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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 1.73 by root, Wed Dec 27 18:09:49 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); 814 contr->orig_stats = stats;
815 }
816}
817
818void
819object::swap_stats (int a, int b)
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);
824
825 stats.Str = contr->orig_stats.Str;
826 stats.Dex = contr->orig_stats.Dex;
827 stats.Con = contr->orig_stats.Con;
828 stats.Int = contr->orig_stats.Int;
829 stats.Wis = contr->orig_stats.Wis;
830 stats.Pow = contr->orig_stats.Pow;
831 stats.Cha = contr->orig_stats.Cha;
832
833 //TODO: the following code looks so borked and should, at the very least,
834 // be merged with the similar code in roll_stats
835 stats.ac = 0;
836
837 level = 1;
838 stats.exp = 0;
839 stats.ac = 0;
840
829 op->stats.hp = op->stats.maxhp; 841 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 842 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 843 stats.grace = stats.maxgrace;
844
845 if (contr)
846 {
847 contr->levhp[1] = 9;
848 contr->levsp[1] = 6;
849 contr->levgrace[1] = 3;
850
832 op->contr->orig_stats=op->stats; 851 contr->orig_stats = stats;
852 }
833} 853}
834 854
835void Roll_Again(object *op) 855static void
856start_info (object *op)
836{ 857{
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]; 858 char buf[MAX_BUF];
845 859
846 if ( op->contr->Swap_First == -1 ) { 860 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 861 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 862 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 863 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 864}
954 865
955/* This function takes the key that is passed, and does the 866/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 867 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 868 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 869 * separate race and class; this actually changes the RACE,
959 * not the class. 870 * not the class.
960 */ 871 */
961 872int
962int key_change_class(object *op, char key) 873key_change_class (object *op, char key)
963{ 874{
964 int tmp_loop; 875 int tmp_loop;
965 876
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 877 if (key == 'd' || key == 'D')
878 {
972 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
973 880
974 /* this must before then initial items are given */ 881 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 882 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 883
884 treasurelist *tl = find_treasurelist ("starting_wealth");
885 if (tl)
886 create_treasure (tl, op, 0, 0, 0);
887
978 INVOKE_PLAYER (BIRTH, op->contr); 888 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 889 INVOKE_PLAYER (LOGIN, op->contr);
980 890
981 op->contr->state=ST_PLAYING; 891 op->contr->ns->state = ST_PLAYING;
982 892
983 if (op->msg) { 893 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 894 op->msg = NULL;
986 }
987 895
988 /* We create this now because some of the unique maps will need it 896 /* We create this now because some of the unique maps will need it
989 * to save here. 897 * to save here.
990 */ 898 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 899 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 900 make_path_to_file (buf);
993 901
994#ifdef AUTOSAVE 902#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 903 op->contr->last_save_tick = pticks;
996#endif 904#endif
997 start_info(op); 905 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 906 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 907 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 908 link_player_skills (op);
1001 esrv_send_inventory(op, op); 909 esrv_send_inventory (op, op);
1002 fix_player(op); 910 op->update_stats ();
1003 911
1004 /* This moves the player to a different start map, if there 912 /* This moves the player to a different start map, if there
1005 * is one for this race 913 * is one for this race
1006 */ 914 */
1007 if(*first_map_ext_path) { 915 if (*first_map_ext_path)
916 {
1008 object *tmp; 917 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 918 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 919
1012 first_map_ext_path, op->arch->name); 920 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 921 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 922 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 923 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 924 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 925 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 926 * if the map isn't there, then stay on the
1019 * default initial map */ 927 * default initial map */
1020 free_object(tmp); 928 tmp->destroy ();
929 }
1021 } else { 930 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 931 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 932
933 return 0;
934 }
935
1027 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
1029 */ 938 */
1030 939
1031 tmp_loop = 0; 940 tmp_loop = 0;
1032 while(!tmp_loop) { 941 while (!tmp_loop)
1033 const char *name = add_string (op->name); 942 {
943 shstr name = op->name;
1034 int x = op->x, y = op->y; 944 int x = op->x, y = op->y;
1035 remove_statbonus(op); 945
1036 remove_ob (op); 946 op->remove_statbonus ();
947 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 948 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 949 op->arch->clone.copy_to (op);
1039 op->instantiate (); 950 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 951 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 952 op->name = op->name_pl = name;
1042 op->name = name; 953 op->x = x;
1043 free_string(op->name_pl); 954 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 */ 955 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 956 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 957 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 958 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 959 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 960 }
961
1056 update_object(op,UP_OBJ_FACE); 962 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 963 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 964 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 965 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 966 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 967 op->stats.grace = 0;
968
1062 if (op->msg) 969 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 970 new_draw_info (NDI_BLUE, 0, op, op->msg);
971
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 972 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; 973 return 0;
1066} 974}
1067 975
976int
1068int key_confirm_quit(object *op, char key) 977key_confirm_quit (object *op, char key)
1069{ 978{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 979 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
980 {
1073 op->contr->state=ST_PLAYING; 981 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 982 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 983 return 1;
1076 } 984 }
1077 985
1078 INVOKE_PLAYER (LOGOUT, op->contr); 986 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 987 INVOKE_PLAYER (QUIT, op->contr);
1080 988
989 op->contr->enable_save = false;
990
1081 terminate_all_pets(op); 991 terminate_all_pets (op);
1082 leave_map(op); 992 leave_map (op);
1083 op->direction=0; 993 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 994 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 995
1087 strcpy(op->contr->killer,"quit"); 996 strcpy (op->contr->killer, "quit");
1088 check_score(op); 997 check_score (op);
1089 op->contr->party=NULL; 998 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 999 op->contr->own_title[0] = '\0';
1092 1000
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 1001 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 1002
1096 /* We need to hunt for any per player unique maps in memory and 1003 /* 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, 1004 * 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 1005 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 1006 */
1007 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 1008 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 1009
1102 next = mp->next; 1010 for_all_maps (mp)
1103 if (!strncmp(mp->path, buf, strlen(buf))) 1011 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 1012 delete_map (mp);
1105 } 1013
1106
1107 delete_character(op->name, 1); 1014 delete_character (ob->name, 1);
1108 } 1015 ob->contr->destroy ();
1109 play_again(op); 1016
1110 return 1; 1017 return 1;
1111} 1018}
1112 1019
1020void
1113void flee_player(object *op) { 1021flee_player (object *op)
1022{
1114 int dir,diff; 1023 int dir, diff;
1115 rv_vector rv; 1024 rv_vector rv;
1116 1025
1117 if(op->stats.hp < 0) { 1026 if (op->stats.hp < 0)
1027 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1028 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1030 return;
1121 } 1031 }
1122 1032
1123 if(op->enemy==NULL) { 1033 if (op->enemy == NULL)
1034 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1035 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1036 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1037 return;
1127 } 1038 }
1128 1039
1129 /* Seen some crashes here. Since we don't store an 1040 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1041 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1042 * actual enemy, and the object is recycled.
1132 */ 1043 */
1133 if (op->enemy->map == NULL) { 1044 if (op->enemy->map == NULL)
1045 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1047 op->enemy = NULL;
1136 return; 1048 return;
1137 } 1049 }
1138 1050
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1051 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1052 {
1140 op->enemy=NULL; 1053 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1054 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1055 return;
1143 } 1056 }
1057
1144 get_rangevector(op, op->enemy, &rv, 0); 1058 get_rangevector (op, op->enemy, &rv, 0);
1145 1059
1146 dir=absdir(4+rv.direction); 1060 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1061 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 } 1062 {
1063 int m = 1 - (RANDOM () & 2);
1064
1065 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1066 return;
1067 }
1068
1154 /* Cornered, get rid of scared */ 1069 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1070 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1071 op->enemy = NULL;
1157} 1072}
1158 1073
1159 1074
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1075/* 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 1076 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1077 * stop.
