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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 1.89 by root, Sun Jan 7 02:39:14 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 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; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
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;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
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); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 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}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 enter_map ();
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);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 186}
180 187
181int playername_ok(const char *cp) { 188void
182 /* Don't allow - or _ as first character in the name */ 189player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 190{
184 191 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 192 return;
189}
190 193
191/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
193 * Caller is responsible for setting the correct map. 196 ob->remove ();
194 */ 197 ob->map = 0;
195 198
196/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
197 * Hopefully this will be less bugfree and simpler. 200}
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;
205 201
206 if (!p) { 202// connect the player with a specific client
207 player *tmp; 203// also changed, rationalises, and fixes some incorrect settings
204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
208 209
209 p = (player *) malloc(sizeof(player)); 210 ns->update_look = 0;
210 if(p==NULL) 211 ns->look_position = 0;
211 fatal(OUT_OF_MEMORY);
212 212
213 /* This adds the player in the linked list. There is extra 213 clear_los (ob);
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;
226 214
227 p->next = NULL; 215 /* make sure he's a player -- needed because of class change. */
228 } 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
229 218
230 /* Clears basically the entire player structure except 219 if (!legal_range (ob, shoottype))
231 * for next and socket. 220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
232 */ 235 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
237 SET_FLAG (ob, FLAG_USE_SHIELD);
234 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263
264 esrv_new_player (this, ob->weight + ob->carrying);
265
266 ob->update_stats ();
267 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0);
271
272 activate ();
273
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this);
280}
281
282void
283player::disconnect ()
284{
285 //TODO: don't be so harsh and destroy :)
286 if (ns)
287 {
288 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290
291 INVOKE_PLAYER (DISCONNECT, this);
292
293 ns->pl = 0;
294 this->ns = 0;
295 }
296
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315}
316
317player::player ()
318{
235 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 320 * we deal with that below this point.
237 */ 321 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 325
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 326 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 */
258 327
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10; 328 gen_sp_armour = 10;
264 p->last_speed= -1; 329 last_speed = -1;
265 p->shoottype=range_none; 330 shoottype = range_none;
266 p->bowtype=bow_normal; 331 bowtype = bow_normal;
267 p->petmode=pet_normal; 332 petmode = pet_normal;
268 p->listening=10; 333 listening = 10;
269 p->usekeys=containers; 334 usekeys = containers;
270 p->last_weapon_sp= -1; 335 last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
272 p->do_los=1; 337 do_los = 1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275 338
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, 339 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
285 * at zero. 342 * at zero.
286 */ 343 */
287 for (i=0; i < NUM_SKILLS; i++) { 344 for (int i = 0; i < NUM_SKILLS; i++)
288 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 346
290 }
291 for (i=0; i < NROFATTACKS; i++) { 347 for (int i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 348 last_resist[i] = -1;
293 } 349
294 p->last_stats.exp = -1; 350 last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 351 last_weight = (uint32) - 1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 352}
301 353
302 354void
303/* This loads the first map an puts the player on it. */ 355player::do_destroy ()
304static void set_first_map(object *op)
305{ 356{
306 strcpy(op->contr->maplevel, first_map_path); 357 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
312/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
314 * mode. 376 * mode.
315 */ 377 */
378player *
379player::create ()
380{
381 player *pl = new player;
316 382
317int add_player(NewSocket *ns) { 383 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); 384 set_first_map (pl->ob);
332 385
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; 386 return pl;
340} 387}
341 388
342/* 389/*
343 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 392 * Note: there MUST be at least one player archetype!
346 */ 393 */
394archetype *
347archetype *get_player_archetype(archetype* at) 395get_player_archetype (archetype *at)
348{ 396{
349 archetype *start = at; 397 archetype *start = at;
398
350 for (;;) { 399 for (;;)
400 {
351 if (at==NULL || at->next==NULL) 401 if (at == NULL || at->next == NULL)
352 at=first_archetype; 402 at = first_archetype;
353 else 403 else
354 at=at->next; 404 at = at->next;
405
355 if(at->clone.type==PLAYER) 406 if (at->clone.type == PLAYER)
356 return at; 407 return at;
408
357 if (at == start) { 409 if (at == start)
410 {
358 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 412 exit (-1);
360 } 413 }
361 } 414 }
362} 415}
363 416
364 417object *
365object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
366 object *op = NULL; 420 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 421 objectlink *ol;
369 unsigned lastdist; 422 unsigned lastdist;
370 rv_vector rv; 423 rv_vector rv;
371 424
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
426 {
373 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
377 */ 431 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
379 object *tmp=ol->ob; 434 object *tmp = ol->ob;
380 435
381 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 437 * itself will have been cleared.
383 */ 438 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 440 ol = ol->next;
386 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
387 if (!ol) return op; 442 if (!ol)
388 } 443 return op;
444 }
389 445
390 /* Remove special check for player from this. First, it looks to cause 446 /* 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 447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 448 * 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 449 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
396 */ 452 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 454 continue;
399 455
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) { 456 if (lastdist > rv.distance)
409 op=pl->ob; 457 {
458 op = ol->ob;
410 lastdist=rv.distance; 459 lastdist = rv.distance;
460 }
411 } 461 }
412 } 462
413 } 463 for_all_players (pl)
464 if (can_detect_enemy (mon, pl->ob, &rv))
465 if (lastdist > rv.distance)
466 {
467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
414#if 0 471#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 473#endif
417 return op; 474 return op;
418} 475}
419 476
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 477/* 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 478 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 493 * 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 494 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 495 * is probably not a good thing.
439 */ 496 */
440#define MAX_SPACES 50 497#define MAX_SPACES 50
441
442 498
443/* 499/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * 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 501 * 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 502 * 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. 515 * 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, 516 * 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 517 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 518 * is blocking itself.
