *op, object *env) 2405remove_unpaid_objects (object *op, object *env)
2362{ 2406{
2363 object *next; 2407 object *next;
2364 2408
2365 while (op) { 2409 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2410 {
2367 * we remove object 'op' 2411 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2412
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2413 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2414 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2415 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2416 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 2417
2418 op->insert_at (env);
2419 }
2420 else if (op->inv)
2421 remove_unpaid_objects (op->inv, env);
2422
2423 op = next;
2424 }
2425}
2382 2426
2383/* 2427/*
2384 * Returns pointer a static string containing gravestone text 2428 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2429 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2430 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2431 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2432 * but there isn't one in the server directory.
2389 */ 2433 */
2434char *
2390char *gravestone_text (object *op) 2435gravestone_text (object *op)
2391{ 2436{
2392 static char buf2[MAX_BUF]; 2437 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2438 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2439 time_t now = time (NULL);
2395 2440
2396 strcpy (buf2, " R.I.P.\n\n"); 2441 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2442 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2443 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2444 else
2400 sprintf (buf, "%s\n", op->name); 2445 sprintf (buf, "%s\n", &op->name);
2446
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2447 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2448 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2449 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2450 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2451 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2452 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2453
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2454 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2455 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2456 if (op->type == PLAYER)
2457 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2458 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2459 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2460 strcat (buf2, buf);
2413 } 2461 }
2462
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2463 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2464 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2465 strcat (buf2, buf);
2466
2417 return buf2; 2467 return buf2;
2418} 2468}
2419 2469
2420 2470void
2421
2422void do_some_living(object *op) { 2471do_some_living (object *op)
2472{
2423 int last_food=op->stats.food; 2473 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2474 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2475 int over_hp, over_sp, over_grace;
2426 int i; 2476 int i;
2427 int rate_hp = 1200; 2477 int rate_hp = 1200;
2428 int rate_sp = 2500; 2478 int rate_sp = 2500;
2429 int rate_grace = 2000; 2479 int rate_grace = 2000;
2430 const int max_hp = 1; 2480 const int max_hp = 1;
2431 const int max_sp = 1; 2481 const int max_sp = 1;
2432 const int max_grace = 1; 2482 const int max_grace = 1;
2433 2483
2434 if (op->contr->outputs_sync) { 2484 if (op->contr->outputs_sync)
2485 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2486 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2487 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]); 2488 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2489 }
2440 2490
2441 if(op->contr->state==ST_PLAYING) { 2491 if (op->contr->ns->state == ST_PLAYING)
2442 2492 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2493 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2494 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2495 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2496 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2497 else
2498 {
2448 gen_hp = op->stats.maxhp; 2499 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2500 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2501 }
2502
2451 if(op->contr->gen_sp >= 0 ) 2503 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2504 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2505 else
2506 {
2454 gen_sp = op->stats.maxsp; 2507 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2508 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2509 }
2510
2457 if(op->contr->gen_grace >= 0) 2511 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2512 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2513 else
2514 {
2460 gen_grace = op->stats.maxgrace; 2515 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2516 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2517 }
2463 2518
2464 /* Regenerate Spell Points */ 2519 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2520 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2521 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2522 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) { 2523 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2524 {
2525 op->stats.sp++;
2469 /* dms do not consume food */ 2526 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2527 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2528 {
2529 op->stats.food--;
2472 if(op->contr->digestion<0) 2530 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2531 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2532 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; 2533 op->stats.food = last_food;
2534 }
2535 }
2536
2537 if (max_sp > 1)
2538 {
2539 over_sp = (gen_sp + 10) / rate_sp;
2540 if (over_sp > 0)
2541 {
2542 if (op->stats.sp < op->stats.maxsp)
2543 {
2544 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2545