1163 */ 1078 */
1079int
1164int check_pick(object *op) { 1080check_pick (object *op)
1081{
1165 object *tmp, *next; 1082 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1083 int stop = 0;
1168 int j, k, wvratio; 1084 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1085 char putstring[128], tmpstr[16];
1170 1086
1171
1172 /* if you're flying, you cna't pick up anything */ 1087 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1088 if (op->move_type & MOVE_FLYING)
1174 return 1; 1089 return 1;
1175 1090
1176 op_tag = op->count;
1177
1178 next = op->below; 1091 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1092
1182 /* loop while there are items on the floor that are not marked as 1093 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1094 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1095 while (next && !next->destroyed ())
1185 { 1096 {
1186 tmp = next; 1097 tmp = next;
1187 next = tmp->below; 1098 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1099
1191 if (was_destroyed (op, op_tag)) 1100 if (op->destroyed ())
1192 return 0; 1101 return 0;
1193 1102
1194 if ( ! can_pick (op, tmp)) 1103 if (!can_pick (op, tmp))
1195 continue; 1104 continue;
1196 1105
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1106 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1107 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1108 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1109 pick_up (op, tmp);
1201 continue; 1110 continue;
1202 } 1111 }
1203 1112
1204 /* high not bit set? We're using the old autopickup model */ 1113 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1114 if (!(op->contr->mode & PU_NEWMODE))
1115 {
1206 switch (op->contr->mode) { 1116 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1117 {
1208 case 1: pick_up (op, tmp); 1118 case 0:
1209 return 1; 1119 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1120 case 1:
1211 return 0; 1121 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1122 return 1;
1213 case 4: pick_up (op, tmp); 1123 case 2:
1214 break; 1124 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1125 return 0;
1216 stop = 1; 1126 case 3:
1217 break; 1127 return 0; /* stop before pickup */
1218 case 6: 1128 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1129 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1130 break;
1221 pick_up(op, tmp); 1131 case 5:
1222 break; 1132 pick_up (op, tmp);
1133 stop = 1;
1134 break;
1135 case 6:
1136 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1137 pick_up (op, tmp);
1138 break;
1223 1139
1224 case 7: 1140 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1141 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1142 pick_up (op, tmp);
1227 break; 1143 break;
1228 1144
1229 default: 1145 default:
1230 /* use value density */ 1146 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1147 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1148 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1149 pick_up (op, tmp);
1234 >= op->contr->mode) 1150 }
1235 pick_up(op,tmp); 1151 }
1236 } 1152 else
1237 } 1153 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1154 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1155 if (op->contr->mode & PU_DEBUG)
1241 { 1156 {
1242 /* some debugging code to figure out item information */ 1157 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1158 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1159 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1160 &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)))); 1161 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1162 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1163 &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)))); 1164
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1165 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1166 }
1252 1167
1253 sprintf(putstring,"...flags: "); 1168 /* philosophy:
1254 for(k=0;k<4;k++) 1169 * It's easy to grab an item type from a pile, as long as it's
1255 { 1170 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1171 * and selections, select-items should be used. This is a
1257 { 1172 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1173 * example.
1259 { 1174 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1175 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1176 * convert to decimal and then 'pickup <#>
1262 } 1177 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1178
1179 /* the first two modes are exclusive: if NOTHING we return, if
1180 * STOP then we stop. All the rest are applied sequentially,
1181 * meaning if any test passes, the item gets picked up. */
1182
1183 /* if mode is set to pick nothing up, return */
1184
1185 if (op->contr->mode & PU_NOTHING)
1186 return 1;
1187
1188 /* if mode is set to stop when encountering objects, return */
1189 /* take STOP before INHIBIT since it doesn't actually pick
1190 * anything up */
1191
1192 if (op->contr->mode & PU_STOP)
1193 return 0;
1194
1195 /* useful for going into stores and not losing your settings... */
1196 /* and for battles wher you don't want to get loaded down while
1197 * fighting */
1198 if (op->contr->mode & PU_INHIBIT)
1199 return 1;
1200
1201 /* prevent us from turning into auto-thieves :) */
1202 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1203 continue;
1204
1205 /* ignore known cursed objects */
1206 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1207 continue;
1208
1209 /* all food and drink if desired */
1210 /* question: don't pick up known-poisonous stuff? */
1211 if (op->contr->mode & PU_FOOD)
1212 if (tmp->type == FOOD)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_DRINK)
1219 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1220 {
1221 pick_up (op, tmp);
1222 continue;
1223 }
1224
1225 if (op->contr->mode & PU_POTION)
1226 if (tmp->type == POTION)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* spellbooks, skillscrolls and normal books/scrolls */
1233 if (op->contr->mode & PU_SPELLBOOK)
1234 if (tmp->type == SPELLBOOK)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 if (op->contr->mode & PU_SKILLSCROLL)
1241 if (tmp->type == SKILLSCROLL)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 if (op->contr->mode & PU_READABLES)
1248 if (tmp->type == BOOK || tmp->type == SCROLL)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* wands/staves/rods/horns */
1255 if (op->contr->mode & PU_MAGIC_DEVICE)
1256 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* pick up all magical items */
1263 if (op->contr->mode & PU_MAGICAL)
1264 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_VALUABLES)
1271 {
1272 if (tmp->type == MONEY || tmp->type == GEM)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277 }
1278
1279 /* rings & amulets - talismans seems to be typed AMULET */
1280 if (op->contr->mode & PU_JEWELS)
1281 if (tmp->type == RING || tmp->type == AMULET)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* we don't forget dragon food */
1288 if (op->contr->mode & PU_FLESH)
1289 if (tmp->type == FLESH)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* bows and arrows. Bows are good for selling! */
1296 if (op->contr->mode & PU_BOW)
1297 if (tmp->type == BOW)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 if (op->contr->mode & PU_ARROW)
1304 if (tmp->type == ARROW)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 /* all kinds of armor etc. */
1311 if (op->contr->mode & PU_ARMOUR)
1312 if (tmp->type == ARMOUR)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 if (op->contr->mode & PU_HELMET)
1319 if (tmp->type == HELMET)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324
1325 if (op->contr->mode & PU_SHIELD)
1326 if (tmp->type == SHIELD)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 if (op->contr->mode & PU_BOOTS)
1333 if (tmp->type == BOOTS)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 if (op->contr->mode & PU_GLOVES)
1340 if (tmp->type == GLOVES)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345
1346 if (op->contr->mode & PU_CLOAK)
1347 if (tmp->type == CLOAK)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* hoping to catch throwing daggers here */
1354 if (op->contr->mode & PU_MISSILEWEAPON)
1355 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1356 {
1357 pick_up (op, tmp);
1358 continue;
1359 }
1360
1361 /* careful: chairs and tables are weapons! */
1362 if (op->contr->mode & PU_ALLWEAPON)
1363 {
1364 if (tmp->type == WEAPON && tmp->name != NULL)
1365 {
1366 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1367 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1368 {
1369 pick_up (op, tmp);
1370 continue;
1371 }
1372 }
1373
1374 if (tmp->type == WEAPON && tmp->name == NULL)
1375 {
1376 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1377 {
1378 pick_up (op, tmp);
1379 continue;
1380 }
1381 }
1382 }
1383
1384 /* misc stuff that's useful */
1385 if (op->contr->mode & PU_KEY)
1386 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1387 {
1388 pick_up (op, tmp);
1389 continue;
1390 }
1391
1392 /* any of the last 4 bits set means we use the ratio for value
1393 * pickups */
1394 if (op->contr->mode & PU_RATIO)
1395 {
1396 /* use value density to decide what else to grab */
1397 /* >=7 was >= op->contr->mode */
1398 /* >=7 is the old standard setting. Now we take the last 4 bits
1399 * and multiply them by 5, giving 0..15*5== 5..75 */
1400 wvratio = (op->contr->mode & PU_RATIO) * 5;
1401 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1402 {
1403 pick_up (op, tmp);
1267#if 0 1404#if 0
1268 /* print the flags too */ 1405 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1406 if (tmp->name != NULL)
1270 { 1407 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1408 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1409 }
1273 { 1410 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1411 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1412 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1413 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 1414#endif
1415 continue;
1416 }
1417 }
1418 } /* the new pickup model */
1280 } 1419 }
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 1420
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; 1421 return !stop;
1444} 1422}
1445 1423
1446/* 1424/*
1447 * Find an arrow in the inventory and after that 1425 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1426 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1427 * found object is returned.
