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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 1.84 by root, Wed Jan 3 20:32:13 2007 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 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);
310} 166}
311 167
168void
169player::enter_map ()
170{
171 object *tmp = object::create ();
172
173 EXIT_PATH (tmp) = maplevel;
174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
312 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point.
314 */
315 outputs_sync = 16; /* Every 2 seconds */
316 outputs_count = 8; /* Keeps present behaviour */
317 unapply = unapply_nochoice;
318
319 savebed_map = first_map_path; /* Init. respawn position */
320
321 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal;
325 petmode = pet_normal;
326 listening = 10;
327 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */
330 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
312/* Tries to add player on the connection passwd in ns. 390/* 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 391 * All we can really get in this is some settings like host and display
314 * mode. 392 * mode.
315 */ 393 */
394player *
395player::create ()
396{
397 player *pl = new player;
316 398
317int add_player(NewSocket *ns) { 399 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
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); 400 set_first_map (pl->ob);
332 401
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; 402 return pl;
340} 403}
341 404
342/* 405/*
343 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 408 * Note: there MUST be at least one player archetype!
346 */ 409 */
410archetype *
347archetype *get_player_archetype(archetype* at) 411get_player_archetype (archetype *at)
348{ 412{
349 archetype *start = at; 413 archetype *start = at;
414
350 for (;;) { 415 for (;;)
416 {
351 if (at==NULL || at->next==NULL) 417 if (at == NULL || at->next == NULL)
352 at=first_archetype; 418 at = first_archetype;
353 else 419 else
354 at=at->next; 420 at = at->next;
421
355 if(at->clone.type==PLAYER) 422 if (at->clone.type == PLAYER)
356 return at; 423 return at;
424
357 if (at == start) { 425 if (at == start)
426 {
358 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 428 exit (-1);
360 } 429 }
361 } 430 }
362} 431}
363 432
364 433object *
365object *get_nearest_player(object *mon) { 434get_nearest_player (object *mon)
435{
366 object *op = NULL; 436 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 437 objectlink *ol;
369 unsigned lastdist; 438 unsigned lastdist;
370 rv_vector rv; 439 rv_vector rv;
371 440
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
442 {
373 /* We should not find free objects on this friendly list, but it 443 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 444 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 445 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 446 * list is also free, so encapsulate this in a while loop.
377 */ 447 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 448 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449 {
379 object *tmp=ol->ob; 450 object *tmp = ol->ob;
380 451
381 /* Can't do much more other than log the fact, because the object 452 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 453 * itself will have been cleared.
383 */ 454 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 456 ol = ol->next;
386 remove_friendly_object(tmp); 457 remove_friendly_object (tmp);
387 if (!ol) return op; 458 if (!ol)
388 } 459 return op;
460 }
389 461
390 /* Remove special check for player from this. First, it looks to cause 462 /* 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 463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 464 * 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 465 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 466 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 467 * on_same_map check, as can_detect_enemy also does this
396 */ 468 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 469 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 470 continue;
399 471
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) { 472 if (lastdist > rv.distance)
409 op=pl->ob; 473 {
474 op = ol->ob;
410 lastdist=rv.distance; 475 lastdist = rv.distance;
476 }
411 } 477 }
412 } 478
413 } 479 for_all_players (pl)
480 if (can_detect_enemy (mon, pl->ob, &rv))
481 if (lastdist > rv.distance)
482 {
483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
414#if 0 487#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 489#endif
417 return op; 490 return op;
418} 491}
419 492
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 493/* 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 494 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 495 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 509 * 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 510 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 511 * is probably not a good thing.
439 */ 512 */
440#define MAX_SPACES 50 513#define MAX_SPACES 50
441
442 514
443/* 515/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * 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 517 * 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 518 * 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. 531 * 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, 532 * 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 533 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 534 * is blocking itself.
463 */ 535 */
536int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 537path_to_player (object *mon, object *pl, unsigned mindiff)
538{
465 rv_vector rv; 539 rv_vector rv;
466 sint16 x,y; 540 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 542 maptile *m, *lastmap;
469 543
470 get_rangevector(mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
471 545
472 if (rv.distance<mindiff) return 0; 546 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; 547 return 0;
725}
726 548
727void confirm_password(object *op) { 549 x = mon->x;
550 y = mon->y;
551 m = mon->map;
552 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
555 /* If we can't solve it within the search distance, return now. */
556 if (diff > max)
557 return 0;
558 while (diff > 1 && max > 0)
559 {
560 lastx = x;
561 lasty = y;
562 lastmap = m;
563 x = lastx + freearr_x[dir];
564 y = lasty + freearr_y[dir];
728 565
729 op->contr->write_buf[0]='\0'; 566 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 567 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}
733 568
569 /* Space is blocked - try changing direction a little */
570 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
571 && (m == mon->map && blocked_link (mon, m, x, y))))
572 {
573 /* recalculate direction from last good location. Possible
574 * we were not traversing ideal location before.
575 */
576 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
577 if (rv.direction != dir)
578 {
579 /* OK - says direction should be different - lets reset the
580 * the values so it will try again.
581 */
582 x = lastx;
583 y = lasty;
584 m = lastmap;
585 dir = firstdir = rv.direction;
586 }
587 else
588 {
589 /* direct path is blocked - try taking a side step to
590 * either the left or right.
591 * Note increase the values in the loop below to be
592 * more than -1/1 respectively will mean the monster takes
593 * bigger detour. Have to be careful about these values getting
594 * too big (3 or maybe 4 or higher) as the monster may just try
595 * stepping back and forth
596 */
597 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598 {
599 if (i == 0)
600 continue; /* already did this, so skip it */
601 /* Use lastdir here - otherwise,
602 * since the direction that the creature should move in
603 * may change, you could get infinite loops.
604 * ie, player is northwest, but monster can only
605 * move west, so it does that. It goes some distance,
606 * gets blocked, finds that it should move north,
607 * can't do that, but now finds it can move east, and
608 * gets back to its original point. lastdir contains
609 * the last direction the creature has successfully
610 * moved.
611 */
612
613 x = lastx + freearr_x[absdir (lastdir + i)];
614 y = lasty + freearr_y[absdir (lastdir + i)];
615 m = lastmap;
616 mflags = get_map_flags (m, &m, x, y, &x, &y);
617 if (mflags & P_OUT_OF_MAP)
618 continue;
619 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
620 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
621 continue;
622 if (mflags & P_BLOCKSVIEW)
623 continue;
624
625 if (m == mon->map && blocked_link (mon, m, x, y))
626 break;
627 }
628 /* go through entire loop without finding a valid
629 * sidestep to take - thus, no valid path.
630 */
631 if (i == (DETOUR_AMOUNT + 1))
632 return 0;
633 diff--;
634 lastdir = dir;
635 max--;
636 if (!firstdir)
637 firstdir = dir + i;
638 } /* else check alternate directions */
639 } /* if blocked */
640 else
641 {
642 /* we moved towards creature, so diff is less */
643 diff--;
644 max--;
645 lastdir = dir;
646 if (!firstdir)
647 firstdir = dir;
648 }
649 if (diff <= 1)
650 {
651 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance.
653 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
656 }
657 if (diff > max)
658 return 0;
659 }
660 /* If we reached the max, didn't find a direction in time */
661 if (!max)
662 return 0;
663
664 return firstdir;
665}
666
667void
668give_initial_items (object *pl, treasurelist * items)
669{
670 object *op, *next = NULL;
671
672 if (pl->randomitems != NULL)
673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674
675 for (op = pl->inv; op; op = next)
676 {
677 next = op->below;
678
679 /* Forces get applied per default, unless they have the
680 * flag "neutral" set. Sorry but I can't think of a better way
681 */
682 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
683 SET_FLAG (op, FLAG_APPLIED);
684
685 /* we never give weapons/armour if these cannot be used
686 * by this player due to race restrictions
687 */
688 if (pl->type == PLAYER)
689 {
690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
691 (op->type == ARMOUR || op->type == BOOTS ||
692 op->type == CLOAK || op->type == HELMET ||
693 op->type == SHIELD || op->type == GLOVES ||
694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
695 {
696 op->destroy ();
697 continue;
698 }
699 }
700
701 /* This really needs to be better - we should really give
702 * a substitute spellbook. The problem is that we don't really
703 * have a good idea what to replace it with (need something like
704 * a first level treasurelist for each skill.)
705 * remove duplicate skills also
706 */
707 if (op->type == SPELLBOOK || op->type == SKILL)
708 {
709 object *tmp;
710
711 for (tmp = op->below; tmp; tmp = tmp->below)
712 if (tmp->type == op->type && tmp->name == op->name)
713 break;
714
715 if (tmp)
716 {
717 op->destroy ();
718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
719 continue;
720 }
721
722 if (op->nrof > 1)
723 op->nrof = 1;
724 }
725
726 if (op->type == SPELLBOOK && op->inv)
727 {
728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 }
730
731 /* Give starting characters identified, uncursed, and undamned
732 * items. Just don't identify gold or silver, or it won't be
733 * merged properly.