2546 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2547 op->stats.sp--;
2548
2549 if (op->stats.sp > op->stats.maxsp)
2550 op->stats.sp = op->stats.maxsp;
2551 }
2552 op->last_sp = 0;
2553 }
2554 else
2555 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2556 }
2557 else
2558 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2559 }
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 2560
2498 /* Regenerate Grace */ 2561 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2562 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2563 if (--op->last_grace < 0)
2564 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2565 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2566 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2567
2568 if (max_grace > 1)
2569 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2570 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2571 if (over_grace > 0)
2506 op->stats.sp += over_grace 2572 {
2573 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; 2574 + (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; 2575 op->last_grace = 0;
2509 } else { 2576 }
2577 else
2578 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2579 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2580 }
2512 } else { 2581 }
2582 else
2583 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2584 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2585 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2586 /* wearing stuff doesn't detract from grace generation. */
2516 } 2587 }
2517 2588
2518 /* Regenerate Hit Points */ 2589 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2590 if (--op->last_heal < 0)
2591 {
2520 if(op->stats.hp<op->stats.maxhp) { 2592 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2593 {
2594 op->stats.hp++;
2522 /* dms do not consume food */ 2595 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2596 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2597 {
2598 op->stats.food--;
2525 if(op->contr->digestion<0) 2599 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2600 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2601 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; 2602 op->stats.food = last_food;
2603 }
2604 }
2605
2606 if (max_hp > 1)
2607 {
2608 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2609 if (over_hp > 0)
2610 {
2611 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2612 op->last_heal = 0;
2613 }
2614 else
2615 {
2616 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2617 }
2618 }
2619 else
2620 {
2621 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2622 }
2530 } 2623 }
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 2624
2546 /* Digestion */ 2625 /* Digestion */
2547 if(--op->last_eat<0) { 2626 if (--op->last_eat < 0)
2627 {
2548#ifdef COZY_SERVER 2628#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2629 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2630 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2631#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2632 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 2633#endif
2556 2634
2557 if(op->contr->gen_hp > 0) 2635 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2636 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2637 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2638 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2639
2561 /* dms do not consume food */ 2640 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2641 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2642 op->stats.food--;
2564 } 2643 }
2565 2644
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2645 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2646 {
2647 object *tmp, *flesh = 0;
2568 2648
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2649 for (tmp = op->inv; tmp; tmp = tmp->below)
2650 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2651 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2652 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2653 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2654 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2655 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2656 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2657 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2658 break;
2576 } 2659 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2660 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2661 flesh = tmp;
2579 } /* end of for loop */ 2662 } /* End if paid for object */
2663 } /* end of for loop */
2664
2580 /* If player is still starving, it means they don't have any food, so 2665 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2666 * eat flesh instead.
2582 */ 2667 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2668 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2669 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2671 manual_apply (op, flesh, 0);
2586 } 2672 }
2587 } /* end if player is starving */ 2673 }
2588 2674
2589 while(op->stats.food<0&&op->stats.hp>0) 2675 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2676 op->stats.food++, op->stats.hp--;
2591 2677
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2678 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2679 kill_player (op);
2680 }
2594} 2681}
2595
2596
2597 2682
2598/* If the player should die (lack of hp, food, etc), we call this. 2683/* 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 2684 * 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 2685 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2686 * file.
2602 */ 2687 */
2688void
2603void kill_player(object *op) 2689kill_player (object *op)
2604{ 2690{
2605 char buf[MAX_BUF]; 2691 char buf[MAX_BUF];
2606 int x,y,i; 2692 int x, y;
2693
2694 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2695 maptile *map; /* this is for resurrection */
2696
2608 int z; 2697 /* int z;
2609 int num_stats_lose; 2698 int num_stats_lose;
2610 int lost_a_stat; 2699 int lost_a_stat;