463 */ 519 */
520int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
465 rv_vector rv; 523 rv_vector rv;
466 sint16 x,y; 524 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
469 527
470 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
471 529
472 if (rv.distance<mindiff) return 0; 530 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; 531 return 0;
725}
726 532
727void confirm_password(object *op) { 533 x = mon->x;
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction;
537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
539 /* If we can't solve it within the search distance, return now. */
540 if (diff > max)
541 return 0;
542 while (diff > 1 && max > 0)
543 {
544 lastx = x;
545 lasty = y;
546 lastmap = m;
547 x = lastx + freearr_x[dir];
548 y = lasty + freearr_y[dir];
728 549
729 op->contr->write_buf[0]='\0'; 550 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 551 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}
733 552
553 /* Space is blocked - try changing direction a little */
554 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
555 && (m == mon->map && blocked_link (mon, m, x, y))))
556 {
557 /* recalculate direction from last good location. Possible
558 * we were not traversing ideal location before.
559 */
560 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
561 if (rv.direction != dir)
562 {
563 /* OK - says direction should be different - lets reset the
564 * the values so it will try again.
565 */
566 x = lastx;
567 y = lasty;
568 m = lastmap;
569 dir = firstdir = rv.direction;
570 }
571 else
572 {
573 /* direct path is blocked - try taking a side step to
574 * either the left or right.
575 * Note increase the values in the loop below to be
576 * more than -1/1 respectively will mean the monster takes
577 * bigger detour. Have to be careful about these values getting
578 * too big (3 or maybe 4 or higher) as the monster may just try
579 * stepping back and forth
580 */
581 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
582 {
583 if (i == 0)
584 continue; /* already did this, so skip it */
585 /* Use lastdir here - otherwise,
586 * since the direction that the creature should move in
587 * may change, you could get infinite loops.
588 * ie, player is northwest, but monster can only
589 * move west, so it does that. It goes some distance,
590 * gets blocked, finds that it should move north,
591 * can't do that, but now finds it can move east, and
592 * gets back to its original point. lastdir contains
593 * the last direction the creature has successfully
594 * moved.
595 */
596
597 x = lastx + freearr_x[absdir (lastdir + i)];
598 y = lasty + freearr_y[absdir (lastdir + i)];
599 m = lastmap;
600 mflags = get_map_flags (m, &m, x, y, &x, &y);
601 if (mflags & P_OUT_OF_MAP)
602 continue;
603 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
604 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
605 continue;
606 if (mflags & P_BLOCKSVIEW)
607 continue;
608
609 if (m == mon->map && blocked_link (mon, m, x, y))
610 break;
611 }
612 /* go through entire loop without finding a valid
613 * sidestep to take - thus, no valid path.
614 */
615 if (i == (DETOUR_AMOUNT + 1))
616 return 0;
617 diff--;
618 lastdir = dir;
619 max--;
620 if (!firstdir)
621 firstdir = dir + i;
622 } /* else check alternate directions */
623 } /* if blocked */
624 else
625 {
626 /* we moved towards creature, so diff is less */
627 diff--;
628 max--;
629 lastdir = dir;
630 if (!firstdir)
631 firstdir = dir;
632 }
633 if (diff <= 1)
634 {
635 /* Recalculate diff (distance) because we may not have actually
636 * headed toward player for entire distance.
637 */
638 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
639 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
640 }
641 if (diff > max)
642 return 0;
643 }
644 /* If we reached the max, didn't find a direction in time */
645 if (!max)
646 return 0;
647
648 return firstdir;
649}
650
651void
652give_initial_items (object *pl, treasurelist * items)
653{
654 object *op, *next = NULL;
655
656 if (pl->randomitems != NULL)
657 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
658
659 for (op = pl->inv; op; op = next)
660 {
661 next = op->below;
662
663 /* Forces get applied per default, unless they have the
664 * flag "neutral" set. Sorry but I can't think of a better way
665 */
666 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
667 SET_FLAG (op, FLAG_APPLIED);
668
669 /* we never give weapons/armour if these cannot be used
670 * by this player due to race restrictions
671 */
672 if (pl->type == PLAYER)
673 {
674 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
675 (op->type == ARMOUR || op->type == BOOTS ||
676 op->type == CLOAK || op->type == HELMET ||
677 op->type == SHIELD || op->type == GLOVES ||
678 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
679 {
680 op->destroy ();
681 continue;
682 }
683 }
684
685 /* This really needs to be better - we should really give
686 * a substitute spellbook. The problem is that we don't really
687 * have a good idea what to replace it with (need something like
688 * a first level treasurelist for each skill.)
689 * remove duplicate skills also
690 */
691 if (op->type == SPELLBOOK || op->type == SKILL)
692 {
693 object *tmp;
694
695 for (tmp = op->below; tmp; tmp = tmp->below)
696 if (tmp->type == op->type && tmp->name == op->name)
697 break;
698
699 if (tmp)
700 {
701 op->destroy ();
702 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
703 continue;
704 }
705
706 if (op->nrof > 1)
707 op->nrof = 1;
708 }
709
710 if (op->type == SPELLBOOK && op->inv)
711 {
712 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
713 }
714
715 /* Give starting characters identified, uncursed, and undamned
716 * items. Just don't identify gold or silver, or it won't be
717 * merged properly.