1450 */ 1428 */
1429object *
1451object *find_arrow(object *op, const char *type) 1430find_arrow (object *op, const char *type)
1452{ 1431{
1453 object *tmp = NULL; 1432 object *tmp = NULL;
1454 1433
1455 for(op=op->inv; op; op=op->below) 1434 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1435 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); 1436 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1437 else if (op->type == ARROW && op->race == type)
1460 return op; 1438 return op;
1461 return tmp; 1439 return tmp;
1462} 1440}
1463 1441
1464/* 1442/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1443 * 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 1444 * 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 1445 * 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. 1446 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1447 */
1470 1448
1449object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1450find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1451{
1473 object *tmp = NULL, *arrow, *ntmp; 1452 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1453 int attacknum, attacktype, betterby = 0, i;
1475 1454
1476 if (!type) 1455 if (!type)
1477 return NULL; 1456 return NULL;
1478 1457
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1458 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1459 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1460 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1461 {
1462 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1463 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1464 if (i > betterby)
1485 tmp = ntmp; 1465 {
1486 betterby = i; 1466 tmp = ntmp;
1487 } 1467 betterby = i;
1468 }
1469 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1470 else if (arrow->type == ARROW && arrow->race == type)
1471 {
1489 /* allways prefer assasination/slaying */ 1472 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1473 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1474 {
1492 if (arrow->attacktype & AT_DEATH) { 1475 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1476 {
1494 return arrow; 1477 *better = 100;
1495 } else { 1478 return arrow;
1496 tmp = arrow; 1479 }
1480 else
1481 {
1482 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1484 }
1499 } else { 1485 }
1486 else
1487 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1488 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1489 {
1501 attacktype = 1<<attacknum; 1490 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1491 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) { 1492 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1493 {
1494 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1495 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1496 }
1507 } 1497 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1499 {
1500 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1501 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1502 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1503 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1504 {
1505 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1506 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1507 }
1508 }
1509 }
1516 } 1510 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1511 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1512 return find_arrow (op, type);
1521 1513
1522 *better = betterby; 1514 *better = betterby;
1523 return tmp; 1515 return tmp;
1524} 1516}
1525 1517
1526/* looks in a given direction, finds the first valid target, and calls 1518/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1519 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1520 * op = the shooter
1529 * type = bow->race 1521 * type = bow->race
1530 * dir = fire direction 1522 * dir = fire direction
1531 */ 1523 */
1532 1524
1525object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1526pick_arrow_target (object *op, const char *type, int dir)
1534{ 1527{
1535 object *tmp = NULL; 1528 object *tmp = NULL;
1536 mapstruct *m; 1529 maptile *m;
1537 int i, mflags, found, number; 1530 int i, mflags, found, number;
1538 sint16 x, y; 1531 sint16 x, y;
1539 1532
1540 if (op->map == NULL) 1533 if (op->map == NULL)
1541 return find_arrow(op, type); 1534 return find_arrow (op, type);
1542 1535
1543 /* do a dex check */ 1536 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1537 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))) 1538 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1539 return find_arrow (op, type);
1547 1540
1548 m = op->map; 1541 m = op->map;
1549 x = op->x; 1542 x = op->x;
1550 y = op->y; 1543 y = op->y;
1551 1544
1552 /* find the first target */ 1545 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1546 for (i = 0, found = 0; i < 20; i++)
1547 {
1554 x += freearr_x[dir]; 1548 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1549 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1550 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1551 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1552 {
1558 tmp = NULL; 1553 tmp = NULL;
1559 break; 1554 break;
1555 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1556 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1557 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1558 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1559 * perhaps a bad assumption.
1563 */ 1560 */
1564 tmp = NULL; 1561 tmp = NULL;
1565 break; 1562 break;
1566 } 1563 }
1567 if (mflags & P_IS_ALIVE) { 1564 if (mflags & P_IS_ALIVE)
1565 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1566 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1567 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1568 {
1571 break; 1569 found++;
1572 } 1570 break;
1571 }
1573 if (found) 1572 if (found)
1574 break; 1573 break;
1575 } 1574 }
1576 } 1575 }
1577 if (tmp == NULL) 1576 if (tmp == NULL)
1578 return find_arrow(op, type); 1577 return find_arrow (op, type);
1579 1578
1580 if (tmp->head) 1579 if (tmp->head)
1581 tmp = tmp->head; 1580 tmp = tmp->head;
1582 1581
1583 return find_better_arrow(op, tmp, type, &i); 1582 return find_better_arrow (op, tmp, type, &i);
1584} 1583}
1585 1584
1586/* 1585/*
1587 * Creature fires a bow - op can be monster or player. Returns 1586 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1587 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1590 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1591 * 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 1592 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1593 * player fire modes.
1595 */ 1594 */
1595int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1596fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1597{
1599 object *left, *bow; 1598 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1599 int bowspeed, mflags;
1602 mapstruct *m; 1600 maptile *m;
1603 1601
1604 if (!dir) { 1602 if (!dir)
1603 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1604 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1605 return 0;
1607 } 1606 }
1607
1608 if (op->type == PLAYER) 1608 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1609 bow = op->contr->ranges[range_bow];
1610 else { 1610 else
1611 {
1611 for(bow=op->inv; bow; bow=bow->below) 1612 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1613 /* 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. 1614 * don't need to switch back and forth between bows and weapons.
1614 */ 1615 */
1615 if(bow->type==BOW) 1616 if (bow->type == BOW)
1616 break; 1617 break;
1617 1618
1618 if (!bow) { 1619 if (!bow)
1620 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1621 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1622 return 0;
1621 } 1623 }
1622 } 1624 }
1625
1623 if( !bow->race || !bow->skill) { 1626 if (!bow->race || !bow->skill)
1627 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1628 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1629 return 0;
1626 } 1630 }
1627 1631
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1632 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1633
1630 /* penalize ROF for bestarrow */ 1634 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1635 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1636 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1637
1633 if (bowspeed < 1) 1638 if (bowspeed < 1)
1634 bowspeed = 1; 1639 bowspeed = 1;
1635 1640
1636 if (arrow == NULL) { 1641 if (arrow == NULL)
1642 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1643 if ((arrow = find_arrow (op, bow->race)) == NULL)
1644 {
1638 if (op->type == PLAYER) 1645 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1646 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 */ 1647 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1648 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1649 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1650 return 0;
1645 } 1651 }
1646 } 1652 }
1653
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1654 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1655 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1656 return 0;
1650 } 1657
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1658 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1659 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1660 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1661 return 0;
1654 } 1662 }
1655 1663
1656 /* this should not happen, but sometimes does */ 1664 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1665 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1666 {
1667 arrow->destroy ();
1668 return 0;
1669 }
1662 1670
1663 left = arrow; /* these are arrows left to the player */ 1671 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1672 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1673 if (!arrow)
1674 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1675 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1676 return 0;
1669 return 0;
1670 } 1677 }
1671 set_owner(arrow, op); 1678
1672 if (arrow->skill) free_string(arrow->skill); 1679 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1680 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1681 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1682
1679 if (op->type == PLAYER) { 1683 if (op->type == PLAYER)
1684 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1685 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1686 op->update_stats ();
1682 } 1687 }
1683 1688
1684 SET_ANIMATION(arrow, arrow->direction); 1689 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1690 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1691 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1692 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1693 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1694 arrow->spellarg = strdup (arrow->slaying);
1690 1695
1691 /* Note that this was different for monsters - they got their level 1696 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1697 * added to the damage. I think the strength bonus is more proper.
1693 */ 1698 */
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 1699
1700 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1701
1699 /* update the speed */ 1702 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1703 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1704 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 1705
1705 if (arrow->speed < 1.0) 1706 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1707 arrow->speed_left = 0;
1709 1708
1710 if (op->type == PLAYER) { 1709 if (op->type == PLAYER)
1710 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1711 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1712 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1713 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 1714
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1715 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1716 }
1717 else
1718 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1719 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; 1720 arrow->level = op->level;
1722 } 1721 }
1722
1723 if (arrow->attacktype == AT_PHYSICAL) 1723 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1724 arrow->attacktype |= bow->attacktype;
1725
1725 if (bow->slaying != NULL) 1726 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1727 arrow->slaying = bow->slaying;
1727 1728
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1729 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1731
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1732 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1733 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1734
1736 if (!was_destroyed(arrow, tag)) 1735 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1736 move_arrow (arrow);
1738 1737
1739 if (op->type == PLAYER) { 1738 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1739 {
1740 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1741 esrv_del_item (op->contr, left->count);
1742 else 1742 else
1743 esrv_send_item(op, left); 1743 esrv_send_item (op, left);
1744 } 1744 }
1745
1745 return 1; 1746 return 1;
1746} 1747}
1747 1748
1748/* Special fire code for players - this takes into 1749/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1750 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1751 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1752 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1753 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1754 * hence the function name.
1754 */ 1755 */
1756int
1755int player_fire_bow(object *op, int dir) 1757player_fire_bow (object *op, int dir)
1756{ 1758{
1757 int ret=0, wcmod=0; 1759 int ret = 0, wcmod = 0;
1758 1760
1759 if (op->contr->bowtype == bow_bestarrow) { 1761 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1762 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1763 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); 1764 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1765 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1766 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1767 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1768 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1770 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1771 else if (op->contr->bowtype == bow_threewide)
1772 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1773 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)]); 1774 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)]); 1775 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1776 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1777 else if (op->contr->bowtype == bow_spreadshot)
1778 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1779 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1780 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); 1781 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1782
1777 } else { 1783 }
1784 else
1785 {
1778 /* Simple case */ 1786 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1787 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1788 }
1781 return ret; 1789 return ret;
1782} 1790}
1783 1791
1784 1792
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1793/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1794 * Broken apart from 'fire' to keep it more readable.