2611 int lose_this_stat; 2700 int lose_this_stat;
2612 int this_stat; 2701 int this_stat; */
2613 int will_kill_again; 2702 int will_kill_again;
2614 archetype *at; 2703 archetype *at;
2615 object *tmp; 2704 object *tmp;
2616 2705
2617 if(save_life(op)) 2706 if (save_life (op))
2618 return; 2707 return;
2619 2708
2620 2709
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2710 /* 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. 2711 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2712 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2713 */
2625 if (op_on_battleground(op, &x, &y)) { 2714 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2715 {
2627 "You have been defeated in combat!"); 2716 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, 2717 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2718
2630
2631 /* restore player */ 2719 /* restore player */
2632 at = find_archetype("poisoning"); 2720 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2721 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2722 {
2635 remove_ob(tmp); 2723 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2724 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2725 }
2639 2726
2640 at = find_archetype("confusion"); 2727 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2728 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2729 {
2643 remove_ob(tmp); 2730 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2731 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2732 }
2647 2733
2648 cure_disease(op,0); /* remove any disease */ 2734 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2735 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2736 if (op->stats.food <= 0)
2651 2737 op->stats.food = 999;
2738
2652 /* create a bodypart-trophy to make the winner happy */ 2739 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2740 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2741 {
2656 sprintf(buf,"%s's finger",op->name); 2742 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2743 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2744 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2745 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2746 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2747 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2748 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2749 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2750 op->insert_at (tmp, op);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2751 }
2752
2669 /* teleport defeated player to new destination*/ 2753 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2754 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2755 op->contr->braced = 0;
2672 return; 2756 return;
2673 } 2757 }
2674 2758
2675 INVOKE_PLAYER (DEATH, op->contr); 2759 INVOKE_PLAYER (DEATH, op->contr);
2676 2760
2677 command_kill_pets (op, 0); 2761 command_kill_pets (op, 0);
2678 2762
2679 if(op->stats.food<0) { 2763 if (op->stats.food < 0)
2764 {
2680 if (op->contr->explore) { 2765 if (op->contr->explore)
2766 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2767 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..."); 2768 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2769 op->stats.food = 999;
2684 return; 2770 return;
2685 } 2771 }
2686 sprintf(buf,"%s starved to death.",op->name); 2772 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2773 strcpy (op->contr->killer, "starvation");
2774 }
2775 else
2688 } 2776 {
2689 else {
2690 if (op->contr->explore) { 2777 if (op->contr->explore)
2778 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2779 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..."); 2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2781 op->stats.hp = op->stats.maxhp;
2694 return; 2782 return;
2695 } 2783 }
2696 sprintf(buf,"%s died.",op->name); 2784 sprintf (buf, "%s died.", &op->name);
2697 } 2785 }
2786
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2787 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2788
2700 /* save the map location for corpse, gravestone*/ 2789 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2790 x = op->x;
2791 y = op->y;
2792 map = op->map;
2702 2793
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2794 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2795 * 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. 2796 * See the config.h file for a little more in depth detail about this.
2708 */ 2797 */
2709 2798
2710 /* Basically two ways to go - remove a stat permanently, or just 2799 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2800 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2801 * of death.
2713 */ 2802 */
2714#ifndef COZY_SERVER 2803#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2804 if (settings.balanced_stat_loss)
2805 {
2716 /* If stat loss is permanent, lose one stat only. */ 2806 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2807 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2808 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2809 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2810 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2811 little bit harder. */
2722 /* GD */ 2812 /* GD */
2723 if (settings.stat_loss_on_death) 2813 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2814 num_stats_lose = 1;
2725 else 2815 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2816 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2817 }
2818 else
2728 num_stats_lose = 1; 2819 num_stats_lose = 1;
2729 } 2820
2730 lost_a_stat = 0; 2821 lost_a_stat = 0;
2731 2822
2732 for (z=0; z<num_stats_lose; z++) { 2823 for (z = 0; z < num_stats_lose; z++)
2824 {
2733 i = RANDOM() % NUM_STATS; 2825 i = RANDOM () % NUM_STATS;
2734 2826
2735 if (settings.stat_loss_on_death) { 2827 if (settings.stat_loss_on_death)
2828 {
2736 /* Pick a random stat and take a point off it. Tell the player 2829 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2830 * what he lost.