718 */
719 if (need_identify (op))
720 {
721 SET_FLAG (op, FLAG_IDENTIFIED);
722 CLEAR_FLAG (op, FLAG_CURSED);
723 CLEAR_FLAG (op, FLAG_DAMNED);
724 }
725 if (op->type == SPELL)
726 {
727 op->destroy ();
728 continue;
729 }
730 else if (op->type == SKILL)
731 {
732 SET_FLAG (op, FLAG_CAN_USE_SKILL);
733 op->stats.exp = 0;
734 op->level = 1;
735 }
736 /* lock all 'normal items by default */
737 else
738 SET_FLAG (op, FLAG_INV_LOCKED);
739 } /* for loop of objects in player inv */
740
741 /* Need to set up the skill pointers */
742 link_player_skills (pl);
743}
744
745void
734void get_party_password(object *op, partylist *party) { 746get_party_password (object *op, partylist *party)
747{
735 if (party == NULL) { 748 if (party == NULL)
749 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 750 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 751 return;
738 } 752 }
753
739 op->contr->write_buf[0]='\0'; 754 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 755 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 756 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 757 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 758}
744
745 759
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 760/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
761static int
747int roll_stat(void) { 762roll_stat (void)
763{
748 int a[4],i,j,k; 764 int a[4], i, j, k;
749 765
750 for(i=0;i<4;i++) 766 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 767 a[i] = (int) RANDOM () % 6 + 1;
752 768
753 for(i=0,j=0,k=7;i<4;i++) 769 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 770 if (a[i] < k)
755 k=a[i],j=i; 771 k = a[i], j = i;
756 772
757 for(i=0,k=0;i<4;i++) { 773 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 774 if (i != j)
759 k+=a[i]; 775 k += a[i];
760 } 776
761 return k; 777 return k;
762} 778}
763 779
764void roll_stats(object *op) { 780void
765 int sum=0; 781object::roll_stats ()
766 int i = 0, j = 0; 782{
767 int statsort[7]; 783 int statsort [7];
768 784
785 for (;;)
769 do { 786 {
770 op->stats.Str=roll_stat(); 787 int sum = 0;
771 op->stats.Dex=roll_stat(); 788 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 789 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);
781 790
791 if (sum >= 82 && sum <= 116)
792 break;
793 }
794
782 /* Sort the stats so that rerolling is easier... */ 795 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 796 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;
790 797
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]; 798 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 799 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 800 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 801 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 802 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 803 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 804 stats.Cha = statsort[6];
810 805
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; 806 stats.exp = 0;
822 op->stats.ac=0; 807 stats.ac = 0;
823 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
824 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
827 818
828 fix_player(op); 819 contr->orig_stats = stats;
820 }
821}
822
823void
824object::swap_stats (int a, int b)
825{
826 int tmp = get_attr_value (&contr->orig_stats, a);
827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
828 set_attr_value (&contr->orig_stats, b, tmp);
829
830 stats.Str = contr->orig_stats.Str;
831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
829 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
832 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
833} 858}
834 859
835void Roll_Again(object *op) 860static void
861start_info (object *op)
836{ 862{
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]; 863 char buf[MAX_BUF];
845 864
846 if ( op->contr->Swap_First == -1 ) { 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
954 870
955/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
959 * not the class. 875 * not the class.
960 */ 876 */
961 877int
962int key_change_class(object *op, char key) 878key_change_class (object *op, char key)
963{ 879{
964 int tmp_loop; 880 int tmp_loop;
965 881
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 882 if (key == 'd' || key == 'D')
883 {
972 char buf[MAX_BUF]; 884 char buf[MAX_BUF];
973 885
974 /* this must before then initial items are given */ 886 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 887 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 888
889 treasurelist *tl = find_treasurelist ("starting_wealth");
890 if (tl)
891 create_treasure (tl, op, 0, 0, 0);
892
978 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, op->contr);
980 895
981 op->contr->state=ST_PLAYING; 896 op->contr->ns->state = ST_PLAYING;
982 897
983 if (op->msg) { 898 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 899 op->msg = NULL;
986 }
987 900
988 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
989 * to save here. 902 * to save here.
990 */ 903 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 904 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 905 make_path_to_file (buf);
993 906
994#ifdef AUTOSAVE 907#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 908 op->contr->last_save_tick = pticks;
996#endif 909#endif
997 start_info(op); 910 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 911 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 912 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 913 link_player_skills (op);
1001 esrv_send_inventory(op, op); 914 esrv_send_inventory (op, op);
1002 fix_player(op); 915 op->update_stats ();
1003 916
1004 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1005 * is one for this race 918 * is one for this race
1006 */ 919 */
1007 if(*first_map_ext_path) { 920 if (*first_map_ext_path)
921 {
1008 object *tmp; 922 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 924
1012 first_map_ext_path, op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 926 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 927 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 928 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 929 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 930 op->enter_exit (tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1019 * default initial map */ 932 * default initial map */
1020 free_object(tmp); 933 tmp->destroy ();
934 }
1021 } else { 935 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 937
938 return 0;
939 }
940
1027 /* Following actually changes the race - this is the default command 941 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 942 * if we don't match with one of the options above.
1029 */ 943 */
1030 944
1031 tmp_loop = 0; 945 tmp_loop = 0;
1032 while(!tmp_loop) { 946 while (!tmp_loop)
1033 const char *name = add_string (op->name); 947 {
948 shstr name = op->name;
1034 int x = op->x, y = op->y; 949 int x = op->x, y = op->y;
1035 remove_statbonus(op); 950
1036 remove_ob (op); 951 op->remove_statbonus ();
952 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 953 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 954 op->arch->clone.copy_to (op);
1039 op->instantiate (); 955 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 956 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 957 op->name = op->name_pl = name;
1042 op->name = name; 958 op->x = x;
1043 free_string(op->name_pl); 959 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 */ 960 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 961 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 962 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 963 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 964 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 965 }
966
1056 update_object(op,UP_OBJ_FACE); 967 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 968 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 969 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 970 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 971 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 972 op->stats.grace = 0;
973
1062 if (op->msg) 974 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 975 new_draw_info (NDI_BLUE, 0, op, op->msg);
976
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 977 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; 978 return 0;
1066} 979}
1067 980
1068int key_confirm_quit(object *op, char key) 981void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
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;
1111}
1112
1113void flee_player(object *op) { 982flee_player (object *op)
983{
1114 int dir,diff; 984 int dir, diff;
1115 rv_vector rv; 985 rv_vector rv;
1116 986
1117 if(op->stats.hp < 0) { 987 if (op->stats.hp < 0)
988 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 989 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 991 return;
1121 } 992 }
1122 993
1123 if(op->enemy==NULL) { 994 if (op->enemy == NULL)
995 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 996 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 998 return;
1127 } 999 }
1128 1000
1129 /* Seen some crashes here. Since we don't store an 1001 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1002 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1003 * actual enemy, and the object is recycled.
1132 */ 1004 */
1133 if (op->enemy->map == NULL) { 1005 if (op->enemy->map == NULL)
1006 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1007 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1008 op->enemy = NULL;
1136 return; 1009 return;
1137 } 1010 }
1138 1011
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1012 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1013 {
1140 op->enemy=NULL; 1014 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1016 return;
1143 } 1017 }
1018
1144 get_rangevector(op, op->enemy, &rv, 0); 1019 get_rangevector (op, op->enemy, &rv, 0);
1145 1020
1146 dir=absdir(4+rv.direction); 1021 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1022 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 } 1023 {
1024 int m = 1 - (RANDOM () & 2);
1025
1026 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1027 return;
1028 }
1029
1154 /* Cornered, get rid of scared */ 1030 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1031 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1032 op->enemy = NULL;
1157} 1033}
1158 1034
1159 1035
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1036/* 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 1037 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1038 * stop.