1787 */ 1795 */
1796void
1788void fire_misc_object(object *op, int dir) 1797fire_misc_object (object *op, int dir)
1789{ 1798{
1790 object *item; 1799 object *item;
1791 1800
1792 if (!op->contr->ranges[range_misc]) { 1801 if (!op->contr->ranges[range_misc])
1802 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1803 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1804 return;
1795 } 1805 }
1796 1806
1797 item = op->contr->ranges[range_misc]; 1807 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1808 if (!item->inv)
1809 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1810 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1811 return;
1801 } 1812 }
1802 if (item->type == WAND) { 1813 if (item->type == WAND)
1814 {
1803 if(item->stats.food<=0) { 1815 if (item->stats.food <= 0)
1816 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1817 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)); 1818 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1819 return;
1807 } 1820 }
1821 }
1808 } else if (item->type == ROD || item->type==HORN) { 1822 else if (item->type == ROD || item->type == HORN)
1823 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1824 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1825 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1827 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1828 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)); 1829 else
1814 else 1830 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; 1831 return;
1818 } 1832 }
1819 } 1833 }
1820 1834
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1835 if (cast_spell (op, item, dir, item->inv, NULL))
1836 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1837 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1838 if (item->type == WAND)
1839 {
1824 if (!(--item->stats.food)) { 1840 if (!(--item->stats.food))
1825 object *tmp; 1841 {
1826 if (item->arch) { 1842 object *tmp;
1843
1844 if (item->arch)
1845 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
1829 item->speed = 0; 1848 item->set_speed (0);
1830 update_ob_speed(item); 1849 }
1831 } 1850
1832 if ((tmp=is_player_inv(item))) 1851 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1853 }
1835 } 1854 }
1836 else if (item->type == ROD || item->type==HORN) { 1855 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1856 drain_rod_charge (item);
1838 }
1839 } 1857 }
1840} 1858}
1841 1859
1842/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
1843 */ 1861 */
1862void
1844void fire(object *op,int dir) { 1863fire (object *op, int dir)
1864{
1845 int spellcost=0; 1865 int spellcost = 0;
1846 1866
1847 /* check for loss of invisiblity/hide */ 1867 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1868 if (action_makes_visible (op))
1869 make_visible (op);
1849 1870
1850 switch(op->contr->shoottype) { 1871 switch (op->contr->shoottype)
1872 {
1851 case range_none: 1873 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; 1874 return;
1888 default: 1875
1876 case range_bow:
1877 player_fire_bow (op, dir);
1878 return;
1879
1880 case range_magic: /* Casting spells */
1881 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1882 return;
1883
1884 case range_misc:
1885 fire_misc_object (op, dir);
1886 return;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1912 return;
1891 } 1913 }
1892} 1914}
1893 1915
1894 1916
1895 1917
1902 * inv is the objects inventory to searched 1924 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1925 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1926 * This function can be called recursively to search containers.
1905 */ 1927 */
1906 1928
1929object *
1907object * find_key(object *pl, object *container, object *door) 1930find_key (object *pl, object *container, object *door)
1908{ 1931{
1909 object *tmp,*key; 1932 object *tmp, *key;
1910 1933
1911 /* Should not happen, but sanity checking is never bad */ 1934 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1935 if (container->inv == NULL)
1936 return NULL;
1913 1937
1914 /* First, lets try to find a key in the top level inventory */ 1938 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1940 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1941 if (door->type == DOOR && tmp->type == KEY)
1942 break;
1917 /* For sanity, we should really check door type, but other stuff 1943 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1944 * (like containers) can be locked with special keys
1919 */ 1945 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1947 break;
1922 } 1948 }
1923 /* No key found - lets search inventories now */ 1949 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1950 /* 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 1951 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1952 * a key, return
1927 */ 1953 */
1928 if (!tmp) { 1954 if (!tmp)
1955 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1957 {
1930 /* No reason to search empty containers */ 1958 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1959 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1960 {
1961 if ((key = find_key (pl, tmp, door)) != NULL)
1962 return key;
1963 }
1964 }
1965 if (!tmp)
1966 return NULL;
1933 } 1967 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1968 /* 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 1969 * see if we actually want to use it
1939 */ 1970 */
1940 if (pl!=container) { 1971 if (pl != container)
1972 {
1941 /* Only let players use keys in containers */ 1973 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1974 if (!pl->contr)
1975 return NULL;
1943 /* cases where this fails: 1976 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1977 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1978 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1979 * If the container is not active, return now since only active
1947 * containers can be used. 1980 * containers can be used.
1948 * If we only search keyrings and the container does not have 1981 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1982 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1983 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1984 * inv must have been an container and must have been active.
1952 * 1985 *
1953 * Change the color so that the message doesn't disappear with 1986 * Change the color so that the message doesn't disappear with
1954 * all the others. 1987 * all the others.
1955 */ 1988 */
1956 if (pl->contr->usekeys == key_inventory || 1989 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1990 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1991 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1992 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1994 "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; 1995 return NULL;
1965 } 1996 }
1966 } 1997 }
1967 return tmp; 1998 return tmp;
1968} 1999}
1969 2000
1970/* moved door processing out of move_player_attack. 2001/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2002 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2003 * such that the caller should not do anything more,
1973 * 0 otherwise 2004 * 0 otherwise
1974 */ 2005 */
2006static int
1975static int player_attack_door(object *op, object *door) 2007player_attack_door (object *op, object *door)
1976{ 2008{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* 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 - 2010 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
1981 */ 2012 */
1982 object *key=find_key(op, op, door); 2013 object *key = find_key (op, op, door);
1983 2014
1984 /* IF we found a key, do some extra work */ 2015 /* IF we found a key, do some extra work */
1985 if (key) { 2016 if (key)
2017 {
1986 object *container=key->env; 2018 object *container = key->env;
1987 2019
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2021 if (action_makes_visible (op))
2022 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2025 if (door->type == DOOR)
2026 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2027 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2028 }
1994 else if(door->type==LOCKED_DOOR) { 2029 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2030 {
1996 "You open the door with the %s", query_short_name(key)); 2031 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 ;-) */ 2032 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2033 }
1999 /* Do this after we print the message */ 2034 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2035 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2036 /* Need to update the weight the container the key was in */
2002 if (container != op) 2037 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2038 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2039 return 1; /* Nothing more to do below */
2040 }
2005 } else if (door->type==LOCKED_DOOR) { 2041 else if (door->type == LOCKED_DOOR)
2042 {
2006 /* Might as well return now - no other way to open this */ 2043 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2045 return 1;
2009 } 2046 }
2010 return 0; 2047 return 0;
2011} 2048}
2012 2049
2013/* This function is just part of a breakup from move_player. 2050/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2018 */ 2055 */
2019 2056void
2020void move_player_attack(object *op, int dir) 2057move_player_attack (object *op, int dir)
2021{ 2058{
2022 object *tmp, *mon, *tpl; 2059 object *tmp, *mon;
2023 sint16 nx, ny; 2060 sint16 nx, ny;
2024 int on_battleground; 2061 int on_battleground;
2025 mapstruct *m; 2062 maptile *m;
2026 2063
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2064 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2065 ny = freearr_y[dir] + op->y;
2031 2066
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2033 2068
2034 /* If braced, or can't move to the square, and it is not out of the 2069 /* 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 2070 * 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 2071 * 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 2072 * 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 2073 * 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 2074 * 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 2075 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2076 * move_ob uses.
2042 */ 2077 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2078 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2079 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2082 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2083 if (!m)
2047 } 2084 return; /* Don't think this should happen */
2048 else m =tpl->map; 2085 }
2049 2086 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2087 m = op->map;
2088
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2092 return;
2053 } 2093 }
2054 2094
2055 mon = NULL; 2095 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* 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. 2097 * 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 2098 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2099 * on the space
2060 */ 2100 */
2061 while (tmp!=NULL) { 2101 while (tmp)
2102 {
2062 if (tmp == op) { 2103 if (tmp == op)
2063 tmp=tmp->above; 2104 {
2064 continue; 2105 tmp = tmp->above;
2065 } 2106 continue;
2107 }
2108
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2110 {
2068 break; 2111 mon = tmp;
2069 } 2112 break;
2113 }
2114
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2116 mon = tmp;
2117
2072 tmp=tmp->above; 2118 tmp = tmp->above;
2073 } 2119 }
2074 2120
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2122 return; /* into a wall */
2077 2123
2078 if(mon->head != NULL) 2124 if (mon->head)
2079 mon = mon->head; 2125 mon = mon->head;
2080 2126
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2128 if (player_attack_door (op, mon))
2129 return;
2083 2130
2084 /* The following deals with possibly attacking peaceful 2131 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2132 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2133 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2134 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2135 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2136 * and thus will not push them.
2090 */ 2137 */
2091 2138
2092 /* If the creature is a pet, push it even if the player is not 2139 /* 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 2140 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2141 * player owns it and it is either friendly or unagressive.
2095 */ 2142 */
2096 if ((op->type==PLAYER) 2143 if ((op->type == PLAYER)
2097#if COZY_SERVER 2144#if COZY_SERVER
2098 && 2145 &&
2099 ( 2146 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2148#else
2105 && get_owner(mon)==op 2149 && mon->owner == op
2106#endif 2150#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2152 {
2109 /* If we're braced, we don't want to switch places with it */ 2153 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2154 if (op->contr->braced)
2155 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2157 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2158 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op);
2114 return; 2160 return;
2115 } 2161 }
2116 2162
2117 /* in certain circumstances, you shouldn't attack friendly 2163 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2164 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2165 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2166 * attack them either.