2738 */ 2831 */
2739 change_attr_value(&(op->stats), i,-1); 2832 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2833 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2834 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2835 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2836 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2837 lost_a_stat = 1;
2745 } else { 2838 }
2839 else
2840 {
2746 /* deplete a stat */ 2841 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2842 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2843 object *dep;
2844
2845 dep = present_arch_in_ob (deparch, op);
2846 if (!dep)
2749 2847 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2848 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2849 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 2850 }
2783 if (lose_this_stat) { 2851 lose_this_stat = 1;
2852 if (settings.balanced_stat_loss)
2853 {
2854 /* GD */
2855 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2856 this_stat = get_attr_value (&(dep->stats), i);
2857 if (this_stat < 0)
2858 {
2859 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2860 int keep_chance = this_stat * this_stat;
2861
2862 /* Yes, I am paranoid. Sue me. */
2863 if (keep_chance < 1)
2864 keep_chance = 1;
2865
2866 /* There is a maximum depletion total per level. */
2867 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2868 {
2869 lose_this_stat = 0;
2870 /* Take loss chance vs keep chance to see if we
2871 retain the stat. */
2872 }
2873 else
2874 {
2875 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2876 lose_this_stat = 0;
2877 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2878 this_stat, keep_chance, loss_chance,
2879 lose_this_stat?"LOSE":"KEEP"); */
2880 }
2881 }
2882 }
2883
2884 if (lose_this_stat)
2885 {
2886 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2887 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2888 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2889 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2890 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2891 * difference.
2790 */ 2892 */
2791 if (this_stat>=-50) { 2893 if (this_stat >= -50)
2894 {
2792 change_attr_value(&(dep->stats), i, -1); 2895 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2896 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2897 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2898 op->update_stats ();
2796 lost_a_stat = 1; 2899 lost_a_stat = 1;
2797 } 2900 }
2798 } 2901 }
2902 }
2799 } 2903 }
2800 }
2801 /* If no stat lost, tell the player. */ 2904 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2905 if (!lost_a_stat)
2803 { 2906 {
2804 /* determine_god() seems to not work sometimes... why is this? 2907 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2908 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2909 const char *god = determine_god (op);
2910
2807 if (god && (strcmp(god, "none"))) 2911 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2912 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" 2913 else
2810 " you.", god); 2914 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 } 2915 }
2916#else
2917 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2918#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 2919
2819 /* Put a gravestone up where the character 'almost' died. List the 2920 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2921 * exp loss on the stone.
2821 */ 2922 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2923 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2924 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2925 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2926 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2927 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2928 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" 2929 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; 2930 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2931 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2932
2836 /**************************************/ 2933 /**************************************/
2837 /* */ 2934 /* */
2838 /* Subtract the experience points, */ 2935 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2936 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2937 /* food, and reset HP's... */
2841 /* */ 2938 /* */
2842 /**************************************/ 2939 /**************************************/
2843 2940
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2941 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2942 /* restore player */
2846 at = find_archetype("poisoning"); 2943 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2944 tmp = present_arch_in_ob (at, op);
2945
2848 if (tmp) { 2946 if (tmp)
2849 remove_ob(tmp); 2947 {
2850 free_object(tmp); 2948 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2949 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2950 }
2853 2951
2854 at = find_archetype("confusion"); 2952 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2953 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2954 if (tmp)
2857 remove_ob(tmp); 2955 {
2858 free_object(tmp); 2956 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2957 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2958 }
2959
2861 cure_disease(op,0); /* remove any disease */ 2960 cure_disease (op, 0); /* remove any disease */
2862 2961
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2962 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2963 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2964 if (op->stats.food < 100)
2965 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2966 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2967 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2968 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2969
2870 /* 2970 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2971 * 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 2972 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2973 * in the map.
2874 */ 2974 */
2875 2975
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2976 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2977 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2978
2884 /****************************************/ 2979 /****************************************/
2885 /* */ 2980 /* */
2886 /* Move player to his current respawn- */ 2981 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2982 /* position (usually last savebed) */
2888 /* */ 2983 /* */
2889 /****************************************/ 2984 /****************************************/
2890 2985
2891 enter_player_savebed(op); 2986 enter_player_savebed (op);
2892 2987
2893 /* Save the player before inserting the force to reduce 2988 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 2989 * chance of abuse.
2895 */ 2990 */
2896 op->contr->braced=0; 2991 op->contr->braced = 0;
2897 save_player(op,1); 2992 op->contr->save ();
2898 2993
2899 /* it is possible that the player has blown something up 2994 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2995 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2996 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2997 * on the space that might harm the player.