1163 */ 1039 */
1040int
1164int check_pick(object *op) { 1041check_pick (object *op)
1042{
1165 object *tmp, *next; 1043 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1044 int stop = 0;
1168 int j, k, wvratio; 1045 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1046 char putstring[128], tmpstr[16];
1170 1047
1171
1172 /* if you're flying, you cna't pick up anything */ 1048 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1049 if (op->move_type & MOVE_FLYING)
1174 return 1; 1050 return 1;
1175 1051
1176 op_tag = op->count;
1177
1178 next = op->below; 1052 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1053
1182 /* loop while there are items on the floor that are not marked as 1054 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1055 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1056 while (next && !next->destroyed ())
1185 { 1057 {
1186 tmp = next; 1058 tmp = next;
1187 next = tmp->below; 1059 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1060
1191 if (was_destroyed (op, op_tag)) 1061 if (op->destroyed ())
1192 return 0; 1062 return 0;
1193 1063
1194 if ( ! can_pick (op, tmp)) 1064 if (!can_pick (op, tmp))
1195 continue; 1065 continue;
1196 1066
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1067 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1068 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1069 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1070 pick_up (op, tmp);
1201 continue; 1071 continue;
1202 } 1072 }
1203 1073
1204 /* high not bit set? We're using the old autopickup model */ 1074 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1075 if (!(op->contr->mode & PU_NEWMODE))
1076 {
1206 switch (op->contr->mode) { 1077 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1078 {
1208 case 1: pick_up (op, tmp); 1079 case 0:
1209 return 1; 1080 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1081 case 1:
1211 return 0; 1082 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1083 return 1;
1213 case 4: pick_up (op, tmp); 1084 case 2:
1214 break; 1085 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1086 return 0;
1216 stop = 1; 1087 case 3:
1217 break; 1088 return 0; /* stop before pickup */
1218 case 6: 1089 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1090 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1091 break;
1221 pick_up(op, tmp); 1092 case 5:
1222 break; 1093 pick_up (op, tmp);
1094 stop = 1;
1095 break;
1096 case 6:
1097 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1098 pick_up (op, tmp);
1099 break;
1223 1100
1224 case 7: 1101 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1102 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1103 pick_up (op, tmp);
1227 break; 1104 break;
1228 1105
1229 default: 1106 default:
1230 /* use value density */ 1107 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1108 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1109 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1110 pick_up (op, tmp);
1234 >= op->contr->mode) 1111 }
1235 pick_up(op,tmp); 1112 }
1236 } 1113 else
1237 } 1114 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1115 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1116 if (op->contr->mode & PU_DEBUG)
1241 { 1117 {
1242 /* some debugging code to figure out item information */ 1118 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1119 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1121 &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)))); 1122 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1123 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1124 &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)))); 1125
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1126 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1127 }
1252 1128
1253 sprintf(putstring,"...flags: "); 1129 /* philosophy:
1254 for(k=0;k<4;k++) 1130 * It's easy to grab an item type from a pile, as long as it's
1255 { 1131 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1132 * and selections, select-items should be used. This is a
1257 { 1133 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1134 * example.
1259 { 1135 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1136 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1137 * convert to decimal and then 'pickup <#>
1262 } 1138 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1139
1140 /* the first two modes are exclusive: if NOTHING we return, if
1141 * STOP then we stop. All the rest are applied sequentially,
1142 * meaning if any test passes, the item gets picked up. */
1143
1144 /* if mode is set to pick nothing up, return */
1145
1146 if (op->contr->mode & PU_NOTHING)
1147 return 1;
1148
1149 /* if mode is set to stop when encountering objects, return */
1150 /* take STOP before INHIBIT since it doesn't actually pick
1151 * anything up */
1152
1153 if (op->contr->mode & PU_STOP)
1154 return 0;
1155
1156 /* useful for going into stores and not losing your settings... */
1157 /* and for battles wher you don't want to get loaded down while
1158 * fighting */
1159 if (op->contr->mode & PU_INHIBIT)
1160 return 1;
1161
1162 /* prevent us from turning into auto-thieves :) */
1163 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1164 continue;
1165
1166 /* ignore known cursed objects */
1167 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1168 continue;
1169
1170 /* all food and drink if desired */
1171 /* question: don't pick up known-poisonous stuff? */
1172 if (op->contr->mode & PU_FOOD)
1173 if (tmp->type == FOOD)
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 if (op->contr->mode & PU_DRINK)
1180 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 if (op->contr->mode & PU_POTION)
1187 if (tmp->type == POTION)
1188 {
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 /* spellbooks, skillscrolls and normal books/scrolls */
1194 if (op->contr->mode & PU_SPELLBOOK)
1195 if (tmp->type == SPELLBOOK)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_SKILLSCROLL)
1202 if (tmp->type == SKILLSCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_READABLES)
1209 if (tmp->type == BOOK || tmp->type == SCROLL)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* wands/staves/rods/horns */
1216 if (op->contr->mode & PU_MAGIC_DEVICE)
1217 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 /* pick up all magical items */
1224 if (op->contr->mode & PU_MAGICAL)
1225 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_VALUABLES)
1232 {
1233 if (tmp->type == MONEY || tmp->type == GEM)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238 }
1239
1240 /* rings & amulets - talismans seems to be typed AMULET */
1241 if (op->contr->mode & PU_JEWELS)
1242 if (tmp->type == RING || tmp->type == AMULET)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 /* we don't forget dragon food */
1249 if (op->contr->mode & PU_FLESH)
1250 if (tmp->type == FLESH)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* bows and arrows. Bows are good for selling! */
1257 if (op->contr->mode & PU_BOW)
1258 if (tmp->type == BOW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_ARROW)
1265 if (tmp->type == ARROW)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* all kinds of armor etc. */
1272 if (op->contr->mode & PU_ARMOUR)
1273 if (tmp->type == ARMOUR)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_HELMET)
1280 if (tmp->type == HELMET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_SHIELD)
1287 if (tmp->type == SHIELD)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_BOOTS)
1294 if (tmp->type == BOOTS)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_GLOVES)
1301 if (tmp->type == GLOVES)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_CLOAK)