2121 */ 2167 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2171 (op->contr->peaceful
2172 || (mon->type == PLAYER
2173 && mon->contr->
2174 peaceful)) &&
2127#else 2175#else
2128 op->contr->peaceful && 2176 op->contr->peaceful &&
2129#endif 2177#endif
2130 !on_battleground 2178 !on_battleground))
2179 {
2180 if (!op->contr->braced)
2131 )) { 2181 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2183 (void) push_ob (mon, dir, op);
2135 } else { 2184 }
2185 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2187
2188 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op);
2190 }
2191
2141 /* If the object is a boulder or other rollable object, then 2192 /* 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. 2193 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2194 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2195 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2196 {
2145 recursive_roll(mon,dir,op); 2197 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2198 if (action_makes_visible (op))
2147 } 2199 make_visible (op);
2200 }
2148 2201
2149 /* Any generic living creature. Including things like doors. 2202 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2203 * 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: 2204 * 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 2205 * 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. 2206 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2207 */
2155 2208
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2210 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2211 {
2159 2212
2160 /* If the player hasn't hit something this tick, and does 2213 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2214 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2215 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2216 * incurred a 1 tick offset.
2164 */ 2217 */
2165 if (!op->contr->has_hit) { 2218 if (!op->contr->has_hit)
2219 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2221
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2223 }
2170 2224
2171 skill_attack(mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2172 2226
2173 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2230 * the wiz.
2177 */ 2231 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2232 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)) { 2233 {
2180 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2235
2181 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2184 } 2239 }
2185 if(action_makes_visible(op)) make_visible(op); 2240
2186 } 2241 if (action_makes_visible (op))
2242 make_visible (op);
2243 }
2187 } /* if player should attack something */ 2244 } /* if player should attack something */
2188} 2245}
2189 2246
2247int
2190int move_player(object *op,int dir) { 2248move_player (object *op, int dir)
2249{
2191 int pick; 2250 int pick;
2192 object *transport = op->contr->transport;
2193 2251
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2252 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; 2253 return 0;
2254
2255 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9))
2257 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0;
2260 }
2261
2262 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2265
2266 op->facing = dir;
2267
2268 if (op->hide)
2269 do_hidden_move (op);
2270
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ;
2273 else if (op->contr->fire_on)
2274 fire (op, dir);
2275 else
2276 {
2277 move_player_attack (op, dir);
2278 pick = check_pick (op);
2279 }
2280
2281 /* Add special check for newcs players and fire on - this way, the
2282 * server can handle repeat firing.
2283 */
2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2285 op->direction = dir;
2286 else
2287 op->direction = 0;
2288
2289 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities
2291 * for players.
2292 */
2293 animate_object (op, op->facing);
2294 return 0;
2256} 2295}
2257 2296
2258/* This is similar to handle_player, below, but is only used by the 2297/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2298 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2299 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2300 * the new speed values for commands.
2262 * 2301 *
2263 * Returns true if there are more actions we can do. 2302 * Returns true if there are more actions we can do.
2264 */ 2303 */
2304int
2265int handle_newcs_player(object *op) 2305handle_newcs_player (object *op)
2266{ 2306{
2267 if (op->contr->hidden) { 2307 if (op->contr->hidden)
2308 {
2268 op->invisible = 1000; 2309 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2310 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2311 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2312 * alternate it here for it to work correctly.
2272 */ 2313 */
2273 if (pticks & 2) op->invisible--; 2314 if (pticks & 2)
2315 op->invisible--;
2274 } 2316 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2276 op->invisible--; 2319 op->invisible--;
2277 if(!op->invisible) { 2320 if (!op->invisible)
2321 {
2278 make_visible(op); 2322 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2324 }
2281 } 2325 }
2282 2326
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2327 if (QUERY_FLAG (op, FLAG_SCARED))
2328 {
2284 flee_player(op); 2329 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2330 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 {
2287 op->speed_left--; 2333 op->speed_left--;
2288 return 0; 2334 return 0;
2289 } 2335 }
2290 } 2336 }
2291 2337
2292 /* I've been seeing crashes where the golem has been destroyed, but 2338 /* 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 2339 * 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 2340 * 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. 2341 * put this in a a workaround to clean up the golem pointer.
2296 */ 2342 */
2297 if (op->contr->ranges[range_golem] && 2343 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; 2344 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2345
2304 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2348 * called, so we recheck it here.
2307 */ 2349 */
2308 HandleClient(&op->contr->socket, op->contr); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2351 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 } 2352 ;
2353
2354 if (op->speed_left < 0)
2323 return 0; 2355 return 0;
2324}
2325 2356
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372
2373 return 0;
2374}
2375
2376int
2326int save_life(object *op) { 2377save_life (object *op)
2327 object *tmp; 2378{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2379 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; 2380 return 0;
2381
2382 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384 {
2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2387
2388 if (op->contr)
2389 esrv_del_item (op->contr, tmp->count);
2390
2391 tmp->destroy ();
2392 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393
2394 if (op->stats.hp < 0)
2395 op->stats.hp = op->stats.maxhp;
2396
2397 if (op->stats.food < 0)
2398 op->stats.food = 999;
2399
2400 op->update_stats ();
2401 return 1;
2402 }
2403
2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2406 enter_player_savebed (op); /* bring him home. */
2407 return 0;
2354} 2408}
2355 2409
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2410/* 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 2411 * 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 2412 * function will descend into containers. op is the object to start the search
2359 * from. 2413 * from.
2360 */ 2414 */
2415void
2361void remove_unpaid_objects(object *op, object *env) 2416remove_unpaid_objects (object *op, object *env)
2362{ 2417{
2363 object *next; 2418 object *next;
2364 2419
2365 while (op) { 2420 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2421 {
2367 * we remove object 'op' 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2423
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2425 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2427 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 2428
2429 op->insert_at (env);
2430 }
2431 else if (op->inv)
2432 remove_unpaid_objects (op->inv, env);
2433
2434 op = next;
2435 }
2436}
2382 2437
2383/* 2438/*
2384 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2442 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2443 * but there isn't one in the server directory.
2389 */ 2444 */
2445char *
2390char *gravestone_text (object *op) 2446gravestone_text (object *op)
2391{ 2447{
2392 static char buf2[MAX_BUF]; 2448 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2449 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2450 time_t now = time (NULL);
2395 2451
2396 strcpy (buf2, " R.I.P.\n\n"); 2452 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2454 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2455 else
2400 sprintf (buf, "%s\n", op->name); 2456 sprintf (buf, "%s\n", &op->name);
2457
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2458 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2459 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2460 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2461 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2462 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2463 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2466 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2467 if (op->type == PLAYER)
2468 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2469 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2470 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2471 strcat (buf2, buf);
2413 } 2472 }
2473
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2474 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2476 strcat (buf2, buf);
2477
2417 return buf2; 2478 return buf2;
2418} 2479}
2419 2480
2420 2481void
2421
2422void do_some_living(object *op) { 2482do_some_living (object *op)
2483{
2423 int last_food=op->stats.food; 2484 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2485 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2486 int over_hp, over_sp, over_grace;
2426 int i; 2487 int i;
2427 int rate_hp = 1200; 2488 int rate_hp = 1200;
2428 int rate_sp = 2500; 2489 int rate_sp = 2500;
2429 int rate_grace = 2000; 2490 int rate_grace = 2000;
2430 const int max_hp = 1; 2491 const int max_hp = 1;
2431 const int max_sp = 1; 2492 const int max_sp = 1;
2432 const int max_grace = 1; 2493 const int max_grace = 1;
2433 2494
2434 if (op->contr->outputs_sync) { 2495 if (op->contr->outputs_sync)
2496 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2497 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2498 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]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2500 }
2440 2501
2441 if(op->contr->state==ST_PLAYING) { 2502 if (op->contr->ns->state == ST_PLAYING)
2442 2503 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2506 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2508 else
2509 {
2448 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2512 }
2513
2451 if(op->contr->gen_sp >= 0 ) 2514 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2516 else
2517 {
2454 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2520 }
2521
2457 if(op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2524 else
2525 {
2460 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2528 }
2463 2529
2464 /* Regenerate Spell Points */ 2530 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2532 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2533 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) { 2534 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2535 {
2536 op->stats.sp++;
2469 /* dms do not consume food */ 2537 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2538 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2539 {
2540 op->stats.food--;
2472 if(op->contr->digestion<0) 2541 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2542 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2543 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; 2544 op->stats.food = last_food;
2545 }
2546 }
2547
2548 if (max_sp > 1)
2549 {
2550 over_sp = (gen_sp + 10) / rate_sp;
2551 if (over_sp > 0)
2552 {
2553 if (op->stats.sp < op->stats.maxsp)
2554 {
2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2558 op->stats.sp--;
2559
2560 if (op->stats.sp > op->stats.maxsp)
2561 op->stats.sp = op->stats.maxsp;
2562 }
2563 op->last_sp = 0;
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2570 }
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 2571
2498 /* Regenerate Grace */ 2572 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2574 if (--op->last_grace < 0)
2575 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2576 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2577 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2578
2579 if (max_grace > 1)
2580 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2582 if (over_grace > 0)
2506 op->stats.sp += over_grace 2583 {
2584 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; 2585 + (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; 2586 op->last_grace = 0;
2509 } else { 2587 }
2588 else
2589 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2590 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2591 }
2512 } else { 2592 }
2593 else
2594 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2595 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2596 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2597 /* wearing stuff doesn't detract from grace generation. */
2516 } 2598 }
2517 2599
2518 /* Regenerate Hit Points */ 2600 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2601 if (--op->last_heal < 0)
2602 {
2520 if(op->stats.hp<op->stats.maxhp) { 2603 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2604 {
2605 op->stats.hp++;
2522 /* dms do not consume food */ 2606 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2607 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2608 {
2609 op->stats.food--;
2525 if(op->contr->digestion<0) 2610 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2612 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; 2613 op->stats.food = last_food;
2614 }
2615 }
2616
2617 if (max_hp > 1)
2618 {
2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2620 if (over_hp > 0)
2621 {
2622 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2623 op->last_heal = 0;
2624 }
2625 else
2626 {
2627 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2628 }
2629 }
2630 else
2631 {
2632 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2633 }
2530 } 2634 }
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 2635
2546 /* Digestion */ 2636 /* Digestion */
2547 if(--op->last_eat<0) { 2637 if (--op->last_eat < 0)
2638 {
2548#ifdef COZY_SERVER 2639#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2642#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2643 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 2644#endif
2556 2645
2557 if(op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2648 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2561 /* dms do not consume food */ 2651 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2653 op->stats.food--;
2564 } 2654 }
2565 2655
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2657 {
2658 object *tmp, *flesh = 0;
2568 2659
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2661 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2663 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2667 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2669 break;
2576 } 2670 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2671 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2672 flesh = tmp;
2579 } /* end of for loop */ 2673 } /* End if paid for object */
2674 } /* end of for loop */
2675
2580 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2677 * eat flesh instead.