2903 */ 2998 */
2904 will_kill_again=0; 2999 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3000 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3001 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3002 will_kill_again |= tmp->attacktype;
2908 } 3003
2909 if (will_kill_again) { 3004 if (will_kill_again)
3005 {
2910 object *force; 3006 object *force;
2911 int at; 3007 int at;
2912 3008
2913 force=get_archetype(FORCE_NAME); 3009 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3010 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3011 force->speed = 0.1;
2916 force->speed_left=-5.0; 3012 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3013 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3014 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3015 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3016 force->resist[at] = 100;
2921 } 3017
2922 insert_ob_in_ob(force, op); 3018 insert_ob_in_ob (force, op);
2923 fix_player(op); 3019 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3020
3021 }
3022
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3023 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} 3024}
2999 3025
3000 3026void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3027loot_object (object *op)
3028{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3029 object *tmp, *tmp2, *next;
3003 3030
3031 if (op->container)
3004 if (op->container) { /* close open sack first */ 3032 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3033
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3034 for (tmp = op->inv; tmp; tmp = next)
3035 {
3009 next=tmp->below; 3036 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3037
3011 remove_ob(tmp); 3038 if (tmp->invisible)
3039 continue;
3040
3041 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3042 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3043 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3044 { /* empty container to ground */
3015 } 3045 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3046 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3047 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3048 {
3018 if(tmp->nrof>1) { 3049 if (tmp->nrof > 1)
3050 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3051 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3052 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3053 insert_ob_in_map (tmp, op->map, NULL, 0);
3054 }
3055 else
3056 tmp->destroy ();
3057 }
3022 } else 3058 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3059 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3060 }
3027} 3061}
3028 3062
3029/* 3063/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3064 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3065 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3066 * was changed.
3033 */ 3067 */
3034 3068
3069void
3035void fix_weight(void) { 3070fix_weight (void)
3036 player *pl; 3071{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3072 for_all_players (pl)
3073 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3074 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3075
3039 if(old == sum) 3076 if (old == sum)
3040 continue; 3077 continue;
3041 fix_player(pl->ob); 3078 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3079 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3080 }
3045} 3081}
3046 3082
3083void
3047void fix_luck(void) { 3084fix_luck (void)
3048 player *pl; 3085{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3086 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3087 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3088 pl->ob->change_luck (0);
3052} 3089}
3053
3054 3090
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3091/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3092 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3093 * just treat this as any other spell casting object.
3058 */ 3094 */
3059
3060void 3095void
3061cast_dust (object * op, object * throw_ob, int dir) 3096cast_dust (object *op, object *throw_ob, int dir)
3062{ 3097{
3063 object *skop, *spob; 3098 object *skop, *spob;
3064 3099
3065 skop = find_skill_by_name (op, throw_ob->skill); 3100 skop = find_skill_by_name (op, throw_ob->skill);
3066 3101
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3102 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3103 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3104 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3105 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3106 return;
3073 } 3107 }
3074 3108
3075 spob = throw_ob->inv; 3109 spob = throw_ob->inv;
3076 3110
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3111 // 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 3112 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3113 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3114 if (!spob)
3081 { 3115 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3116 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; 3117 return;
3085 } 3118 }
3086 3119
3087 if (op->type == PLAYER) 3120 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3121 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3122
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3123 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3124
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3125 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3126}
3096 3127
3128void
3097void make_visible (object *op) { 3129make_visible (object *op)
3130{
3098 op->hide = 0; 3131 op->hide = 0;
3099 op->invisible = 0; 3132 op->invisible = 0;
3100 if(op->type==PLAYER) { 3133 if (op->type == PLAYER)
3134 {
3101 op->contr->tmp_invis = 0; 3135 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3136 op->contr->invis_race = 0;
3103 } 3137 }
3104 update_object(op,UP_OBJ_FACE); 3138 update_object (op, UP_OBJ_FACE);
3105} 3139}
3106 3140
3141int
3107int is_true_undead(object *op) { 3142is_true_undead (object *op)
3143{
3108 object *tmp=NULL; 3144 object *tmp = NULL;
3109 3145
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3146 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3147 return 1;
3111 3148
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; 3149 return 0;
3117} 3150}
3118 3151
3119/* look at the surrounding terrain to determine 3152/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3153 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3154 * indicate greater hideability.