734 */
735 if (need_identify (op))
736 {
737 SET_FLAG (op, FLAG_IDENTIFIED);
738 CLEAR_FLAG (op, FLAG_CURSED);
739 CLEAR_FLAG (op, FLAG_DAMNED);
740 }
741 if (op->type == SPELL)
742 {
743 op->destroy ();
744 continue;
745 }
746 else if (op->type == SKILL)
747 {
748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
749 op->stats.exp = 0;
750 op->level = 1;
751 }
752 /* lock all 'normal items by default */
753 else
754 SET_FLAG (op, FLAG_INV_LOCKED);
755 } /* for loop of objects in player inv */
756
757 /* Need to set up the skill pointers */
758 link_player_skills (pl);
759}
760
761void
734void get_party_password(object *op, partylist *party) { 762get_party_password (object *op, partylist *party)
763{
735 if (party == NULL) { 764 if (party == NULL)
765 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 767 return;
738 } 768 }
769
739 op->contr->write_buf[0]='\0'; 770 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 774}
744
745 775
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
777static int
747int roll_stat(void) { 778roll_stat (void)
779{
748 int a[4],i,j,k; 780 int a[4], i, j, k;
749 781
750 for(i=0;i<4;i++) 782 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 783 a[i] = (int) RANDOM () % 6 + 1;
752 784
753 for(i=0,j=0,k=7;i<4;i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 786 if (a[i] < k)
755 k=a[i],j=i; 787 k = a[i], j = i;
756 788
757 for(i=0,k=0;i<4;i++) { 789 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 790 if (i != j)
759 k+=a[i]; 791 k += a[i];
760 } 792
761 return k; 793 return k;
762} 794}
763 795
764void roll_stats(object *op) { 796void
765 int sum=0; 797object::roll_stats ()
766 int i = 0, j = 0; 798{
767 int statsort[7]; 799 int statsort [7];
768 800
801 for (;;)
769 do { 802 {
770 op->stats.Str=roll_stat(); 803 int sum = 0;
771 op->stats.Dex=roll_stat(); 804 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 805 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);
781 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
782 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 812 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;
790 813
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]; 814 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
810 821
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; 822 stats.exp = 0;
822 op->stats.ac=0; 823 stats.ac = 0;
823 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
824 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
827 834
828 fix_player(op); 835 contr->orig_stats = stats;
836 }
837}
838
839void
840object::swap_stats (int a, int b)
841{
842 int tmp = get_attr_value (&contr->orig_stats, a);
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845
846 stats.Str = contr->orig_stats.Str;
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
829 op->stats.hp = op->stats.maxhp; 862 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 863 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
832 op->contr->orig_stats=op->stats; 872 contr->orig_stats = stats;
873 }
833} 874}
834 875
835void Roll_Again(object *op) 876static void
877start_info (object *op)
836{ 878{
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]; 879 char buf[MAX_BUF];
845 880
846 if ( op->contr->Swap_First == -1 ) { 881 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); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 883 //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); 884 //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} 885}
954 886
955/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
959 * not the class. 891 * not the class.
960 */ 892 */
961 893int
962int key_change_class(object *op, char key) 894key_change_class (object *op, char key)
963{ 895{
964 int tmp_loop; 896 int tmp_loop;
965 897
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 898 if (key == 'd' || key == 'D')
899 {
972 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
973 901
974 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 904
905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
908
978 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
980 911
981 op->contr->state=ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
982 913
983 if (op->msg) { 914 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 915 op->msg = NULL;
986 }
987 916
988 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
989 * to save here. 918 * to save here.
990 */ 919 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 921 make_path_to_file (buf);
993 922
994#ifdef AUTOSAVE 923#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 924 op->contr->last_save_tick = pticks;
996#endif 925#endif
997 start_info(op); 926 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 928 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 929 link_player_skills (op);
1001 esrv_send_inventory(op, op); 930 esrv_send_inventory (op, op);
1002 fix_player(op); 931 op->update_stats ();
1003 932
1004 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1005 * is one for this race 934 * is one for this race
1006 */ 935 */
1007 if(*first_map_ext_path) { 936 if (*first_map_ext_path)
937 {
1008 object *tmp; 938 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 940
1012 first_map_ext_path, op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 942 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 943 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1019 * default initial map */ 948 * default initial map */
1020 free_object(tmp); 949 tmp->destroy ();
950 }
1021 } else { 951 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 953
954 return 0;
955 }
956
1027 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1029 */ 959 */
1030 960
1031 tmp_loop = 0; 961 tmp_loop = 0;
1032 while(!tmp_loop) { 962 while (!tmp_loop)
1033 const char *name = add_string (op->name); 963 {
964 shstr name = op->name;
1034 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1035 remove_statbonus(op); 966
1036 remove_ob (op); 967 op->remove_statbonus ();
968 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 969 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1039 op->instantiate (); 971 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 973 op->name = op->name_pl = name;
1042 op->name = name; 974 op->x = x;
1043 free_string(op->name_pl); 975 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 */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 977 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 978 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 979 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 980 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 981 }
982
1056 update_object(op,UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 984 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 985 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 988 op->stats.grace = 0;
989
1062 if (op->msg) 990 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 993 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; 994 return 0;
1066} 995}
1067 996
997int
1068int key_confirm_quit(object *op, char key) 998key_confirm_quit (object *op, char key)
1069{ 999{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1073 op->contr->state=ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 1004 return 1;
1076 } 1005 }
1077 1006
1078 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1080 1009
1010 op->contr->enable_save = false;
1011
1081 terminate_all_pets(op); 1012 terminate_all_pets (op);
1082 leave_map(op); 1013 op->remove ();
1083 op->direction=0; 1014 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 1016
1087 strcpy(op->contr->killer,"quit"); 1017 strcpy (op->contr->killer, "quit");
1088 check_score(op); 1018 check_score (op);
1089 op->contr->party=NULL; 1019 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1092 1022
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* 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,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1; 1023 return 1;
1111} 1024}
1112 1025
1026void
1113void flee_player(object *op) { 1027flee_player (object *op)
1028{
1114 int dir,diff; 1029 int dir, diff;
1115 rv_vector rv; 1030 rv_vector rv;
1116 1031
1117 if(op->stats.hp < 0) { 1032 if (op->stats.hp < 0)
1033 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1034 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1035 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1036 return;
1121 } 1037 }
1122 1038
1123 if(op->enemy==NULL) { 1039 if (op->enemy == NULL)
1040 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1041 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1043 return;
1127 } 1044 }
1128 1045
1129 /* Seen some crashes here. Since we don't store an 1046 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1047 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1048 * actual enemy, and the object is recycled.
1132 */ 1049 */
1133 if (op->enemy->map == NULL) { 1050 if (op->enemy->map == NULL)
1051 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1052 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1053 op->enemy = NULL;
1136 return; 1054 return;
1137 } 1055 }
1138 1056
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1057 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1058 {
1140 op->enemy=NULL; 1059 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1061 return;
1143 } 1062 }
1063
1144 get_rangevector(op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1145 1065
1146 dir=absdir(4+rv.direction); 1066 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1067 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 } 1068 {
1069 int m = 1 - (RANDOM () & 2);
1070
1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1072 return;
1073 }
1074
1154 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1077 op->enemy = NULL;
1157} 1078}
1158 1079
1159 1080
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1081/* 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 1082 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1083 * stop.
1163 */ 1084 */
1085int
1164int check_pick(object *op) { 1086check_pick (object *op)
1087{
1165 object *tmp, *next; 1088 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1089 int stop = 0;
1168 int j, k, wvratio; 1090 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1091 char putstring[128], tmpstr[16];
1170 1092
1171
1172 /* if you're flying, you cna't pick up anything */ 1093 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1094 if (op->move_type & MOVE_FLYING)
1174 return 1; 1095 return 1;
1175 1096
1176 op_tag = op->count;
1177
1178 next = op->below; 1097 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1098
1182 /* loop while there are items on the floor that are not marked as 1099 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1100 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1101 while (next && !next->destroyed ())
1185 { 1102 {
1186 tmp = next; 1103 tmp = next;
1187 next = tmp->below; 1104 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1105
1191 if (was_destroyed (op, op_tag)) 1106 if (op->destroyed ())
1192 return 0; 1107 return 0;
1193 1108
1194 if ( ! can_pick (op, tmp)) 1109 if (!can_pick (op, tmp))
1195 continue; 1110 continue;
1196 1111
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1113 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1114 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1115 pick_up (op, tmp);
1201 continue; 1116 continue;
1202 } 1117 }
1203 1118
1204 /* high not bit set? We're using the old autopickup model */ 1119 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1120 if (!(op->contr->mode & PU_NEWMODE))
1121 {
1206 switch (op->contr->mode) { 1122 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1123 {
1208 case 1: pick_up (op, tmp); 1124 case 0:
1209 return 1; 1125 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1126 case 1:
1211 return 0; 1127 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1128 return 1;
1213 case 4: pick_up (op, tmp); 1129 case 2:
1214 break; 1130 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1131 return 0;
1216 stop = 1; 1132 case 3:
1217 break; 1133 return 0; /* stop before pickup */
1218 case 6: 1134 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1135 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1136 break;
1221 pick_up(op, tmp); 1137 case 5:
1222 break; 1138 pick_up (op, tmp);
1139 stop = 1;
1140 break;
1141 case 6:
1142 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1143 pick_up (op, tmp);
1144 break;
1223 1145
1224 case 7: 1146 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1147 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1148 pick_up (op, tmp);
1227 break; 1149 break;
1228 1150
1229 default: 1151 default:
1230 /* use value density */ 1152 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1154 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1155 pick_up (op, tmp);
1234 >= op->contr->mode) 1156 }
1235 pick_up(op,tmp); 1157 }
1236 } 1158 else
1237 } 1159 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1160 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1161 if (op->contr->mode & PU_DEBUG)
1241 { 1162 {
1242 /* some debugging code to figure out item information */ 1163 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1164 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1166 &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)))); 1167 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1169 &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)))); 1170
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 }
1252 1173
1253 sprintf(putstring,"...flags: "); 1174 /* philosophy:
1254 for(k=0;k<4;k++) 1175 * It's easy to grab an item type from a pile, as long as it's
1255 { 1176 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1177 * and selections, select-items should be used. This is a
1257 { 1178 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1179 * example.