1308 if (tmp->type == CLOAK)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 /* hoping to catch throwing daggers here */
1315 if (op->contr->mode & PU_MISSILEWEAPON)
1316 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 /* careful: chairs and tables are weapons! */
1323 if (op->contr->mode & PU_ALLWEAPON)
1324 {
1325 if (tmp->type == WEAPON && tmp->name != NULL)
1326 {
1327 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1328 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334
1335 if (tmp->type == WEAPON && tmp->name == NULL)
1336 {
1337 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342 }
1343 }
1344
1345 /* misc stuff that's useful */
1346 if (op->contr->mode & PU_KEY)
1347 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* any of the last 4 bits set means we use the ratio for value
1354 * pickups */
1355 if (op->contr->mode & PU_RATIO)
1356 {
1357 /* use value density to decide what else to grab */
1358 /* >=7 was >= op->contr->mode */
1359 /* >=7 is the old standard setting. Now we take the last 4 bits
1360 * and multiply them by 5, giving 0..15*5== 5..75 */
1361 wvratio = (op->contr->mode & PU_RATIO) * 5;
1362 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1363 {
1364 pick_up (op, tmp);
1267#if 0 1365#if 0
1268 /* print the flags too */ 1366 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1367 if (tmp->name != NULL)
1270 { 1368 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1369 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1370 }
1273 { 1371 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1372 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1373 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1374 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 1375#endif
1376 continue;
1377 }
1378 }
1379 } /* the new pickup model */
1280 } 1380 }
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 1381
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; 1382 return !stop;
1444} 1383}
1445 1384
1446/* 1385/*
1447 * Find an arrow in the inventory and after that 1386 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1387 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1388 * found object is returned.
1450 */ 1389 */
1390object *
1451object *find_arrow(object *op, const char *type) 1391find_arrow (object *op, const char *type)
1452{ 1392{
1453 object *tmp = NULL; 1393 object *tmp = NULL;
1454 1394
1455 for(op=op->inv; op; op=op->below) 1395 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1396 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); 1397 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1398 else if (op->type == ARROW && op->race == type)
1460 return op; 1399 return op;
1461 return tmp; 1400 return tmp;
1462} 1401}
1463 1402
1464/* 1403/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1404 * 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 1405 * 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 1406 * 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. 1407 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1408 */
1470 1409
1410object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1411find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1412{
1473 object *tmp = NULL, *arrow, *ntmp; 1413 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1414 int attacknum, attacktype, betterby = 0, i;
1475 1415
1476 if (!type) 1416 if (!type)
1477 return NULL; 1417 return NULL;
1478 1418
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1419 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1420 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1421 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1422 {
1423 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1424 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1425 if (i > betterby)
1485 tmp = ntmp; 1426 {
1486 betterby = i; 1427 tmp = ntmp;
1487 } 1428 betterby = i;
1429 }
1430 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1431 else if (arrow->type == ARROW && arrow->race == type)
1432 {
1489 /* allways prefer assasination/slaying */ 1433 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1434 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1435 {
1492 if (arrow->attacktype & AT_DEATH) { 1436 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1437 {
1494 return arrow; 1438 *better = 100;
1495 } else { 1439 return arrow;
1496 tmp = arrow; 1440 }
1441 else
1442 {
1443 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1444 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1445 }
1499 } else { 1446 }
1447 else
1448 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1449 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1450 {
1501 attacktype = 1<<attacknum; 1451 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1452 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) { 1453 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1454 {
1455 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1456 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1457 }
1507 } 1458 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1459 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1460 {
1461 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1462 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1463 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1464 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1465 {
1466 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1467 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1468 }
1469 }
1470 }
1516 } 1471 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1472 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1473 return find_arrow (op, type);
1521 1474
1522 *better = betterby; 1475 *better = betterby;
1523 return tmp; 1476 return tmp;
1524} 1477}
1525 1478
1526/* looks in a given direction, finds the first valid target, and calls 1479/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1480 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1481 * op = the shooter
1529 * type = bow->race 1482 * type = bow->race
1530 * dir = fire direction 1483 * dir = fire direction
1531 */ 1484 */
1532 1485
1486object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1487pick_arrow_target (object *op, const char *type, int dir)
1534{ 1488{
1535 object *tmp = NULL; 1489 object *tmp = NULL;
1536 mapstruct *m; 1490 maptile *m;
1537 int i, mflags, found, number; 1491 int i, mflags, found, number;
1538 sint16 x, y; 1492 sint16 x, y;
1539 1493
1540 if (op->map == NULL) 1494 if (op->map == NULL)
1541 return find_arrow(op, type); 1495 return find_arrow (op, type);
1542 1496
1543 /* do a dex check */ 1497 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1498 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))) 1499 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1500 return find_arrow (op, type);
1547 1501
1548 m = op->map; 1502 m = op->map;
1549 x = op->x; 1503 x = op->x;
1550 y = op->y; 1504 y = op->y;
1551 1505
1552 /* find the first target */ 1506 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1507 for (i = 0, found = 0; i < 20; i++)
1508 {
1554 x += freearr_x[dir]; 1509 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1510 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1511 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1512 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1513 {
1558 tmp = NULL; 1514 tmp = NULL;
1559 break; 1515 break;
1516 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1517 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1518 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1519 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1520 * perhaps a bad assumption.