3122 */ 3155 */
3123 3156
3157int
3124int hideability(object *ob) { 3158hideability (object *ob)
3159{
3125 int i,level=0, mflag; 3160 int i, level = 0, mflag;
3126 sint16 x,y; 3161 sint16 x, y;
3127 3162
3128 if(!ob||!ob->map) return 0; 3163 if (!ob || !ob->map)
3164 return 0;
3129 3165
3130 /* so, on normal lighted maps, its hard to hide */ 3166 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3167 level = ob->map->darkness - 2;
3132 3168
3133 /* this also picks up whether the object is glowing. 3169 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3170 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3171 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3172 if (has_carried_lights (ob))
3173 level = -(10 + (2 * ob->map->darkness));
3137 3174
3138 /* scan through all nearby squares for terrain to hide in */ 3175 /* 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]) { 3176 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3177 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3178 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3179 if (mflag & P_OUT_OF_MAP)
3180 {
3181 continue;
3182 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3183 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3184 level += 2;
3144 else /* open terrain! */ 3185 else /* open terrain! */
3145 level -= 1; 3186 level -= 1;
3146 } 3187 }
3147 3188
3148#if 0 3189#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3190 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3191#endif
3151 return level; 3192 return level;
3152} 3193}
3153 3194
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3195/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3196 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3197 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3198 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3199 */
3159 3200
3201void
3160void do_hidden_move (object *op) { 3202do_hidden_move (object *op)
3203{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3204 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3205 object *skop;
3163 3206
3164 if(!op || !op->map) return; 3207 if (!op || !op->map)
3208 return;
3165 3209
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3210 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3211
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3212 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3213 if (op->type == PLAYER && op->contr->run_on)
3214 {
3170 if(!skop || num >= skop->level) { 3215 if (!skop || num >= skop->level)
3216 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3217 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3218 make_visible (op);
3173 return; 3219 return;
3174 } else num += 20; 3220 }
3221 else
3222 num += 20;
3175 } 3223 }
3176 num += op->map->difficulty; 3224 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3225 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3226 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3227 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3228 {
3180 make_visible(op); 3229 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3230 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3231 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3232 }
3184 else if (op->type == PLAYER && skop) { 3233 else if (op->type == PLAYER && skop)
3234 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3235 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3236 }
3187} 3237}
3188 3238
3189/* determine if who is standing near a hostile creature. */ 3239/* determine if who is standing near a hostile creature. */
3190 3240
3241int
3191int stand_near_hostile( object *who ) { 3242stand_near_hostile (object *who)
3243{
3192 object *tmp=NULL; 3244 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3245 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3246 maptile *m;
3195 sint16 x,y; 3247 sint16 x, y;
3196 3248
3197 if(!who) return 0; 3249 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; 3250 return 0;
3251
3252 if (who->type == PLAYER)
3253 player = 1;
3254
3255 else
3256 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3257
3258 /* search adjacent squares */
3259 for (i = 1; i < 9; i++)
3260 {
3261 x = who->x + freearr_x[i];
3262 y = who->y + freearr_y[i];
3263 m = who->map;
3264 mflags = get_map_flags (m, &m, x, y, &x, &y);
3265 /* space must be blocked if there is a monster. If not
3266 * blocked, don't need to check this space.
3267 */
3268 if (mflags & P_OUT_OF_MAP)
3269 continue;
3270 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3271 continue;
3272
3273 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3274 {
3275 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3276 return 1;
3277 else if (tmp->type == PLAYER)
3278 {
3279 /*don't let a hidden DM prevent you from hiding */
3280 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3281 return 1;
3282 }
3283 }
3284 }
3285 return 0;
3227} 3286}
3228 3287
3229/* check the player los field for viewability of the 3288/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3289 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3290 * 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. 3297 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3298 * -b.t.
3240 * This function is now map tiling safe. 3299 * This function is now map tiling safe.