1259 { 1180 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1181 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1182 * convert to decimal and then 'pickup <#>
1262 } 1183 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1184
1185 /* the first two modes are exclusive: if NOTHING we return, if
1186 * STOP then we stop. All the rest are applied sequentially,
1187 * meaning if any test passes, the item gets picked up. */
1188
1189 /* if mode is set to pick nothing up, return */
1190
1191 if (op->contr->mode & PU_NOTHING)
1192 return 1;
1193
1194 /* if mode is set to stop when encountering objects, return */
1195 /* take STOP before INHIBIT since it doesn't actually pick
1196 * anything up */
1197
1198 if (op->contr->mode & PU_STOP)
1199 return 0;
1200
1201 /* useful for going into stores and not losing your settings... */
1202 /* and for battles wher you don't want to get loaded down while
1203 * fighting */
1204 if (op->contr->mode & PU_INHIBIT)
1205 return 1;
1206
1207 /* prevent us from turning into auto-thieves :) */
1208 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1209 continue;
1210
1211 /* ignore known cursed objects */
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1213 continue;
1214
1215 /* all food and drink if desired */
1216 /* question: don't pick up known-poisonous stuff? */
1217 if (op->contr->mode & PU_FOOD)
1218 if (tmp->type == FOOD)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_DRINK)
1225 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_POTION)
1232 if (tmp->type == POTION)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* spellbooks, skillscrolls and normal books/scrolls */
1239 if (op->contr->mode & PU_SPELLBOOK)
1240 if (tmp->type == SPELLBOOK)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_SKILLSCROLL)
1247 if (tmp->type == SKILLSCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_READABLES)
1254 if (tmp->type == BOOK || tmp->type == SCROLL)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 /* wands/staves/rods/horns */
1261 if (op->contr->mode & PU_MAGIC_DEVICE)
1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* pick up all magical items */
1269 if (op->contr->mode & PU_MAGICAL)
1270 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_VALUABLES)
1277 {
1278 if (tmp->type == MONEY || tmp->type == GEM)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283 }
1284
1285 /* rings & amulets - talismans seems to be typed AMULET */
1286 if (op->contr->mode & PU_JEWELS)
1287 if (tmp->type == RING || tmp->type == AMULET)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 /* we don't forget dragon food */
1294 if (op->contr->mode & PU_FLESH)
1295 if (tmp->type == FLESH)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* bows and arrows. Bows are good for selling! */
1302 if (op->contr->mode & PU_BOW)
1303 if (tmp->type == BOW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 if (op->contr->mode & PU_ARROW)
1310 if (tmp->type == ARROW)
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* all kinds of armor etc. */
1317 if (op->contr->mode & PU_ARMOUR)
1318 if (tmp->type == ARMOUR)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_HELMET)
1325 if (tmp->type == HELMET)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_SHIELD)
1332 if (tmp->type == SHIELD)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_BOOTS)
1339 if (tmp->type == BOOTS)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_GLOVES)
1346 if (tmp->type == GLOVES)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 if (op->contr->mode & PU_CLOAK)
1353 if (tmp->type == CLOAK)
1354 {
1355 pick_up (op, tmp);
1356 continue;
1357 }
1358
1359 /* hoping to catch throwing daggers here */
1360 if (op->contr->mode & PU_MISSILEWEAPON)
1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1362 {
1363 pick_up (op, tmp);
1364 continue;
1365 }
1366
1367 /* careful: chairs and tables are weapons! */
1368 if (op->contr->mode & PU_ALLWEAPON)
1369 {
1370 if (tmp->type == WEAPON && tmp->name != NULL)
1371 {
1372 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1374 {
1375 pick_up (op, tmp);
1376 continue;
1377 }
1378 }
1379
1380 if (tmp->type == WEAPON && tmp->name == NULL)
1381 {
1382 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1383 {
1384 pick_up (op, tmp);
1385 continue;
1386 }
1387 }
1388 }
1389
1390 /* misc stuff that's useful */
1391 if (op->contr->mode & PU_KEY)
1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1393 {
1394 pick_up (op, tmp);
1395 continue;
1396 }
1397
1398 /* any of the last 4 bits set means we use the ratio for value
1399 * pickups */
1400 if (op->contr->mode & PU_RATIO)
1401 {
1402 /* use value density to decide what else to grab */
1403 /* >=7 was >= op->contr->mode */
1404 /* >=7 is the old standard setting. Now we take the last 4 bits
1405 * and multiply them by 5, giving 0..15*5== 5..75 */
1406 wvratio = (op->contr->mode & PU_RATIO) * 5;
1407 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1408 {
1409 pick_up (op, tmp);
1267#if 0 1410#if 0
1268 /* print the flags too */ 1411 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1412 if (tmp->name != NULL)
1270 { 1413 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1414 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1415 }
1273 { 1416 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1417 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1418 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1419 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 1420#endif
1421 continue;
1422 }
1423 }
1424 } /* the new pickup model */
1280 } 1425 }
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 1426
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; 1427 return !stop;
1444} 1428}
1445 1429
1446/* 1430/*
1447 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1432 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1433 * found object is returned.
1450 */ 1434 */
1435object *
1451object *find_arrow(object *op, const char *type) 1436find_arrow (object *op, const char *type)
1452{ 1437{
1453 object *tmp = NULL; 1438 object *tmp = NULL;
1454 1439
1455 for(op=op->inv; op; op=op->below) 1440 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1441 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); 1442 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1443 else if (op->type == ARROW && op->race == type)
1460 return op; 1444 return op;
1461 return tmp; 1445 return tmp;
1462} 1446}
1463 1447
1464/* 1448/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1449 * 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 1450 * 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 1451 * 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. 1452 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1453 */
1470 1454
1455object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1456find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1457{
1473 object *tmp = NULL, *arrow, *ntmp; 1458 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1459 int attacknum, attacktype, betterby = 0, i;
1475 1460
1476 if (!type) 1461 if (!type)
1477 return NULL; 1462 return NULL;
1478 1463
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1464 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1465 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1466 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1467 {
1468 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1469 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1470 if (i > betterby)
1485 tmp = ntmp; 1471 {
1486 betterby = i; 1472 tmp = ntmp;
1487 } 1473 betterby = i;
1474 }
1475 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1476 else if (arrow->type == ARROW && arrow->race == type)
1477 {
1489 /* allways prefer assasination/slaying */ 1478 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1479 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1480 {
1492 if (arrow->attacktype & AT_DEATH) { 1481 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1482 {
1494 return arrow; 1483 *better = 100;
1495 } else { 1484 return arrow;
1496 tmp = arrow; 1485 }
1486 else
1487 {
1488 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1489 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1490 }
1499 } else { 1491 }
1492 else
1493 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 {
1501 attacktype = 1<<attacknum; 1496 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1497 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) { 1498 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1499 {
1500 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1501 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1502 }
1507 } 1503 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1505 {
1506 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1507 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1508 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1510 {
1511 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1512 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1513 }
1514 }
1515 }
1516 } 1516 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1517 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1518 return find_arrow (op, type);
1521 1519
1522 *better = betterby; 1520 *better = betterby;
1523 return tmp; 1521 return tmp;
1524} 1522}
1525 1523
1526/* looks in a given direction, finds the first valid target, and calls 1524/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1525 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1526 * op = the shooter
1529 * type = bow->race 1527 * type = bow->race
1530 * dir = fire direction 1528 * dir = fire direction
1531 */ 1529 */
1532 1530
1531object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1534{ 1533{
1535 object *tmp = NULL; 1534 object *tmp = NULL;
1536 mapstruct *m; 1535 maptile *m;
1537 int i, mflags, found, number; 1536 int i, mflags, found, number;
1538 sint16 x, y; 1537 sint16 x, y;
1539 1538
1540 if (op->map == NULL) 1539 if (op->map == NULL)
1541 return find_arrow(op, type); 1540 return find_arrow (op, type);
1542 1541
1543 /* do a dex check */ 1542 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1543 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))) 1544 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1545 return find_arrow (op, type);
1547 1546
1548 m = op->map; 1547 m = op->map;
1549 x = op->x; 1548 x = op->x;
1550 y = op->y; 1549 y = op->y;
1551 1550
1552 /* find the first target */ 1551 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1552 for (i = 0, found = 0; i < 20; i++)
1553 {
1554 x += freearr_x[dir]; 1554 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1555 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1556 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 {
1558 tmp = NULL; 1559 tmp = NULL;
1559 break; 1560 break;
1561 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1562 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1563 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1564 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1565 * perhaps a bad assumption.
1563 */ 1566 */
1564 tmp = NULL; 1567 tmp = NULL;
1565 break; 1568 break;
1566 } 1569 }
1567 if (mflags & P_IS_ALIVE) { 1570 if (mflags & P_IS_ALIVE)
1571 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1572 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1573 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1574 {
1571 break; 1575 found++;
1572 } 1576 break;
1577 }
1573 if (found) 1578 if (found)
1574 break; 1579 break;
1575 } 1580 }
1576 } 1581 }
1577 if (tmp == NULL) 1582 if (tmp == NULL)
1578 return find_arrow(op, type); 1583 return find_arrow (op, type);
1579 1584
1580 if (tmp->head) 1585 if (tmp->head)
1581 tmp = tmp->head; 1586 tmp = tmp->head;
1582 1587
1583 return find_better_arrow(op, tmp, type, &i); 1588 return find_better_arrow (op, tmp, type, &i);
1584} 1589}
1585 1590
1586/* 1591/*
1587 * Creature fires a bow - op can be monster or player. Returns 1592 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1593 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1596 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1597 * 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 1598 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1599 * player fire modes.