1563 */ 1521 */
1564 tmp = NULL; 1522 tmp = NULL;
1565 break; 1523 break;
1566 } 1524 }
1567 if (mflags & P_IS_ALIVE) { 1525 if (mflags & P_IS_ALIVE)
1526 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1527 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1529 {
1571 break; 1530 found++;
1572 } 1531 break;
1532 }
1573 if (found) 1533 if (found)
1574 break; 1534 break;
1575 } 1535 }
1576 } 1536 }
1577 if (tmp == NULL) 1537 if (tmp == NULL)
1578 return find_arrow(op, type); 1538 return find_arrow (op, type);
1579 1539
1580 if (tmp->head) 1540 if (tmp->head)
1581 tmp = tmp->head; 1541 tmp = tmp->head;
1582 1542
1583 return find_better_arrow(op, tmp, type, &i); 1543 return find_better_arrow (op, tmp, type, &i);
1584} 1544}
1585 1545
1586/* 1546/*
1587 * Creature fires a bow - op can be monster or player. Returns 1547 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1548 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1551 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1552 * 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 1553 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1554 * player fire modes.
1595 */ 1555 */
1556int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1557fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1558{
1599 object *left, *bow; 1559 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1560 int bowspeed, mflags;
1602 mapstruct *m; 1561 maptile *m;
1603 1562
1604 if (!dir) { 1563 if (!dir)
1564 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1566 return 0;
1607 } 1567 }
1568
1608 if (op->type == PLAYER) 1569 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1570 bow = op->contr->ranges[range_bow];
1610 else { 1571 else
1572 {
1611 for(bow=op->inv; bow; bow=bow->below) 1573 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1574 /* 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. 1575 * don't need to switch back and forth between bows and weapons.
1614 */ 1576 */
1615 if(bow->type==BOW) 1577 if (bow->type == BOW)
1616 break; 1578 break;
1617 1579
1618 if (!bow) { 1580 if (!bow)
1581 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1583 return 0;
1621 } 1584 }
1622 } 1585 }
1586
1623 if( !bow->race || !bow->skill) { 1587 if (!bow->race || !bow->skill)
1588 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1590 return 0;
1626 } 1591 }
1627 1592
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1594
1630 /* penalize ROF for bestarrow */ 1595 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1633 if (bowspeed < 1) 1599 if (bowspeed < 1)
1634 bowspeed = 1; 1600 bowspeed = 1;
1635 1601
1636 if (arrow == NULL) { 1602 if (arrow == NULL)
1603 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1604 if ((arrow = find_arrow (op, bow->race)) == NULL)
1605 {
1638 if (op->type == PLAYER) 1606 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1607 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 */ 1608 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1609 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1610 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1611 return 0;
1645 } 1612 }
1646 } 1613 }
1614
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1616 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1617 return 0;
1650 } 1618
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1619 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1620 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1621 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1622 return 0;
1654 } 1623 }
1655 1624
1656 /* this should not happen, but sometimes does */ 1625 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1626 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1627 {
1628 arrow->destroy ();
1629 return 0;
1630 }
1662 1631
1663 left = arrow; /* these are arrows left to the player */ 1632 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1633 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1634 if (!arrow)
1635 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1636 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1637 return 0;
1669 return 0;
1670 } 1638 }
1671 set_owner(arrow, op); 1639
1672 if (arrow->skill) free_string(arrow->skill); 1640 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1641 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1642 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1643
1679 if (op->type == PLAYER) { 1644 if (op->type == PLAYER)
1645 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1647 op->update_stats ();
1682 } 1648 }
1683 1649
1684 SET_ANIMATION(arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1652 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1653 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1654 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1655 arrow->spellarg = strdup (arrow->slaying);
1690 1656
1691 /* Note that this was different for monsters - they got their level 1657 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1658 * added to the damage. I think the strength bonus is more proper.
1693 */ 1659 */
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 1660
1661 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1662
1699 /* update the speed */ 1663 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1665 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 1666
1705 if (arrow->speed < 1.0) 1667 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1668 arrow->speed_left = 0;
1709 1669
1710 if (op->type == PLAYER) { 1670 if (op->type == PLAYER)
1671 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1673 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1674 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 1675
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1677 }
1678 else
1679 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1680 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; 1681 arrow->level = op->level;
1722 } 1682 }
1683
1723 if (arrow->attacktype == AT_PHYSICAL) 1684 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1686
1725 if (bow->slaying != NULL) 1687 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1688 arrow->slaying = bow->slaying;
1727 1689
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1690 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1692
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1694 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1695
1736 if (!was_destroyed(arrow, tag)) 1696 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1697 move_arrow (arrow);
1738 1698
1739 if (op->type == PLAYER) { 1699 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1700 {
1701 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1702 esrv_del_item (op->contr, left->count);
1742 else 1703 else
1743 esrv_send_item(op, left); 1704 esrv_send_item (op, left);
1744 } 1705 }
1706
1745 return 1; 1707 return 1;
1746} 1708}
1747 1709
1748/* Special fire code for players - this takes into 1710/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1711 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1712 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1713 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1714 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1715 * hence the function name.
1754 */ 1716 */
1717int
1755int player_fire_bow(object *op, int dir) 1718player_fire_bow (object *op, int dir)
1756{ 1719{
1757 int ret=0, wcmod=0; 1720 int ret = 0, wcmod = 0;
1758 1721
1759 if (op->contr->bowtype == bow_bestarrow) { 1722 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1723 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1724 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); 1725 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1726 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1727 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1729 wcmod = -1;
1730
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1731 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1732 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1733 else if (op->contr->bowtype == bow_threewide)
1734 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1735 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)]); 1736 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)]); 1737 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1738 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1739 else if (op->contr->bowtype == bow_spreadshot)
1740 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1741 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); 1742 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); 1743 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1744
1777 } else { 1745 }
1746 else
1747 {
1778 /* Simple case */ 1748 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1750 }
1781 return ret; 1751 return ret;
1782} 1752}
1783 1753
1784 1754
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1755/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1756 * Broken apart from 'fire' to keep it more readable.