3241 */ 3300 */
3242 3301
3302int
3243int player_can_view (object *pl,object *op) { 3303player_can_view (object *pl, object *op)
3304{
3244 rv_vector rv; 3305 rv_vector rv;
3245 int dx,dy; 3306 int dx, dy;
3246 3307
3247 if(pl->type!=PLAYER) { 3308 if (pl->type != PLAYER)
3309 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3310 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; 3311 return -1;
3274 op = op->more;
3275 } 3312 }
3313 if (!pl || !op)
3276 return 0; 3314 return 0;
3315
3316 if (op->head)
3317 {
3318 op = op->head;
3319 }
3320 get_rangevector (pl, op, &rv, 0x1);
3321
3322 /* starting with the 'head' part, lets loop
3323 * through the object and find if it has any
3324 * part that is in the los array but isnt on
3325 * a blocked los square.
3326 * we use the archetype to figure out offsets.
3327 */
3328 while (op)
3329 {
3330 dx = rv.distance_x + op->arch->clone.x;
3331 dy = rv.distance_y + op->arch->clone.y;
3332
3333 /* only the viewable area the player sees is updated by LOS
3334 * code, so we need to restrict ourselves to that range of values
3335 * for any meaningful values.
3336 */
3337 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3338 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3339 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3340 return 1;
3341 op = op->more;
3342 }
3343 return 0;
3277} 3344}
3278 3345
3279/* routine for both players and monsters. We call this when 3346/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3347 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3348 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3349 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3350 * return 0.
3284 */ 3351 */
3352int
3285int action_makes_visible (object *op) { 3353action_makes_visible (object *op)
3354{
3286 3355
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3356 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3357 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3358 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3359 return 0;
3290 3360
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3361 if (op->contr && op->contr->tmp_invis == 0)
3362 return 0;
3292 3363
3293 /* If monsters, they should become visible */ 3364 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3365 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3366 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3367 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3368 return 1;
3297 } 3369 }
3298 } 3370 }
3299 return 0; 3371 return 0;
3300} 3372}
3301 3373
3302/* op_on_battleground - checks if the given object op (usually 3374/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3375 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3376 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3377 * -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 3378 * 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 3379 * 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 3380 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3381 */
3382int
3310int op_on_battleground (object *op, int *x, int *y) { 3383op_on_battleground (object *op, int *x, int *y)
3384{
3311 object *tmp; 3385 object *tmp;
3312 3386
3313 /* A battleground-tile needs the following attributes to be valid: 3387 /* 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), 3388 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3389 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3390 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3391 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3392 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3393 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3394 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3395 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3396 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3397 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3398 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3399 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3400 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3401 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3402 {
3326 object *invtmp; 3403 object *invtmp;
3404
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3405 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3406 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3407 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3408 {
3409 if (x != NULL && y != NULL)
3410 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3411 return 1;
3412 }
3413 }
3414 }
3330 if (x != NULL && y != NULL) 3415 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3416 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3417 return 1;
3333 } 3418 }
3334 } 3419 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3420 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3421 /* If we got here, did not find a battleground */
3343 return 0; 3422 return 0;
3344} 3423}
3345 3424
3346/* 3425/*
3350 * attributes: 3429 * attributes:
3351 * object *who the dragon player 3430 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3431 * int atnr the attack-number of the ability focus
3353 * int level ability level 3432 * int level ability level
3354 */ 3433 */
3434void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3435dragon_ability_gain (object *who, int atnr, int level)
3436{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3437 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3438 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3439 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3440 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3441 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3442 int i = 0, j = 0;
3362 3443
3363 /* get the appropriate treasurelist */ 3444 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3445 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3446 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3447 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3448 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3449 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3450 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3451 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3452 trlist = find_treasurelist ("dragon_ability_poison");
3372 3453
3373 if (trlist == NULL || who->type != PLAYER) 3454 if (trlist == NULL || who->type != PLAYER)
3374 return; 3455 return;
3375 3456
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3457 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3458
3378
3379 if (tr == NULL || tr->item == NULL) { 3459 if (tr == NULL || tr->item == NULL)
3460 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3461 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3462 return;
3382 } 3463 }
3383 3464
3384 /* everything seems okay - now bring on the gift: */ 3465 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3466 item = &(tr->item->clone);
3386 3467
3387 if (item->type == SPELL) { 3468 if (item->type == SPELL)
3469 {
3388 if (check_spell_known (who, item->name)) 3470 if (check_spell_known (who, item->name))
3389 return; 3471 return;
3390 3472
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3473 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); 3474 do_learn_spell (who, item, 0);
3393 return; 3475 return;
3394 } 3476 }
3395 3477
3396 /* grant direct spell */ 3478 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3479 if (item->type == SPELLBOOK)
3480 {
3398 if (!item->inv) { 3481 if (!item->inv)
3482 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3483 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3484 return;
3402 } 3485 }
3403 if (check_spell_known (who, item->inv->name)) 3486 if (check_spell_known (who, item->inv->name))
3404 return; 3487 return;
3405 if (item->invisible) { 3488 if (item->invisible)
3489 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3490 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); 3491 do_learn_spell (who, item->inv, 0);
3408 return; 3492 return;
3409 } 3493 }
3410 } 3494 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3495 else if (item->type == SKILL_TOOL && item->invisible)
3496 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3497 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3498 {
3413 3499
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3500 /* 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 3501 * 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, 3502 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3503 * but not all of them, he gets nothing.