1595 */ 1600 */
1601int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1603{
1599 object *left, *bow; 1604 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1605 int bowspeed, mflags;
1602 mapstruct *m; 1606 maptile *m;
1603 1607
1604 if (!dir) { 1608 if (!dir)
1609 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1611 return 0;
1607 } 1612 }
1613
1608 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1610 else { 1616 else
1617 {
1611 for(bow=op->inv; bow; bow=bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1619 /* 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. 1620 * don't need to switch back and forth between bows and weapons.
1614 */ 1621 */
1615 if(bow->type==BOW) 1622 if (bow->type == BOW)
1616 break; 1623 break;
1617 1624
1618 if (!bow) { 1625 if (!bow)
1626 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1628 return 0;
1621 } 1629 }
1622 } 1630 }
1631
1623 if( !bow->race || !bow->skill) { 1632 if (!bow->race || !bow->skill)
1633 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1635 return 0;
1626 } 1636 }
1627 1637
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1639
1630 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1633 if (bowspeed < 1) 1644 if (bowspeed < 1)
1634 bowspeed = 1; 1645 bowspeed = 1;
1635 1646
1636 if (arrow == NULL) { 1647 if (arrow == NULL)
1648 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1649 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 {
1638 if (op->type == PLAYER) 1651 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1652 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 */ 1653 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1654 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1656 return 0;
1645 } 1657 }
1646 } 1658 }
1659
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1661 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1662 return 0;
1650 } 1663
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1665 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1667 return 0;
1654 } 1668 }
1655 1669
1656 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1671 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1672 {
1673 arrow->destroy ();
1674 return 0;
1675 }
1662 1676
1663 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1679 if (!arrow)
1680 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1682 return 0;
1669 return 0;
1670 } 1683 }
1671 set_owner(arrow, op); 1684
1672 if (arrow->skill) free_string(arrow->skill); 1685 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1686 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1687 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1688
1679 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1690 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1692 op->update_stats ();
1682 } 1693 }
1683 1694
1684 SET_ANIMATION(arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1690 1701
1691 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1703 * added to the damage. I think the strength bonus is more proper.
1693 */ 1704 */
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 1705
1706 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707
1699 /* update the speed */ 1708 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1710 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 1711
1705 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1709 1714
1710 if (op->type == PLAYER) { 1715 if (op->type == PLAYER)
1716 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1719 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 1720
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1722 }
1723 else
1724 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1725 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; 1726 arrow->level = op->level;
1722 } 1727 }
1728
1723 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1725 if (bow->slaying != NULL) 1732 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1733 arrow->slaying = bow->slaying;
1727 1734
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1737
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1739 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1740
1736 if (!was_destroyed(arrow, tag)) 1741 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1742 move_arrow (arrow);
1738 1743
1739 if (op->type == PLAYER) { 1744 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1745 {
1746 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1747 esrv_del_item (op->contr, left->count);
1742 else 1748 else
1743 esrv_send_item(op, left); 1749 esrv_send_item (op, left);
1744 } 1750 }
1751
1745 return 1; 1752 return 1;
1746} 1753}
1747 1754
1748/* Special fire code for players - this takes into 1755/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1756 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1757 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1758 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1759 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1760 * hence the function name.
1754 */ 1761 */
1762int
1755int player_fire_bow(object *op, int dir) 1763player_fire_bow (object *op, int dir)
1756{ 1764{
1757 int ret=0, wcmod=0; 1765 int ret = 0, wcmod = 0;
1758 1766
1759 if (op->contr->bowtype == bow_bestarrow) { 1767 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1768 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1769 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); 1770 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1774 wcmod = -1;
1775
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1777 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1778 else if (op->contr->bowtype == bow_threewide)
1779 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1780 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)]); 1781 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)]); 1782 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1783 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1784 else if (op->contr->bowtype == bow_spreadshot)
1785 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1786 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); 1787 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); 1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1789
1777 } else { 1790 }
1791 else
1792 {
1778 /* Simple case */ 1793 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1795 }
1781 return ret; 1796 return ret;
1782} 1797}
1783 1798
1784 1799
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1800/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1801 * Broken apart from 'fire' to keep it more readable.
1787 */ 1802 */
1803void
1788void fire_misc_object(object *op, int dir) 1804fire_misc_object (object *op, int dir)
1789{ 1805{
1790 object *item; 1806 object *item;
1791 1807
1792 if (!op->contr->ranges[range_misc]) { 1808 if (!op->contr->ranges[range_misc])
1809 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1811 return;
1795 } 1812 }
1796 1813
1797 item = op->contr->ranges[range_misc]; 1814 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1815 if (!item->inv)
1816 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1817 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1818 return;
1801 } 1819 }
1802 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1803 if(item->stats.food<=0) { 1822 if (item->stats.food <= 0)
1823 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1824 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)); 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1826 return;
1807 } 1827 }
1828 }
1808 } else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1830 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1834 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1835 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)); 1836 else
1814 else 1837 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; 1838 return;
1818 } 1839 }
1819 } 1840 }
1820 1841
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1842 if (cast_spell (op, item, dir, item->inv, NULL))
1843 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1844 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1845 if (item->type == WAND)
1846 {
1824 if (!(--item->stats.food)) { 1847 if (!(--item->stats.food))
1825 object *tmp; 1848 {
1826 if (item->arch) { 1849 object *tmp;
1850
1851 if (item->arch)
1852 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1829 item->speed = 0; 1855 item->set_speed (0);
1830 update_ob_speed(item); 1856 }
1831 } 1857
1832 if ((tmp=is_player_inv(item))) 1858 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1860 }
1835 } 1861 }
1836 else if (item->type == ROD || item->type==HORN) { 1862 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1863 drain_rod_charge (item);
1838 }
1839 } 1864 }
1840} 1865}
1841 1866
1842/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1843 */ 1868 */
1869void
1844void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1845 int spellcost=0; 1872 int spellcost = 0;
1846 1873
1847 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1849 1877
1850 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1851 case range_none: 1880 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; 1881 return;
1888 default: 1882
1883 case range_bow:
1884 player_fire_bow (op, dir);
1885 return;
1886
1887 case range_magic: /* Casting spells */
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889 return;
1890
1891 case range_misc:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1919 return;
1891 } 1920 }
1892} 1921}
1893 1922
1894 1923
1895 1924
1902 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1905 */ 1934 */
1906 1935
1936object *
1907object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1908{ 1938{
1909 object *tmp,*key; 1939 object *tmp, *key;
1910 1940
1911 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1913 1944
1914 /* First, lets try to find a key in the top level inventory */ 1945 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1917 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1919 */ 1952 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1954 break;
1922 } 1955 }
1923 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1957 /* 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 1958 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1959 * a key, return
1927 */ 1960 */
1928 if (!tmp) { 1961 if (!tmp)
1962 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1930 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1970 }
1971 }
1972 if (!tmp)
1973 return NULL;
1933 } 1974 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1975 /* 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 1976 * see if we actually want to use it
1939 */ 1977 */
1940 if (pl!=container) { 1978 if (pl != container)
1979 {
1941 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1943 /* cases where this fails: 1983 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1985 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1947 * containers can be used. 1987 * containers can be used.
1948 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1952 * 1992 *
1953 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1954 * all the others. 1994 * all the others.
1955 */ 1995 */
1956 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1999 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2001 "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; 2002 return NULL;
1965 } 2003 }
1966 } 2004 }
1967 return tmp; 2005 return tmp;
1968} 2006}
1969 2007
1970/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1973 * 0 otherwise 2011 * 0 otherwise
1974 */ 2012 */
2013static int
1975static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1976{ 2015{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* 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 - 2017 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1981 */ 2019 */
1982 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1983 2021
1984 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1985 if (key) { 2023 if (key)
2024 {
1986 object *container=key->env; 2025 object *container = key->env;
1987 2026
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2035 }
1994 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1996 "You open the door with the %s", query_short_name(key)); 2038 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 ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2040 }
1999 /* Do this after we print the message */ 2041 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
2002 if (container != op) 2044 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
2005 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
2006 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2052 return 1;
2009 } 2053 }
2010 return 0; 2054 return 0;
2011} 2055}
2012 2056
2013/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2018 */ 2062 */
2019 2063void
2020void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2021{ 2065{
2022 object *tmp, *mon, *tpl; 2066 object *tmp, *mon;
2023 sint16 nx, ny; 2067 sint16 nx, ny;
2024 int on_battleground; 2068 int on_battleground;
2025 mapstruct *m; 2069 maptile *m;
2026 2070
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2071 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2072 ny = freearr_y[dir] + op->y;
2031 2073
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2033 2075
2034 /* If braced, or can't move to the square, and it is not out of the 2076 /* 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 2077 * 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 2078 * 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 2079 * 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 2080 * 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 2081 * 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 2082 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2083 * move_ob uses.