2582 */ 2678 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2680 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2682 manual_apply (op, flesh, 0);
2586 } 2683 }
2587 } /* end if player is starving */ 2684 }
2588 2685
2589 while(op->stats.food<0&&op->stats.hp>0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2591 2688
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2690 kill_player (op);
2691 }
2594} 2692}
2595
2596
2597 2693
2598/* If the player should die (lack of hp, food, etc), we call this. 2694/* 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 2695 * 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 2696 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2697 * file.
2602 */ 2698 */
2699void
2603void kill_player(object *op) 2700kill_player (object *op)
2604{ 2701{
2605 char buf[MAX_BUF]; 2702 char buf[MAX_BUF];
2606 int x,y,i; 2703 int x, y;
2704
2705 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2706 maptile *map; /* this is for resurrection */
2707
2608 int z; 2708 /* int z;
2609 int num_stats_lose; 2709 int num_stats_lose;
2610 int lost_a_stat; 2710 int lost_a_stat;
2611 int lose_this_stat; 2711 int lose_this_stat;
2612 int this_stat; 2712 int this_stat; */
2613 int will_kill_again; 2713 int will_kill_again;
2614 archetype *at; 2714 archetype *at;
2615 object *tmp; 2715 object *tmp;
2616 2716
2617 if(save_life(op)) 2717 if (save_life (op))
2618 return; 2718 return;
2619 2719
2620 2720
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2721 /* 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. 2722 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2723 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2724 */
2625 if (op_on_battleground(op, &x, &y)) { 2725 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2726 {
2627 "You have been defeated in combat!"); 2727 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, 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2729
2630
2631 /* restore player */ 2730 /* restore player */
2632 at = find_archetype("poisoning"); 2731 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2733 {
2635 remove_ob(tmp); 2734 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2736 }
2639 2737
2640 at = find_archetype("confusion"); 2738 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2739 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2740 {
2643 remove_ob(tmp); 2741 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2743 }
2647 2744
2648 cure_disease(op,0); /* remove any disease */ 2745 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2747 if (op->stats.food <= 0)
2651 2748 op->stats.food = 999;
2749
2652 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2752 {
2656 sprintf(buf,"%s's finger",op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2754 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2758 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2762 }
2763
2669 /* teleport defeated player to new destination*/ 2764 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2766 op->contr->braced = 0;
2672 return; 2767 return;
2673 } 2768 }
2674 2769
2675 INVOKE_PLAYER (DEATH, op->contr); 2770 INVOKE_PLAYER (DEATH, op->contr);
2676 2771
2677 command_kill_pets (op, 0); 2772 command_kill_pets (op, 0);
2678 2773
2679 if(op->stats.food<0) { 2774 if (op->stats.food < 0)
2775 {
2680 if (op->contr->explore) { 2776 if (op->contr->explore)
2777 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2778 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..."); 2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2780 op->stats.food = 999;
2684 return; 2781 return;
2685 } 2782 }
2686 sprintf(buf,"%s starved to death.",op->name); 2783 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2688 } 2787 {
2689 else {
2690 if (op->contr->explore) { 2788 if (op->contr->explore)
2789 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2790 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..."); 2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
2694 return; 2793 return;
2695 } 2794 }
2696 sprintf(buf,"%s died.",op->name); 2795 sprintf (buf, "%s died.", &op->name);
2697 } 2796 }
2797
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2799
2700 /* save the map location for corpse, gravestone*/ 2800 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2801 x = op->x;
2802 y = op->y;
2803 map = op->map;
2702 2804
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
2708 */ 2808 */
2709 2809
2710 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2812 * of death.
2713 */ 2813 */
2714#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2815 if (settings.balanced_stat_loss)
2816 {
2716 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2819 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2822 little bit harder. */
2722 /* GD */ 2823 /* GD */
2723 if (settings.stat_loss_on_death) 2824 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2825 num_stats_lose = 1;
2725 else 2826 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2828 }
2829 else
2728 num_stats_lose = 1; 2830 num_stats_lose = 1;
2729 } 2831
2730 lost_a_stat = 0; 2832 lost_a_stat = 0;
2731 2833
2732 for (z=0; z<num_stats_lose; z++) { 2834 for (z = 0; z < num_stats_lose; z++)
2835 {
2733 i = RANDOM() % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
2734 2837
2735 if (settings.stat_loss_on_death) { 2838 if (settings.stat_loss_on_death)
2839 {
2736 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2841 * what he lost.
2738 */ 2842 */
2739 change_attr_value(&(op->stats), i,-1); 2843 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2844 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2848 lost_a_stat = 1;
2745 } else { 2849 }
2850 else
2851 {
2746 /* deplete a stat */ 2852 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2853 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2749 2858 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2859 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2860 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 2861 }
2783 if (lose_this_stat) { 2862 lose_this_stat = 1;
2863 if (settings.balanced_stat_loss)
2864 {
2865 /* GD */
2866 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2867 this_stat = get_attr_value (&(dep->stats), i);
2868 if (this_stat < 0)
2869 {
2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2871 int keep_chance = this_stat * this_stat;
2872
2873 /* Yes, I am paranoid. Sue me. */
2874 if (keep_chance < 1)
2875 keep_chance = 1;
2876
2877 /* There is a maximum depletion total per level. */
2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2879 {
2880 lose_this_stat = 0;
2881 /* Take loss chance vs keep chance to see if we
2882 retain the stat. */
2883 }
2884 else
2885 {
2886 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
2891 }
2892 }
2893 }
2894
2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2898 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2899 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2900 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2901 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2902 * difference.
2790 */ 2903 */
2791 if (this_stat>=-50) { 2904 if (this_stat >= -50)
2905 {
2792 change_attr_value(&(dep->stats), i, -1); 2906 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2907 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2909 op->update_stats ();
2796 lost_a_stat = 1; 2910 lost_a_stat = 1;
2797 } 2911 }
2798 } 2912 }
2913 }
2799 } 2914 }
2800 }
2801 /* If no stat lost, tell the player. */ 2915 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2916 if (!lost_a_stat)
2803 { 2917 {
2804 /* determine_god() seems to not work sometimes... why is this? 2918 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2919 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2920 const char *god = determine_god (op);
2921
2807 if (god && (strcmp(god, "none"))) 2922 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2923 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" 2924 else
2810 " you.", god); 2925 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 } 2926 }
2927#else
2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2929#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 2930
2819 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2932 * exp loss on the stone.