1787 */ 1757 */
1758void
1788void fire_misc_object(object *op, int dir) 1759fire_misc_object (object *op, int dir)
1789{ 1760{
1790 object *item; 1761 object *item;
1791 1762
1792 if (!op->contr->ranges[range_misc]) { 1763 if (!op->contr->ranges[range_misc])
1764 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1765 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1766 return;
1795 } 1767 }
1796 1768
1797 item = op->contr->ranges[range_misc]; 1769 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1770 if (!item->inv)
1771 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1773 return;
1801 } 1774 }
1802 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1803 if(item->stats.food<=0) { 1777 if (item->stats.food <= 0)
1778 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 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)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1781 return;
1807 } 1782 }
1783 }
1808 } else if (item->type == ROD || item->type==HORN) { 1784 else if (item->type == ROD || item->type == HORN)
1785 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1787 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1789 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1790 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)); 1791 else
1814 else 1792 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; 1793 return;
1818 } 1794 }
1819 } 1795 }
1820 1796
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1824 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1825 object *tmp; 1803 {
1826 if (item->arch) { 1804 object *tmp;
1805
1806 if (item->arch)
1807 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1809 item->face = item->arch->clone.face;
1829 item->speed = 0; 1810 item->set_speed (0);
1830 update_ob_speed(item); 1811 }
1831 } 1812
1832 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1815 }
1835 } 1816 }
1836 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1818 drain_rod_charge (item);
1838 }
1839 } 1819 }
1840} 1820}
1841 1821
1842/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1843 */ 1823 */
1824void
1844void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1845 int spellcost=0; 1827 int spellcost = 0;
1846 1828
1847 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1849 1832
1850 switch(op->contr->shoottype) { 1833 switch (op->contr->shoottype)
1834 {
1851 case range_none: 1835 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; 1836 return;
1888 default: 1837
1838 case range_bow:
1839 player_fire_bow (op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object (op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1852 {
1853 op->contr->ranges[range_golem] = 0;
1854 op->contr->shoottype = range_none;
1855 }
1856 else
1857 control_golem (op->contr->ranges[range_golem], dir);
1858 return;
1859
1860 case range_skill:
1861 if (!op->chosen_skill)
1862 {
1863 if (op->type == PLAYER)
1864 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder (op, dir);
1871 return;
1872 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1874 return;
1891 } 1875 }
1892} 1876}
1893 1877
1894 1878
1895 1879
1902 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1905 */ 1889 */
1906 1890
1891object *
1907object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1908{ 1893{
1909 object *tmp,*key; 1894 object *tmp, *key;
1910 1895
1911 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1897 if (container->inv == NULL)
1898 return NULL;
1913 1899
1914 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1902 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1917 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1919 */ 1907 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1909 break;
1922 } 1910 }
1923 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1914 * a key, return
1927 */ 1915 */
1928 if (!tmp) { 1916 if (!tmp)
1917 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1919 {
1930 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1922 {
1923 if ((key = find_key (pl, tmp, door)) != NULL)
1924 return key;
1925 }
1926 }
1927 if (!tmp)
1928 return NULL;
1933 } 1929 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1930 /* 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 1931 * see if we actually want to use it
1939 */ 1932 */
1940 if (pl!=container) { 1933 if (pl != container)
1934 {
1941 /* Only let players use keys in containers */ 1935 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1936 if (!pl->contr)
1937 return NULL;
1943 /* cases where this fails: 1938 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1939 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1940 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1941 * If the container is not active, return now since only active
1947 * containers can be used. 1942 * containers can be used.
1948 * If we only search keyrings and the container does not have 1943 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1944 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1945 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1946 * inv must have been an container and must have been active.
1952 * 1947 *
1953 * Change the color so that the message doesn't disappear with 1948 * Change the color so that the message doesn't disappear with
1954 * all the others. 1949 * all the others.
1955 */ 1950 */
1956 if (pl->contr->usekeys == key_inventory || 1951 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1952 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1954 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1956 "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; 1957 return NULL;
1965 } 1958 }
1966 } 1959 }
1967 return tmp; 1960 return tmp;
1968} 1961}
1969 1962
1970/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1965 * such that the caller should not do anything more,
1973 * 0 otherwise 1966 * 0 otherwise
1974 */ 1967 */
1968static int
1975static int player_attack_door(object *op, object *door) 1969player_attack_door (object *op, object *door)
1976{ 1970{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* 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 - 1972 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1981 */ 1974 */
1982 object *key=find_key(op, op, door); 1975 object *key = find_key (op, op, door);
1983 1976
1984 /* IF we found a key, do some extra work */ 1977 /* IF we found a key, do some extra work */
1985 if (key) { 1978 if (key)
1979 {
1986 object *container=key->env; 1980 object *container = key->env;
1987 1981
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1983 if (action_makes_visible (op))
1984 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1985 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 1987 if (door->type == DOOR)
1988 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1989 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 1990 }
1994 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1996 "You open the door with the %s", query_short_name(key)); 1993 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 ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1995 }
1999 /* Do this after we print the message */ 1996 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1997 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1998 /* Need to update the weight the container the key was in */
2002 if (container != op) 1999 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2000 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2002 }
2005 } else if (door->type==LOCKED_DOOR) { 2003 else if (door->type == LOCKED_DOOR)
2004 {
2006 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2007 return 1;
2009 } 2008 }
2010 return 0; 2009 return 0;
2011} 2010}
2012 2011
2013/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2018 */ 2017 */
2019 2018void
2020void move_player_attack(object *op, int dir) 2019move_player_attack (object *op, int dir)
2021{ 2020{
2022 object *tmp, *mon, *tpl; 2021 object *tmp, *mon;
2023 sint16 nx, ny; 2022 sint16 nx, ny;
2024 int on_battleground; 2023 int on_battleground;
2025 mapstruct *m; 2024 maptile *m;
2026 2025
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2026 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2027 ny = freearr_y[dir] + op->y;
2031 2028
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2033 2030
2034 /* If braced, or can't move to the square, and it is not out of the 2031 /* 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 2032 * 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 2033 * 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 2034 * 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 2035 * 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 2036 * 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 2037 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2038 * move_ob uses.