2042 */ 2084 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2090 if (!m)
2047 } 2091 return; /* Don't think this should happen */
2048 else m =tpl->map; 2092 }
2049 2093 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2099 return;
2053 } 2100 }
2054 2101
2055 mon = NULL; 2102 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* 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. 2104 * 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 2105 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2106 * on the space
2060 */ 2107 */
2061 while (tmp!=NULL) { 2108 while (tmp)
2109 {
2062 if (tmp == op) { 2110 if (tmp == op)
2063 tmp=tmp->above; 2111 {
2064 continue; 2112 tmp = tmp->above;
2065 } 2113 continue;
2114 }
2115
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2117 {
2068 break; 2118 mon = tmp;
2069 } 2119 break;
2120 }
2121
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2123 mon = tmp;
2124
2072 tmp=tmp->above; 2125 tmp = tmp->above;
2073 } 2126 }
2074 2127
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2129 return; /* into a wall */
2077 2130
2078 if(mon->head != NULL) 2131 if (mon->head)
2079 mon = mon->head; 2132 mon = mon->head;
2080 2133
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2135 if (player_attack_door (op, mon))
2136 return;
2083 2137
2084 /* The following deals with possibly attacking peaceful 2138 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2139 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2140 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2141 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2142 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2143 * and thus will not push them.
2090 */ 2144 */
2091 2145
2092 /* If the creature is a pet, push it even if the player is not 2146 /* 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 2147 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2095 */ 2149 */
2096 if ((op->type==PLAYER) 2150 if ((op->type == PLAYER)
2097#if COZY_SERVER 2151#if COZY_SERVER
2098 && 2152 &&
2099 ( 2153 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2155#else
2105 && get_owner(mon)==op 2156 && mon->owner == op
2106#endif 2157#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2159 {
2109 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2161 if (op->contr->braced)
2162 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2164 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2114 return; 2167 return;
2115 } 2168 }
2116 2169
2117 /* in certain circumstances, you shouldn't attack friendly 2170 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2171 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2172 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2173 * attack them either.
2121 */ 2174 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2127#else 2182#else
2128 op->contr->peaceful && 2183 op->contr->peaceful &&
2129#endif 2184#endif
2130 !on_battleground 2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2131 )) { 2188 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2190 (void) push_ob (mon, dir, op);
2135 } else { 2191 }
2192 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2141 /* If the object is a boulder or other rollable object, then 2199 /* 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. 2200 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2201 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2145 recursive_roll(mon,dir,op); 2204 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2205 if (action_makes_visible (op))
2147 } 2206 make_visible (op);
2207 }
2148 2208
2149 /* Any generic living creature. Including things like doors. 2209 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2210 * 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: 2211 * 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 2212 * 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. 2213 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2214 */
2155 2215
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2218 {
2159 2219
2160 /* If the player hasn't hit something this tick, and does 2220 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2221 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2222 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2223 * incurred a 1 tick offset.
2164 */ 2224 */
2165 if (!op->contr->has_hit) { 2225 if (!op->contr->has_hit)
2226 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2228
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2230 }
2170 2231
2171 skill_attack(mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2172 2233
2173 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2237 * the wiz.
2177 */ 2238 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2239 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)) { 2240 {
2180 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2242
2181 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2184 } 2246 }
2185 if(action_makes_visible(op)) make_visible(op); 2247
2186 } 2248 if (action_makes_visible (op))
2249 make_visible (op);
2250 }
2187 } /* if player should attack something */ 2251 } /* if player should attack something */
2188} 2252}
2189 2253
2254int
2190int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2191 int pick; 2257 int pick;
2192 object *transport = op->contr->transport;
2193 2258
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2259 if (!op->map || 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; 2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2256} 2302}
2257 2303
2258/* This is similar to handle_player, below, but is only used by the 2304/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2305 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2306 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2307 * the new speed values for commands.
2262 * 2308 *
2263 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2264 */ 2310 */
2311int
2265int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2266{ 2313{
2267 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2268 op->invisible = 1000; 2316 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2272 */ 2320 */
2273 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2322 op->invisible--;
2274 } 2323 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2276 op->invisible--; 2326 op->invisible--;
2277 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2278 make_visible(op); 2329 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2331 }
2281 } 2332 }
2282 2333
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2284 flee_player(op); 2336 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2337 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2287 op->speed_left--; 2340 op->speed_left--;
2288 return 0; 2341 return 0;
2289 } 2342 }
2290 } 2343 }
2291 2344
2292 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* 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 2346 * 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 2347 * 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. 2348 * put this in a a workaround to clean up the golem pointer.
2296 */ 2349 */
2297 if (op->contr->ranges[range_golem] && 2350 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; 2351 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2352
2304 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2355 * called, so we recheck it here.
2307 */ 2356 */
2308 HandleClient(&op->contr->socket, op->contr); 2357 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2358 return 1;
2310 2359
2360 if (op->speed_left > 0)
2361 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2312 /* All move commands take 1 tick, at least for now */ 2364 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2365 op->speed_left--;
2314 2366
2315 /* Instead of all the stuff below, let move_player take care 2367 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2368 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2369 * there, as well as the confusion stuff.
2318 */ 2370 */
2319 move_player(op, op->direction); 2371 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2372
2373 return op->speed_left > 0;
2374 }
2375 }
2376
2321 else return 0; 2377 return 0;
2322 } 2378}
2379
2380int
2381save_life (object *op)
2382{
2383 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2384 return 0;
2324}
2325 2385
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2386 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2387 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2388 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2389 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2390 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2391
2337 query_name(tmp));
2338 if (op->contr) 2392 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2393 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2394
2341 free_object(tmp); 2395 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2396 CLEAR_FLAG (op, FLAG_LIFESAVE);
2397
2343 if(op->stats.hp<0) 2398 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2399 op->stats.hp = op->stats.maxhp;
2400
2345 if(op->stats.food<0) 2401 if (op->stats.food < 0)
2346 op->stats.food = 999; 2402 op->stats.food = 999;
2347 fix_player(op); 2403
2404 op->update_stats ();
2348 return 1; 2405 return 1;
2349 } 2406 }
2407
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2408 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2409 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2410 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2411 return 0;
2354} 2412}
2355 2413
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2414/* 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 2415 * 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 2416 * function will descend into containers. op is the object to start the search
2359 * from. 2417 * from.
2360 */ 2418 */
2419void
2361void remove_unpaid_objects(object *op, object *env) 2420remove_unpaid_objects (object *op, object *env)
2362{ 2421{
2363 object *next; 2422 object *next;
2364 2423
2365 while (op) { 2424 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2425 {
2367 * we remove object 'op' 2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2427
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2428 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2429 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2430 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2431 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 2432
2433 op->insert_at (env);
2434 }
2435 else if (op->inv)
2436 remove_unpaid_objects (op->inv, env);
2437
2438 op = next;
2439 }
2440}
2382 2441
2383/* 2442/*
2384 * Returns pointer a static string containing gravestone text 2443 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2444 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2445 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2446 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2447 * but there isn't one in the server directory.
2389 */ 2448 */
2449char *
2390char *gravestone_text (object *op) 2450gravestone_text (object *op)
2391{ 2451{
2392 static char buf2[MAX_BUF]; 2452 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2453 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2454 time_t now = time (NULL);
2395 2455
2396 strcpy (buf2, " R.I.P.\n\n"); 2456 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2458 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2459 else
2400 sprintf (buf, "%s\n", op->name); 2460 sprintf (buf, "%s\n", &op->name);
2461
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2463 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2465 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2466 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2467 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2468
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2469 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2470 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2471 if (op->type == PLAYER)
2472 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2473 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2474 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2475 strcat (buf2, buf);
2413 } 2476 }
2477
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2478 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2479 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2480 strcat (buf2, buf);
2481
2417 return buf2; 2482 return buf2;
2418} 2483}
2419 2484
2420 2485void
2421
2422void do_some_living(object *op) { 2486do_some_living (object *op)
2487{
2423 int last_food=op->stats.food; 2488 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2489 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2490 int over_hp, over_sp, over_grace;
2426 int i; 2491 int i;
2427 int rate_hp = 1200; 2492 int rate_hp = 1200;
2428 int rate_sp = 2500; 2493 int rate_sp = 2500;
2429 int rate_grace = 2000; 2494 int rate_grace = 2000;
2430 const int max_hp = 1; 2495 const int max_hp = 1;
2431 const int max_sp = 1; 2496 const int max_sp = 1;
2432 const int max_grace = 1; 2497 const int max_grace = 1;
2433 2498
2434 if (op->contr->outputs_sync) { 2499 if (op->contr->outputs_sync)
2500 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2501 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2502 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]); 2503 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2504 }
2440 2505
2441 if(op->contr->state==ST_PLAYING) { 2506 if (op->contr->ns->state == ST_PLAYING)
2442 2507 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2508 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2509 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2510 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2511 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2512 else
2513 {
2448 gen_hp = op->stats.maxhp; 2514 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2515 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2516 }
2517
2451 if(op->contr->gen_sp >= 0 ) 2518 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2519 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2520 else
2521 {
2454 gen_sp = op->stats.maxsp; 2522 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2523 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2524 }
2525
2457 if(op->contr->gen_grace >= 0) 2526 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2527 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2528 else
2529 {
2460 gen_grace = op->stats.maxgrace; 2530 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2531 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2532 }
2463 2533
2464 /* Regenerate Spell Points */ 2534 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2535 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2536 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2537 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) { 2538 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2539 {
2540 op->stats.sp++;
2469 /* dms do not consume food */ 2541 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2542 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2543 {
2544 op->stats.food--;
2472 if(op->contr->digestion<0) 2545 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2546 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2547 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; 2548 op->stats.food = last_food;
2549 }
2550 }
2551
2552 if (max_sp > 1)
2553 {
2554 over_sp = (gen_sp + 10) / rate_sp;
2555 if (over_sp > 0)
2556 {
2557 if (op->stats.sp < op->stats.maxsp)
2558 {
2559 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2560
2561 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2562 op->stats.sp--;
2563
2564 if (op->stats.sp > op->stats.maxsp)
2565 op->stats.sp = op->stats.maxsp;
2566 }
2567 op->last_sp = 0;
2568 }
2569 else
2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 }
2572 else
2573 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2574 }
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 2575
2498 /* Regenerate Grace */ 2576 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2577 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2578 if (--op->last_grace < 0)
2579 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2580 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2581 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2582
2583 if (max_grace > 1)
2584 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2585 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2586 if (over_grace > 0)
2506 op->stats.sp += over_grace 2587 {
2588 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; 2589 + (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; 2590 op->last_grace = 0;
2509 } else { 2591 }
2592 else
2593 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2594 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2595 }
2512 } else { 2596 }
2597 else
2598 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2599 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2600 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2601 /* wearing stuff doesn't detract from grace generation. */
2516 } 2602 }
2517 2603
2518 /* Regenerate Hit Points */ 2604 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2605 if (--op->last_heal < 0)
2606 {
2520 if(op->stats.hp<op->stats.maxhp) { 2607 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2608 {
2609 op->stats.hp++;
2522 /* dms do not consume food */ 2610 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2611 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2612 {
2613 op->stats.food--;
2525 if(op->contr->digestion<0) 2614 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2615 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2616 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; 2617 op->stats.food = last_food;
2618 }
2619 }
2620
2621 if (max_hp > 1)
2622 {
2623 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2624 if (over_hp > 0)
2625 {
2626 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2627 op->last_heal = 0;
2628 }
2629 else
2630 {
2631 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2632 }
2633 }
2634 else
2635 {
2636 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2637 }
2530 } 2638 }
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 2639
2546 /* Digestion */ 2640 /* Digestion */
2547 if(--op->last_eat<0) { 2641 if (--op->last_eat < 0)
2642 {
2548#ifdef COZY_SERVER 2643#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2644 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2645 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2646#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2647 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 2648#endif
2556 2649
2557 if(op->contr->gen_hp > 0) 2650 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2651 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2652 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2654
2561 /* dms do not consume food */ 2655 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2656 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2657 op->stats.food--;
2564 } 2658 }
2565 2659
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2660 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2661 {
2662 object *tmp, *flesh = 0;
2568 2663
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2664 for (tmp = op->inv; tmp; tmp = tmp->below)
2665 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2666 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2667 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2668 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2669 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2671 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2672 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2673 break;
2576 } 2674 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2675 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2676 flesh = tmp;
2579 } /* end of for loop */ 2677 } /* End if paid for object */
2678 } /* end of for loop */
2679
2580 /* If player is still starving, it means they don't have any food, so 2680 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2681 * eat flesh instead.