2821 */ 2933 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2936 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2938 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2939 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" 2940 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; 2941 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2943
2836 /**************************************/ 2944 /**************************************/
2837 /* */ 2945 /* */
2838 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
2841 /* */ 2949 /* */
2842 /**************************************/ 2950 /**************************************/
2843 2951
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2952 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2953 /* restore player */
2846 at = find_archetype("poisoning"); 2954 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2955 tmp = present_arch_in_ob (at, op);
2956
2848 if (tmp) { 2957 if (tmp)
2849 remove_ob(tmp); 2958 {
2850 free_object(tmp); 2959 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2961 }
2853 2962
2854 at = find_archetype("confusion"); 2963 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2964 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2965 if (tmp)
2857 remove_ob(tmp); 2966 {
2858 free_object(tmp); 2967 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2969 }
2970
2861 cure_disease(op,0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
2862 2972
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2974 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2975 if (op->stats.food < 100)
2976 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2980
2870 /* 2981 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2982 * 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 2983 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2984 * in the map.
2874 */ 2985 */
2875 2986
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2987 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2989
2884 /****************************************/ 2990 /****************************************/
2885 /* */ 2991 /* */
2886 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
2888 /* */ 2994 /* */
2889 /****************************************/ 2995 /****************************************/
2890 2996
2891 enter_player_savebed(op); 2997 enter_player_savebed (op);
2892 2998
2893 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3000 * chance of abuse.
2895 */ 3001 */
2896 op->contr->braced=0; 3002 op->contr->braced = 0;
2897 save_player(op,1); 3003 op->contr->save ();
2898 3004
2899 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3008 * on the space that might harm the player.
2903 */ 3009 */
2904 will_kill_again=0; 3010 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
2908 } 3014
2909 if (will_kill_again) { 3015 if (will_kill_again)
3016 {
2910 object *force; 3017 object *force;
2911 int at; 3018 int at;
2912 3019
2913 force=get_archetype(FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3022 force->speed = 0.1;
2916 force->speed_left=-5.0; 3023 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3025 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3027 force->resist[at] = 100;
2921 } 3028
2922 insert_ob_in_ob(force, op); 3029 insert_ob_in_ob (force, op);
2923 fix_player(op); 3030 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3031
3032 }
3033
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3034 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} 3035}
2999 3036
3000 3037void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3038loot_object (object *op)
3039{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3040 object *tmp, *tmp2, *next;
3003 3041
3042 if (op->container)
3004 if (op->container) { /* close open sack first */ 3043 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3044
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3045 for (tmp = op->inv; tmp; tmp = next)
3046 {
3009 next=tmp->below; 3047 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3048
3011 remove_ob(tmp); 3049 if (tmp->invisible)
3050 continue;
3051
3052 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3053 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3054 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3055 { /* empty container to ground */
3015 } 3056 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3057 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3058 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3059 {
3018 if(tmp->nrof>1) { 3060 if (tmp->nrof > 1)
3061 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3063 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3064 insert_ob_in_map (tmp, op->map, NULL, 0);
3065 }
3066 else
3067 tmp->destroy ();
3068 }
3022 } else 3069 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3070 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3071 }
3027} 3072}
3028 3073
3029/* 3074/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3075 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3076 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3077 * was changed.
3033 */ 3078 */
3034 3079
3080void
3035void fix_weight(void) { 3081fix_weight (void)
3036 player *pl; 3082{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3083 for_all_players (pl)
3084 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3086
3039 if(old == sum) 3087 if (old == sum)
3040 continue; 3088 continue;
3041 fix_player(pl->ob); 3089 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3091 }
3045} 3092}
3046 3093
3094void
3047void fix_luck(void) { 3095fix_luck (void)
3048 player *pl; 3096{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3097 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3099 pl->ob->change_luck (0);
3052} 3100}
3053
3054 3101
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3058 */ 3105 */
3059
3060void 3106void
3061cast_dust (object * op, object * throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3062{ 3108{
3063 object *skop, *spob; 3109 object *skop, *spob;
3064 3110
3065 skop = find_skill_by_name (op, throw_ob->skill); 3111 skop = find_skill_by_name (op, throw_ob->skill);
3066 3112
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3113 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3114 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3115 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3116 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3117 return;
3073 } 3118 }
3074 3119
3075 spob = throw_ob->inv; 3120 spob = throw_ob->inv;
3076 3121
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3122 // 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 3123 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3124 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3125 if (!spob)
3081 { 3126 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3127 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; 3128 return;
3085 } 3129 }
3086 3130
3087 if (op->type == PLAYER) 3131 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3132 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3133
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3134 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3135
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3136 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3137}
3096 3138
3139void
3097void make_visible (object *op) { 3140make_visible (object *op)
3141{
3098 op->hide = 0; 3142 op->hide = 0;
3099 op->invisible = 0; 3143 op->invisible = 0;
3100 if(op->type==PLAYER) { 3144 if (op->type == PLAYER)
3145 {
3101 op->contr->tmp_invis = 0; 3146 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3147 op->contr->invis_race = 0;
3103 } 3148 }
3104 update_object(op,UP_OBJ_FACE); 3149 update_object (op, UP_OBJ_FACE);
3105} 3150}
3106 3151
3152int
3107int is_true_undead(object *op) { 3153is_true_undead (object *op)
3154{
3108 object *tmp=NULL; 3155 object *tmp = NULL;
3109 3156
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158 return 1;
3111 3159
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; 3160 return 0;
3117} 3161}
3118 3162
3119/* look at the surrounding terrain to determine 3163/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3164 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3165 * indicate greater hideability.
3122 */ 3166 */
3123 3167
3168int
3124int hideability(object *ob) { 3169hideability (object *ob)
3170{
3125 int i,level=0, mflag; 3171 int i, level = 0, mflag;
3126 sint16 x,y; 3172 sint16 x, y;
3127 3173
3128 if(!ob||!ob->map) return 0; 3174 if (!ob || !ob->map)
3175 return 0;
3129 3176
3130 /* so, on normal lighted maps, its hard to hide */ 3177 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3178 level = ob->map->darkness - 2;
3132 3179
3133 /* this also picks up whether the object is glowing. 3180 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3181 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3182 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3183 if (has_carried_lights (ob))
3184 level = -(10 + (2 * ob->map->darkness));
3137 3185
3138 /* scan through all nearby squares for terrain to hide in */ 3186 /* 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]) { 3187 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3188 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3189 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3190 if (mflag & P_OUT_OF_MAP)
3191 {
3192 continue;
3193 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3194 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3195 level += 2;
3144 else /* open terrain! */ 3196 else /* open terrain! */
3145 level -= 1; 3197 level -= 1;
3146 } 3198 }
3147 3199
3148#if 0 3200#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3201 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3202#endif
3151 return level; 3203 return level;
3152} 3204}
3153 3205
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3206/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3207 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3208 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3209 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3210 */
3159 3211
3212void
3160void do_hidden_move (object *op) { 3213do_hidden_move (object *op)
3214{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3216 object *skop;
3163 3217
3164 if(!op || !op->map) return; 3218 if (!op || !op->map)
3219 return;
3165 3220
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3222
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3223 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3224 if (op->type == PLAYER && op->contr->run_on)
3225 {
3170 if(!skop || num >= skop->level) { 3226 if (!skop || num >= skop->level)
3227 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3228 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3229 make_visible (op);
3173 return; 3230 return;
3174 } else num += 20; 3231 }
3232 else
3233 num += 20;
3175 } 3234 }
3176 num += op->map->difficulty; 3235 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3236 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3237 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 {
3180 make_visible(op); 3240 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3241 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3242 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3243 }
3184 else if (op->type == PLAYER && skop) { 3244 else if (op->type == PLAYER && skop)
3245 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3246 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3247 }
3187} 3248}
3188 3249
3189/* determine if who is standing near a hostile creature. */ 3250/* determine if who is standing near a hostile creature. */
3190 3251
3252int
3191int stand_near_hostile( object *who ) { 3253stand_near_hostile (object *who)
3254{
3192 object *tmp=NULL; 3255 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3256 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3257 maptile *m;
3195 sint16 x,y; 3258 sint16 x, y;
3196 3259
3197 if(!who) return 0; 3260 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; 3261 return 0;
3262
3263 if (who->type == PLAYER)
3264 player = 1;
3265
3266 else
3267 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3268
3269 /* search adjacent squares */
3270 for (i = 1; i < 9; i++)
3271 {
3272 x = who->x + freearr_x[i];
3273 y = who->y + freearr_y[i];
3274 m = who->map;
3275 mflags = get_map_flags (m, &m, x, y, &x, &y);
3276 /* space must be blocked if there is a monster. If not
3277 * blocked, don't need to check this space.