3418 */ 3504 */
3419 if (!(skop->attacktype & item->attacktype)) { 3505 if (!(skop->attacktype & item->attacktype))
3506 {
3420 /* Give new attacktype */ 3507 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3508 skop->attacktype |= item->attacktype;
3422 3509
3423 /* always add physical if there's none */ 3510 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3511 skop->attacktype |= AT_PHYSICAL;
3425 3512
3426 if (item->msg != NULL) 3513 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3514 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3515
3429 /* Give player new face */ 3516 /* Give player new face */
3430 if (item->animation_id) { 3517 if (item->animation_id)
3518 {
3431 who->face = skop->face; 3519 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3520 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3521 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3522 who->last_anim = 0;
3435 who->state = 0; 3523 who->state = 0;
3436 animate_object(who, who->direction); 3524 animate_object (who, who->direction);
3437 } 3525 }
3526 }
3527 }
3438 } 3528 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3529 else if (item->type == FORCE)
3530 {
3442 /* forces in the treasurelist can alter the player's stats */ 3531 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3532 object *skin;
3533
3444 /* first get the dragon skin force */ 3534 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3535 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3536 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3537 ;
3448 3538
3539 if (!skin)
3540 return;
3541
3449 /* adding new spellpath attunements */ 3542 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3543 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3544 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3545 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3546
3453 /* print message */ 3547 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3548 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3549 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3550 {
3457 if (j) 3551 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3552 {
3459 else 3553 if (j)
3460 j = 1; 3554 strcat (buf, " and ");
3555 else
3556 j = 1;
3461 strcat(buf, spellpathnames[i]); 3557 strcat (buf, spellpathnames[i]);
3462 } 3558 }
3463 } 3559 }
3464 strcat(buf,"."); 3560 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3561 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3562 }
3467 3563
3468 /* evtl. adding flags: */ 3564 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3565 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3566 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3567 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3568 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3569 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3570 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3571
3476 /* print message if there is one */ 3572 /* print message if there is one */
3477 if (item->msg != NULL) 3573 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3574 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3575 }
3576 else
3479 } 3577 {
3480 else {
3481 /* generate misc. treasure */ 3578 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3579 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3580 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); 3581 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3582 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3583 esrv_send_item (who, tmp);
3487 } 3584 }
3488} 3585}
3489 3586
3490/** 3587/**
3491 * Unready an object for a player. This function does nothing if the object was 3588 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3589 * not readied.
3493 */ 3590 */
3591void
3494void player_unready_range_ob(player *pl, object *ob) { 3592player_unready_range_ob (player *pl, object *ob)
3593{
3495 rangetype i; 3594 rangetype i;
3496 3595
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3596 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3597 {
3498 if (pl->ranges[i] == ob) { 3598 if (pl->ranges[i] == ob)
3599 {
3499 pl->ranges[i] = NULL; 3600 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3601 if (pl->shoottype == i)
3602 {
3501 pl->shoottype = range_none; 3603 pl->shoottype = range_none;
3502 } 3604 }
3503 } 3605 }
3504 } 3606 }
3505} 3607}

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