2582 */ 2682 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2683 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2684 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2685 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2686 manual_apply (op, flesh, 0);
2586 } 2687 }
2587 } /* end if player is starving */ 2688 }
2588 2689
2589 while(op->stats.food<0&&op->stats.hp>0) 2690 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2691 op->stats.food++, op->stats.hp--;
2591 2692
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2693 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2694 kill_player (op);
2695 }
2594} 2696}
2595
2596
2597 2697
2598/* If the player should die (lack of hp, food, etc), we call this. 2698/* 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 2699 * 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 2700 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2701 * file.
2602 */ 2702 */
2703void
2603void kill_player(object *op) 2704kill_player (object *op)
2604{ 2705{
2605 char buf[MAX_BUF]; 2706 char buf[MAX_BUF];
2606 int x,y,i; 2707 int x, y;
2708
2709 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2710 maptile *map; /* this is for resurrection */
2711
2608 int z; 2712 /* int z;
2609 int num_stats_lose; 2713 int num_stats_lose;
2610 int lost_a_stat; 2714 int lost_a_stat;
2611 int lose_this_stat; 2715 int lose_this_stat;
2612 int this_stat; 2716 int this_stat; */
2613 int will_kill_again; 2717 int will_kill_again;
2614 archetype *at; 2718 archetype *at;
2615 object *tmp; 2719 object *tmp;
2616 2720
2617 if(save_life(op)) 2721 if (save_life (op))
2618 return; 2722 return;
2619 2723
2620 2724
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2725 /* 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. 2726 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2727 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2728 */
2625 if (op_on_battleground(op, &x, &y)) { 2729 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2730 {
2627 "You have been defeated in combat!"); 2731 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, 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2733
2630
2631 /* restore player */ 2734 /* restore player */
2632 at = find_archetype("poisoning"); 2735 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2736 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2737 {
2635 remove_ob(tmp); 2738 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2739 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2740 }
2639 2741
2640 at = find_archetype("confusion"); 2742 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2743 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2744 {
2643 remove_ob(tmp); 2745 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2746 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2747 }
2647 2748
2648 cure_disease(op,0); /* remove any disease */ 2749 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2750 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2751 if (op->stats.food <= 0)
2651 2752 op->stats.food = 999;
2753
2652 /* create a bodypart-trophy to make the winner happy */ 2754 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2755 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2756 {
2656 sprintf(buf,"%s's finger",op->name); 2757 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2758 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2759 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2760 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2762 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2763 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2764 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2765 op->insert_at (tmp, op);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2766 }
2767
2669 /* teleport defeated player to new destination*/ 2768 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2769 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2770 op->contr->braced = 0;
2672 return; 2771 return;
2673 } 2772 }
2674 2773
2675 INVOKE_PLAYER (DEATH, op->contr); 2774 INVOKE_PLAYER (DEATH, op->contr);
2676 2775
2677 command_kill_pets (op, 0); 2776 command_kill_pets (op, 0);
2678 2777
2679 if(op->stats.food<0) { 2778 if (op->stats.food < 0)
2779 {
2680 if (op->contr->explore) { 2780 if (op->contr->explore)
2781 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2782 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..."); 2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2784 op->stats.food = 999;
2684 return; 2785 return;
2685 } 2786 }
2686 sprintf(buf,"%s starved to death.",op->name); 2787 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2788 strcpy (op->contr->killer, "starvation");
2789 }
2790 else
2688 } 2791 {
2689 else {
2690 if (op->contr->explore) { 2792 if (op->contr->explore)
2793 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2794 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..."); 2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2796 op->stats.hp = op->stats.maxhp;
2694 return; 2797 return;
2695 } 2798 }
2696 sprintf(buf,"%s died.",op->name); 2799 sprintf (buf, "%s died.", &op->name);
2697 } 2800 }
2801
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2803
2700 /* save the map location for corpse, gravestone*/ 2804 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2805 x = op->x;
2806 y = op->y;
2807 map = op->map;
2702 2808
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2809 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2810 * 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. 2811 * See the config.h file for a little more in depth detail about this.
2708 */ 2812 */
2709 2813
2710 /* Basically two ways to go - remove a stat permanently, or just 2814 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2815 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2816 * of death.
2713 */ 2817 */
2714#ifndef COZY_SERVER 2818#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2819 if (settings.balanced_stat_loss)
2820 {
2716 /* If stat loss is permanent, lose one stat only. */ 2821 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2822 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2823 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2824 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2825 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2826 little bit harder. */
2722 /* GD */ 2827 /* GD */
2723 if (settings.stat_loss_on_death) 2828 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2829 num_stats_lose = 1;
2725 else 2830 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2831 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2832 }
2833 else
2728 num_stats_lose = 1; 2834 num_stats_lose = 1;
2729 } 2835
2730 lost_a_stat = 0; 2836 lost_a_stat = 0;
2731 2837
2732 for (z=0; z<num_stats_lose; z++) { 2838 for (z = 0; z < num_stats_lose; z++)
2839 {
2733 i = RANDOM() % NUM_STATS; 2840 i = RANDOM () % NUM_STATS;
2734 2841
2735 if (settings.stat_loss_on_death) { 2842 if (settings.stat_loss_on_death)
2843 {
2736 /* Pick a random stat and take a point off it. Tell the player 2844 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2845 * what he lost.
2738 */ 2846 */
2739 change_attr_value(&(op->stats), i,-1); 2847 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2848 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2849 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2850 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2852 lost_a_stat = 1;
2745 } else { 2853 }
2854 else
2855 {
2746 /* deplete a stat */ 2856 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2857 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2858 object *dep;
2859
2860 dep = present_arch_in_ob (deparch, op);
2861 if (!dep)
2749 2862 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2863 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2864 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 2865 }
2783 if (lose_this_stat) { 2866 lose_this_stat = 1;
2867 if (settings.balanced_stat_loss)
2868 {
2869 /* GD */
2870 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2871 this_stat = get_attr_value (&(dep->stats), i);
2872 if (this_stat < 0)
2873 {
2874 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2875 int keep_chance = this_stat * this_stat;
2876
2877 /* Yes, I am paranoid. Sue me. */
2878 if (keep_chance < 1)
2879 keep_chance = 1;
2880
2881 /* There is a maximum depletion total per level. */
2882 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2883 {
2884 lose_this_stat = 0;
2885 /* Take loss chance vs keep chance to see if we
2886 retain the stat. */
2887 }
2888 else
2889 {
2890 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2891 lose_this_stat = 0;
2892 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2893 this_stat, keep_chance, loss_chance,
2894 lose_this_stat?"LOSE":"KEEP"); */
2895 }
2896 }
2897 }
2898
2899 if (lose_this_stat)
2900 {
2901 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2902 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2903 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2904 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2905 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2906 * difference.