3278 */
3279 if (mflags & P_OUT_OF_MAP)
3280 continue;
3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3282 continue;
3283
3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3285 {
3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3287 return 1;
3288 else if (tmp->type == PLAYER)
3289 {
3290 /*don't let a hidden DM prevent you from hiding */
3291 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3292 return 1;
3293 }
3294 }
3295 }
3296 return 0;
3227} 3297}
3228 3298
3229/* check the player los field for viewability of the 3299/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3300 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3301 * 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. 3308 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3309 * -b.t.
3240 * This function is now map tiling safe. 3310 * This function is now map tiling safe.
3241 */ 3311 */
3242 3312
3313int
3243int player_can_view (object *pl,object *op) { 3314player_can_view (object *pl, object *op)
3315{
3244 rv_vector rv; 3316 rv_vector rv;
3245 int dx,dy; 3317 int dx, dy;
3246 3318
3247 if(pl->type!=PLAYER) { 3319 if (pl->type != PLAYER)
3320 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3321 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; 3322 return -1;
3274 op = op->more;
3275 } 3323 }
3324 if (!pl || !op)
3276 return 0; 3325 return 0;
3326
3327 if (op->head)
3328 {
3329 op = op->head;
3330 }
3331 get_rangevector (pl, op, &rv, 0x1);
3332
3333 /* starting with the 'head' part, lets loop
3334 * through the object and find if it has any
3335 * part that is in the los array but isnt on
3336 * a blocked los square.
3337 * we use the archetype to figure out offsets.
3338 */
3339 while (op)
3340 {
3341 dx = rv.distance_x + op->arch->clone.x;
3342 dy = rv.distance_y + op->arch->clone.y;
3343
3344 /* only the viewable area the player sees is updated by LOS
3345 * code, so we need to restrict ourselves to that range of values
3346 * for any meaningful values.
3347 */
3348 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3349 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3350 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3351 return 1;
3352 op = op->more;
3353 }
3354 return 0;
3277} 3355}
3278 3356
3279/* routine for both players and monsters. We call this when 3357/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3358 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3359 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3360 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3361 * return 0.
3284 */ 3362 */
3363int
3285int action_makes_visible (object *op) { 3364action_makes_visible (object *op)
3365{
3286 3366
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3367 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3368 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3369 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3370 return 0;
3290 3371
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3372 if (op->contr && op->contr->tmp_invis == 0)
3373 return 0;
3292 3374
3293 /* If monsters, they should become visible */ 3375 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3376 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3377 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3378 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3379 return 1;
3297 } 3380 }
3298 } 3381 }
3299 return 0; 3382 return 0;
3300} 3383}
3301 3384
3302/* op_on_battleground - checks if the given object op (usually 3385/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3386 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3387 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3388 * -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 3389 * 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 3390 * 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 3391 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3392 */
3393int
3310int op_on_battleground (object *op, int *x, int *y) { 3394op_on_battleground (object *op, int *x, int *y)
3395{
3311 object *tmp; 3396 object *tmp;
3312 3397
3313 /* A battleground-tile needs the following attributes to be valid: 3398 /* 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), 3399 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3400 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3401 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3402 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3403 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3404 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3405 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3406 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3407 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3408 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3409 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3410 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3411 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3412 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3413 {
3326 object *invtmp; 3414 object *invtmp;
3415
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3416 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3417 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3418 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3419 {
3420 if (x != NULL && y != NULL)
3421 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3422 return 1;
3423 }
3424 }
3425 }
3330 if (x != NULL && y != NULL) 3426 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3427 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3428 return 1;
3333 } 3429 }
3334 } 3430 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3431 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3432 /* If we got here, did not find a battleground */
3343 return 0; 3433 return 0;
3344} 3434}
3345 3435
3346/* 3436/*
3350 * attributes: 3440 * attributes:
3351 * object *who the dragon player 3441 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3442 * int atnr the attack-number of the ability focus
3353 * int level ability level 3443 * int level ability level
3354 */ 3444 */
3445void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3446dragon_ability_gain (object *who, int atnr, int level)
3447{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3448 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3449 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3450 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3451 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3452 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3453 int i = 0, j = 0;
3362 3454
3363 /* get the appropriate treasurelist */ 3455 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3456 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3457 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3458 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3459 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3460 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3461 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3462 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3463 trlist = find_treasurelist ("dragon_ability_poison");
3372 3464
3373 if (trlist == NULL || who->type != PLAYER) 3465 if (trlist == NULL || who->type != PLAYER)
3374 return; 3466 return;
3375 3467
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3468 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3469
3378
3379 if (tr == NULL || tr->item == NULL) { 3470 if (tr == NULL || tr->item == NULL)
3471 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3472 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3473 return;
3382 } 3474 }
3383 3475
3384 /* everything seems okay - now bring on the gift: */ 3476 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3477 item = &(tr->item->clone);
3386 3478
3387 if (item->type == SPELL) { 3479 if (item->type == SPELL)
3480 {
3388 if (check_spell_known (who, item->name)) 3481 if (check_spell_known (who, item->name))
3389 return; 3482 return;
3390 3483
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3484 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); 3485 do_learn_spell (who, item, 0);
3393 return; 3486 return;
3394 } 3487 }
3395 3488
3396 /* grant direct spell */ 3489 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3490 if (item->type == SPELLBOOK)
3491 {
3398 if (!item->inv) { 3492 if (!item->inv)
3493 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3494 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3495 return;
3402 } 3496 }
3403 if (check_spell_known (who, item->inv->name)) 3497 if (check_spell_known (who, item->inv->name))
3404 return; 3498 return;
3405 if (item->invisible) { 3499 if (item->invisible)
3500 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3501 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); 3502 do_learn_spell (who, item->inv, 0);
3408 return; 3503 return;
3409 } 3504 }
3410 } 3505 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3506 else if (item->type == SKILL_TOOL && item->invisible)
3507 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3508 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3509 {
3413 3510
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3511 /* 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 3512 * 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, 3513 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3514 * but not all of them, he gets nothing.
3418 */ 3515 */
3419 if (!(skop->attacktype & item->attacktype)) { 3516 if (!(skop->attacktype & item->attacktype))
3517 {
3420 /* Give new attacktype */ 3518 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3519 skop->attacktype |= item->attacktype;
3422 3520
3423 /* always add physical if there's none */ 3521 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3522 skop->attacktype |= AT_PHYSICAL;
3425 3523
3426 if (item->msg != NULL) 3524 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3525 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3526
3429 /* Give player new face */ 3527 /* Give player new face */
3430 if (item->animation_id) { 3528 if (item->animation_id)
3529 {
3431 who->face = skop->face; 3530 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3531 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3532 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3533 who->last_anim = 0;
3435 who->state = 0; 3534 who->state = 0;
3436 animate_object(who, who->direction); 3535 animate_object (who, who->direction);
3437 } 3536 }
3537 }
3538 }
3438 } 3539 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3540 else if (item->type == FORCE)
3541 {
3442 /* forces in the treasurelist can alter the player's stats */ 3542 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3543 object *skin;
3544
3444 /* first get the dragon skin force */ 3545 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3546 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3547 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3548 ;
3448 3549
3550 if (!skin)
3551 return;
3552
3449 /* adding new spellpath attunements */ 3553 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3554 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3555 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3556 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3557
3453 /* print message */ 3558 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3559 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3560 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3561 {
3457 if (j) 3562 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3563 {
3459 else 3564 if (j)
3460 j = 1; 3565 strcat (buf, " and ");
3566 else
3567 j = 1;
3461 strcat(buf, spellpathnames[i]); 3568 strcat (buf, spellpathnames[i]);
3462 } 3569 }
3463 } 3570 }
3464 strcat(buf,"."); 3571 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3572 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3573 }
3467 3574
3468 /* evtl. adding flags: */ 3575 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3576 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3577 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3578 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3579 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3580 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3581 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3582
3476 /* print message if there is one */ 3583 /* print message if there is one */
3477 if (item->msg != NULL) 3584 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3585 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3586 }
3587 else
3479 } 3588 {
3480 else {
3481 /* generate misc. treasure */ 3589 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3590 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3591 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); 3592 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3593 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3594 esrv_send_item (who, tmp);
3487 } 3595 }
3488} 3596}
3489 3597
3490/** 3598/**
3491 * Unready an object for a player. This function does nothing if the object was 3599 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3600 * not readied.
3493 */ 3601 */
3602void
3494void player_unready_range_ob(player *pl, object *ob) { 3603player_unready_range_ob (player *pl, object *ob)
3604{
3495 rangetype i; 3605 rangetype i;
3496 3606
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3607 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3608 {
3498 if (pl->ranges[i] == ob) { 3609 if (pl->ranges[i] == ob)
3610 {
3499 pl->ranges[i] = NULL; 3611 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3612 if (pl->shoottype == i)
3613 {
3501 pl->shoottype = range_none; 3614 pl->shoottype = range_none;
3502 } 3615 }
3503 } 3616 }
3504 } 3617 }
3505} 3618}

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