2790 */ 2907 */
2791 if (this_stat>=-50) { 2908 if (this_stat >= -50)
2909 {
2792 change_attr_value(&(dep->stats), i, -1); 2910 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2911 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2912 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2913 op->update_stats ();
2796 lost_a_stat = 1; 2914 lost_a_stat = 1;
2797 } 2915 }
2798 } 2916 }
2917 }
2799 } 2918 }
2800 }
2801 /* If no stat lost, tell the player. */ 2919 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2920 if (!lost_a_stat)
2803 { 2921 {
2804 /* determine_god() seems to not work sometimes... why is this? 2922 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2923 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2924 const char *god = determine_god (op);
2925
2807 if (god && (strcmp(god, "none"))) 2926 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2927 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" 2928 else
2810 " you.", god); 2929 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 } 2930 }
2931#else
2932 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2933#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 2934
2819 /* Put a gravestone up where the character 'almost' died. List the 2935 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2936 * exp loss on the stone.
2821 */ 2937 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2938 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2939 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2940 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2941 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2942 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2943 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" 2944 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; 2945 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2946 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2947
2836 /**************************************/ 2948 /**************************************/
2837 /* */ 2949 /* */
2838 /* Subtract the experience points, */ 2950 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2951 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2952 /* food, and reset HP's... */
2841 /* */ 2953 /* */
2842 /**************************************/ 2954 /**************************************/
2843 2955
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2956 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2957 /* restore player */
2846 at = find_archetype("poisoning"); 2958 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2959 tmp = present_arch_in_ob (at, op);
2960
2848 if (tmp) { 2961 if (tmp)
2849 remove_ob(tmp); 2962 {
2850 free_object(tmp); 2963 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2964 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2965 }
2853 2966
2854 at = find_archetype("confusion"); 2967 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2968 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2969 if (tmp)
2857 remove_ob(tmp); 2970 {
2858 free_object(tmp); 2971 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2973 }
2974
2861 cure_disease(op,0); /* remove any disease */ 2975 cure_disease (op, 0); /* remove any disease */
2862 2976
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2977 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2978 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2979 if (op->stats.food < 100)
2980 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2981 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2984
2870 /* 2985 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2986 * 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 2987 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2988 * in the map.
2874 */ 2989 */
2875 2990
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2991 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2992 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2993
2884 /****************************************/ 2994 /****************************************/
2885 /* */ 2995 /* */
2886 /* Move player to his current respawn- */ 2996 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2997 /* position (usually last savebed) */
2888 /* */ 2998 /* */
2889 /****************************************/ 2999 /****************************************/
2890 3000
2891 enter_player_savebed(op); 3001 enter_player_savebed (op);
2892 3002
2893 /* Save the player before inserting the force to reduce 3003 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3004 * chance of abuse.
2895 */ 3005 */
2896 op->contr->braced=0; 3006 op->contr->braced = 0;
2897 save_player(op,1); 3007 op->contr->save ();
2898 3008
2899 /* it is possible that the player has blown something up 3009 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3010 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3011 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3012 * on the space that might harm the player.
2903 */ 3013 */
2904 will_kill_again=0; 3014 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3015 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3016 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3017 will_kill_again |= tmp->attacktype;
2908 } 3018
2909 if (will_kill_again) { 3019 if (will_kill_again)
3020 {
2910 object *force; 3021 object *force;
2911 int at; 3022 int at;
2912 3023
2913 force=get_archetype(FORCE_NAME); 3024 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3025 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3026 force->speed = 0.1;
2916 force->speed_left=-5.0; 3027 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3028 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3029 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3030 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3031 force->resist[at] = 100;
2921 } 3032
2922 insert_ob_in_ob(force, op); 3033 insert_ob_in_ob (force, op);
2923 fix_player(op); 3034 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3035
3036 }
3037
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3038 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} 3039}
2999 3040
3000 3041void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3042loot_object (object *op)
3043{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3044 object *tmp, *tmp2, *next;
3003 3045
3046 if (op->container)
3004 if (op->container) { /* close open sack first */ 3047 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3048
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3049 for (tmp = op->inv; tmp; tmp = next)
3050 {
3009 next=tmp->below; 3051 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3052
3011 remove_ob(tmp); 3053 if (tmp->invisible)
3054 continue;
3055
3056 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3057 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3058 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3059 { /* empty container to ground */
3015 } 3060 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3061 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3062 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3063 {
3018 if(tmp->nrof>1) { 3064 if (tmp->nrof > 1)
3065 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3067 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3068 insert_ob_in_map (tmp, op->map, NULL, 0);
3069 }
3070 else
3071 tmp->destroy ();
3072 }
3022 } else 3073 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3074 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3075 }
3027} 3076}
3028 3077
3029/* 3078/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3079 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3080 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3081 * was changed.
3033 */ 3082 */
3034 3083
3084void
3035void fix_weight(void) { 3085fix_weight (void)
3036 player *pl; 3086{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3087 for_all_players (pl)
3088 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3090
3039 if(old == sum) 3091 if (old == sum)
3040 continue; 3092 continue;
3041 fix_player(pl->ob); 3093 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3094 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3095 }
3045} 3096}
3046 3097
3098void
3047void fix_luck(void) { 3099fix_luck (void)
3048 player *pl; 3100{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3101 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3102 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3103 pl->ob->change_luck (0);
3052} 3104}
3053
3054 3105
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3106/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3107 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3108 * just treat this as any other spell casting object.
3058 */ 3109 */
3059
3060void 3110void
3061cast_dust (object * op, object * throw_ob, int dir) 3111cast_dust (object *op, object *throw_ob, int dir)
3062{ 3112{
3063 object *skop, *spob; 3113 object *skop, *spob;
3064 3114
3065 skop = find_skill_by_name (op, throw_ob->skill); 3115 skop = find_skill_by_name (op, throw_ob->skill);
3066 3116
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3117 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3118 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3119 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3120 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3121 return;
3073 } 3122 }
3074 3123
3075 spob = throw_ob->inv; 3124 spob = throw_ob->inv;
3076 3125
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3126 // 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 3127 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3128 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3129 if (!spob)
3081 { 3130 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3131 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; 3132 return;
3085 } 3133 }
3086 3134
3087 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3136 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3137
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3138 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3139
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3140 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3141}
3096 3142
3143void
3097void make_visible (object *op) { 3144make_visible (object *op)
3145{
3098 op->hide = 0; 3146 op->hide = 0;
3099 op->invisible = 0; 3147 op->invisible = 0;
3100 if(op->type==PLAYER) { 3148 if (op->type == PLAYER)
3149 {
3101 op->contr->tmp_invis = 0; 3150 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3151 op->contr->invis_race = 0;
3103 } 3152 }
3104 update_object(op,UP_OBJ_FACE); 3153 update_object (op, UP_OBJ_FACE);
3105} 3154}
3106 3155
3156int
3107int is_true_undead(object *op) { 3157is_true_undead (object *op)
3158{
3108 object *tmp=NULL; 3159 object *tmp = NULL;
3109 3160
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162 return 1;
3111 3163
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; 3164 return 0;
3117} 3165}
3118 3166
3119/* look at the surrounding terrain to determine 3167/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3168 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3169 * indicate greater hideability.
3122 */ 3170 */
3123 3171
3172int
3124int hideability(object *ob) { 3173hideability (object *ob)
3174{
3125 int i,level=0, mflag; 3175 int i, level = 0, mflag;
3126 sint16 x,y; 3176 sint16 x, y;
3127 3177
3128 if(!ob||!ob->map) return 0; 3178 if (!ob || !ob->map)
3179 return 0;
3129 3180
3130 /* so, on normal lighted maps, its hard to hide */ 3181 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3182 level = ob->map->darkness - 2;
3132 3183
3133 /* this also picks up whether the object is glowing. 3184 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3185 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3186 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3187 if (has_carried_lights (ob))
3188 level = -(10 + (2 * ob->map->darkness));
3137 3189
3138 /* scan through all nearby squares for terrain to hide in */ 3190 /* 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]) { 3191 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3192 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3193 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3194 if (mflag & P_OUT_OF_MAP)
3195 {
3196 continue;
3197 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3198 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3199 level += 2;
3144 else /* open terrain! */ 3200 else /* open terrain! */
3145 level -= 1; 3201 level -= 1;
3146 } 3202 }
3147 3203
3148#if 0 3204#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3205 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3206#endif
3151 return level; 3207 return level;
3152} 3208}
3153 3209
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3210/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3211 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3212 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3213 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3214 */
3159 3215
3216void
3160void do_hidden_move (object *op) { 3217do_hidden_move (object *op)
3218{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3219 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3220 object *skop;
3163 3221
3164 if(!op || !op->map) return; 3222 if (!op || !op->map)
3223 return;
3165 3224
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3226
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3227 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3228 if (op->type == PLAYER && op->contr->run_on)
3229 {
3170 if(!skop || num >= skop->level) { 3230 if (!skop || num >= skop->level)
3231 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3232 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3233 make_visible (op);
3173 return; 3234 return;
3174 } else num += 20; 3235 }
3236 else
3237 num += 20;
3175 } 3238 }
3176 num += op->map->difficulty; 3239 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3240 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3241 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 {
3180 make_visible(op); 3244 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3245 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3246 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3247 }
3184 else if (op->type == PLAYER && skop) { 3248 else if (op->type == PLAYER && skop)
3249 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3250 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3251 }
3187} 3252}
3188 3253
3189/* determine if who is standing near a hostile creature. */ 3254/* determine if who is standing near a hostile creature. */
3190 3255
3256int
3191int stand_near_hostile( object *who ) { 3257stand_near_hostile (object *who)
3258{
3192 object *tmp=NULL; 3259 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3260 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3261 maptile *m;
3195 sint16 x,y; 3262 sint16 x, y;
3196 3263
3197 if(!who) return 0; 3264 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; 3265 return 0;
3266
3267 if (who->type == PLAYER)
3268 player = 1;
3269
3270 else
3271 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3272
3273 /* search adjacent squares */
3274 for (i = 1; i < 9; i++)
3275 {
3276 x = who->x + freearr_x[i];
3277 y = who->y + freearr_y[i];
3278 m = who->map;
3279 mflags = get_map_flags (m, &m, x, y, &x, &y);
3280 /* space must be blocked if there is a monster. If not
3281 * blocked, don't need to check this space.
3282 */
3283 if (mflags & P_OUT_OF_MAP)
3284 continue;
3285 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3286 continue;
3287
3288 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3289 {
3290 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3291 return 1;
3292 else if (tmp->type == PLAYER)
3293 {
3294 /*don't let a hidden DM prevent you from hiding */
3295 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3296 return 1;
3297 }
3298 }
3299 }
3300 return 0;
3227} 3301}
3228 3302
3229/* check the player los field for viewability of the 3303/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3304 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3305 * 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. 3312 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3313 * -b.t.
3240 * This function is now map tiling safe. 3314 * This function is now map tiling safe.
3241 */ 3315 */
3242 3316
3317int
3243int player_can_view (object *pl,object *op) { 3318player_can_view (object *pl, object *op)
3319{
3244 rv_vector rv; 3320 rv_vector rv;
3245 int dx,dy; 3321 int dx, dy;
3246 3322
3247 if(pl->type!=PLAYER) { 3323 if (pl->type != PLAYER)
3324 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3325 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; 3326 return -1;
3274 op = op->more;
3275 } 3327 }
3328
3329 if (!pl || !op)
3276 return 0; 3330 return 0;
3331
3332 op = op->head_ ();
3333
3334 get_rangevector (pl, op, &rv, 0x1);
3335
3336 /* starting with the 'head' part, lets loop
3337 * through the object and find if it has any
3338 * part that is in the los array but isnt on
3339 * a blocked los square.
3340 * we use the archetype to figure out offsets.
3341 */
3342 while (op)
3343 {
3344 dx = rv.distance_x + op->arch->clone.x;
3345 dy = rv.distance_y + op->arch->clone.y;
3346
3347 /* only the viewable area the player sees is updated by LOS
3348 * code, so we need to restrict ourselves to that range of values
3349 * for any meaningful values.
3350 */
3351 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3352 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3353 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3354 return 1;
3355 op = op->more;
3356 }
3357 return 0;
3277} 3358}
3278 3359
3279/* routine for both players and monsters. We call this when 3360/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3361 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3362 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3363 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3364 * return 0.
3284 */ 3365 */
3366int
3285int action_makes_visible (object *op) { 3367action_makes_visible (object *op)
3368{
3286 3369
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3370 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3371 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3372 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3373 return 0;
3290 3374
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3375 if (op->contr && op->contr->tmp_invis == 0)
3376 return 0;
3292 3377
3293 /* If monsters, they should become visible */ 3378 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3379 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3380 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3381 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3382 return 1;
3297 } 3383 }
3298 } 3384 }
3299 return 0; 3385 return 0;
3300} 3386}
3301 3387
3302/* op_on_battleground - checks if the given object op (usually 3388/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3389 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3390 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3391 * -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 3392 * 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 3393 * 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 3394 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3395 */
3396int
3310int op_on_battleground (object *op, int *x, int *y) { 3397op_on_battleground (object *op, int *x, int *y)
3398{
3311 object *tmp; 3399 object *tmp;
3312 3400
3313 /* A battleground-tile needs the following attributes to be valid: 3401 /* 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), 3402 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3403 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3404 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3405 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3406 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3407 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3408 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3409 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3410 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3411 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3412 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3413 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3414 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3415 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3416 {
3326 object *invtmp; 3417 object *invtmp;
3418
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3419 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3420 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3421 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3422 {
3423 if (x != NULL && y != NULL)
3424 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3425 return 1;
3426 }
3427 }
3428 }
3330 if (x != NULL && y != NULL) 3429 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3430 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3431 return 1;
3333 } 3432 }
3334 } 3433 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3434 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3435 /* If we got here, did not find a battleground */
3343 return 0; 3436 return 0;
3344} 3437}
3345 3438
3346/* 3439/*
3350 * attributes: 3443 * attributes:
3351 * object *who the dragon player 3444 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3445 * int atnr the attack-number of the ability focus
3353 * int level ability level 3446 * int level ability level
3354 */ 3447 */
3448void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3449dragon_ability_gain (object *who, int atnr, int level)
3450{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3451 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3452 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3453 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3454 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3455 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3456 int i = 0, j = 0;
3362 3457
3363 /* get the appropriate treasurelist */ 3458 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3459 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3460 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3461 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3462 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3463 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3464 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3465 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3466 trlist = find_treasurelist ("dragon_ability_poison");
3372 3467
3373 if (trlist == NULL || who->type != PLAYER) 3468 if (trlist == NULL || who->type != PLAYER)
3374 return; 3469 return;
3375 3470
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3471 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3472
3378 3473 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3474 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3475 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3476 return;
3382 } 3477 }
3383 3478
3384 /* everything seems okay - now bring on the gift: */ 3479 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3480 item = &(tr->item->clone);
3386 3481
3387 if (item->type == SPELL) { 3482 if (item->type == SPELL)
3483 {
3388 if (check_spell_known (who, item->name)) 3484 if (check_spell_known (who, item->name))
3389 return; 3485 return;
3390 3486
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3487 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); 3488 do_learn_spell (who, item, 0);
3393 return; 3489 return;
3394 } 3490 }
3395 3491
3396 /* grant direct spell */ 3492 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3493 if (item->type == SPELLBOOK)
3494 {
3398 if (!item->inv) { 3495 if (!item->inv)
3496 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3497 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3498 return;
3402 } 3499 }
3403 if (check_spell_known (who, item->inv->name)) 3500 if (check_spell_known (who, item->inv->name))
3404 return; 3501 return;
3405 if (item->invisible) { 3502 if (item->invisible)
3503 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3504 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); 3505 do_learn_spell (who, item->inv, 0);
3408 return; 3506 return;
3409 } 3507 }
3410 } 3508 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3509 else if (item->type == SKILL_TOOL && item->invisible)
3510 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3511 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3512 {
3413 3513
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3514 /* 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 3515 * 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, 3516 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3517 * but not all of them, he gets nothing.
3418 */ 3518 */
3419 if (!(skop->attacktype & item->attacktype)) { 3519 if (!(skop->attacktype & item->attacktype))
3520 {
3420 /* Give new attacktype */ 3521 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3522 skop->attacktype |= item->attacktype;
3422 3523
3423 /* always add physical if there's none */ 3524 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3525 skop->attacktype |= AT_PHYSICAL;
3425 3526
3426 if (item->msg != NULL) 3527 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3528 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3529
3429 /* Give player new face */ 3530 /* Give player new face */
3430 if (item->animation_id) { 3531 if (item->animation_id)
3532 {
3431 who->face = skop->face; 3533 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3534 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3535 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3536 who->last_anim = 0;
3435 who->state = 0; 3537 who->state = 0;
3436 animate_object(who, who->direction); 3538 animate_object (who, who->direction);
3437 } 3539 }
3540 }
3541 }
3438 } 3542 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3543 else if (item->type == FORCE)
3544 {
3442 /* forces in the treasurelist can alter the player's stats */ 3545 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3546 object *skin;
3547
3444 /* first get the dragon skin force */ 3548 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3549 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3550 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3551 ;
3448 3552
3553 if (!skin)
3554 return;
3555
3449 /* adding new spellpath attunements */ 3556 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3557 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3558 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3559 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3560
3453 /* print message */ 3561 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3562 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3563 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3564 {
3457 if (j) 3565 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3566 {
3459 else 3567 if (j)
3460 j = 1; 3568 strcat (buf, " and ");
3569 else
3570 j = 1;
3461 strcat(buf, spellpathnames[i]); 3571 strcat (buf, spellpathnames[i]);
3462 } 3572 }
3463 } 3573 }
3464 strcat(buf,"."); 3574 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3575 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3576 }
3467 3577
3468 /* evtl. adding flags: */ 3578 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3579 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3580 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3581 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3582 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3583 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3584 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3585
3476 /* print message if there is one */ 3586 /* print message if there is one */
3477 if (item->msg != NULL) 3587 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3588 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3589 }
3590 else
3479 } 3591 {
3480 else {
3481 /* generate misc. treasure */ 3592 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3593 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3594 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); 3595 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3596 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3597 esrv_send_item (who, tmp);
3487 } 3598 }
3488} 3599}
3489 3600
3490/** 3601/**
3491 * Unready an object for a player. This function does nothing if the object was 3602 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3603 * not readied.
3493 */ 3604 */
3605void
3494void player_unready_range_ob(player *pl, object *ob) { 3606player_unready_range_ob (player *pl, object *ob)
3607{
3495 rangetype i; 3608 rangetype i;
3496 3609
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3610 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3611 {
3498 if (pl->ranges[i] == ob) { 3612 if (pl->ranges[i] == ob)
3613 {
3499 pl->ranges[i] = NULL; 3614 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3615 if (pl->shoottype == i)
3616 {
3501 pl->shoottype = range_none; 3617 pl->shoottype = range_none;
3502 } 3618 }
3503 } 3619 }
3504 } 3620 }
3505} 3621}

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