2042 */ 2039 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2040 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049 2041 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2042 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2043 {
2044 m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2052 return;
2053 }
2054 2053
2055 mon = NULL; 2054 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2058 * on the space
2060 */ 2059 */
2061 while (tmp!=NULL) { 2060 while (tmp)
2061 {
2062 if (tmp == op) { 2062 if (tmp == op)
2063 tmp=tmp->above; 2063 {
2064 continue; 2064 tmp = tmp->above;
2065 } 2065 continue;
2066 }
2067
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2069 {
2068 break; 2070 mon = tmp;
2069 } 2071 break;
2072 }
2073
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2075 mon = tmp;
2076
2072 tmp=tmp->above; 2077 tmp = tmp->above;
2073 } 2078 }
2074 2079
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2081 return; /* into a wall */
2077 2082
2078 if(mon->head != NULL) 2083 if (mon->head)
2079 mon = mon->head; 2084 mon = mon->head;
2080 2085
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2087 if (player_attack_door (op, mon))
2088 return;
2083 2089
2084 /* The following deals with possibly attacking peaceful 2090 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2091 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2092 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2093 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2094 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2095 * and thus will not push them.
2090 */ 2096 */
2091 2097
2092 /* If the creature is a pet, push it even if the player is not 2098 /* 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 2099 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2100 * player owns it and it is either friendly or unagressive.
2095 */ 2101 */
2096 if ((op->type==PLAYER) 2102 if ((op->type == PLAYER)
2097#if COZY_SERVER 2103#if COZY_SERVER
2098 && 2104 &&
2099 ( 2105 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2107#else
2105 && get_owner(mon)==op 2108 && mon->owner == op
2106#endif 2109#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2111 {
2109 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2113 if (op->contr->braced)
2114 return;
2115
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2117 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2114 return; 2121 return;
2115 } 2122 }
2116 2123
2117 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2127 * attack them either.
2121 */ 2128 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2132 (op->contr->peaceful
2133 || (mon->type == PLAYER
2134 && mon->contr->
2135 peaceful)) &&
2127#else 2136#else
2128 op->contr->peaceful && 2137 op->contr->peaceful &&
2129#endif 2138#endif
2130 !on_battleground 2139 !on_battleground))
2140 {
2141 if (!op->contr->braced)
2131 )) { 2142 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2144 push_ob (mon, dir, op);
2135 } else { 2145 }
2146 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2148
2149 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op);
2151 }
2152
2141 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2155 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2145 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2147 } 2160 make_visible (op);
2161 }
2148 2162
2149 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2168 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2171 {
2159 2172
2160 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2174 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2175 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2176 * incurred a 1 tick offset.
2164 */ 2177 */
2165 if (!op->contr->has_hit) { 2178 if (!op->contr->has_hit)
2179 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2181
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2183 }
2170 2184
2171 skill_attack(mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2172 2186
2173 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2190 * the wiz.
2177 */ 2191 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2192 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)) { 2193 {
2180 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2195
2181 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2184 } 2199 }
2185 if(action_makes_visible(op)) make_visible(op); 2200
2186 } 2201 if (action_makes_visible (op))
2202 make_visible (op);
2203 }
2187 } /* if player should attack something */ 2204 } /* if player should attack something */
2188} 2205}
2189 2206
2207int
2190int move_player(object *op,int dir) { 2208move_player (object *op, int dir)
2209{
2191 int pick; 2210 int pick;
2192 object *transport = op->contr->transport;
2193 2211
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2212 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; 2213 return 0;
2214
2215 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9))
2217 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0;
2220 }
2221
2222 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2225
2226 op->facing = dir;
2227
2228 if (op->hide)
2229 do_hidden_move (op);
2230
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ;
2233 else if (op->contr->fire_on)
2234 fire (op, dir);
2235 else
2236 {
2237 move_player_attack (op, dir);
2238 pick = check_pick (op);
2239 }
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2245 op->direction = dir;
2246 else
2247 op->direction = 0;
2248
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 animate_object (op, op->facing);
2254 return 0;
2256} 2255}
2257 2256
2258/* This is similar to handle_player, below, but is only used by the 2257/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2258 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2259 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2260 * the new speed values for commands.
2262 * 2261 *
2263 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2264 */ 2263 */
2264int
2265int handle_newcs_player(object *op) 2265handle_newcs_player (object *op)
2266{ 2266{
2267 if (op->contr->hidden) { 2267 if (op->contr->hidden)
2268 {
2268 op->invisible = 1000; 2269 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2270 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2271 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2272 * alternate it here for it to work correctly.
2272 */ 2273 */
2273 if (pticks & 2) op->invisible--; 2274 if (pticks & 2)
2275 op->invisible--;
2274 } 2276 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2276 op->invisible--; 2279 op->invisible--;
2277 if(!op->invisible) { 2280 if (!op->invisible)
2281 {
2278 make_visible(op); 2282 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2284 }
2281 } 2285 }
2282 2286
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2287 if (QUERY_FLAG (op, FLAG_SCARED))
2288 {
2284 flee_player(op); 2289 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2290 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 {
2287 op->speed_left--; 2293 op->speed_left--;
2288 return 0; 2294 return 0;
2289 } 2295 }
2290 } 2296 }
2291 2297
2292 /* I've been seeing crashes where the golem has been destroyed, but 2298 /* 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 2299 * 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 2300 * 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. 2301 * put this in a a workaround to clean up the golem pointer.
2296 */ 2302 */
2297 if (op->contr->ranges[range_golem] && 2303 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; 2304 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2305
2304 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2308 * called, so we recheck it here.
2307 */ 2309 */
2308 HandleClient(&op->contr->socket, op->contr); 2310 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2311 return 1;
2310 2312
2313 if (op->speed_left > 0)
2314 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2312 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2318 op->speed_left--;
2314 2319
2315 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2318 */ 2323 */
2319 move_player(op, op->direction); 2324 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2325
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2321 else return 0; 2330 return 0;
2322 } 2331}
2332
2333int
2334save_life (object *op)
2335{
2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2337 return 0;
2324}
2325 2338
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) 2339 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2344
2337 query_name(tmp));
2338 if (op->contr) 2345 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2346 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2347
2341 free_object(tmp); 2348 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2349 CLEAR_FLAG (op, FLAG_LIFESAVE);
2350
2343 if(op->stats.hp<0) 2351 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2353
2345 if(op->stats.food<0) 2354 if (op->stats.food < 0)
2346 op->stats.food = 999; 2355 op->stats.food = 999;
2347 fix_player(op); 2356
2357 op->update_stats ();
2348 return 1; 2358 return 1;
2349 } 2359 }
2360
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2363 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2364 return 0;
2354} 2365}
2355 2366
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2367/* 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 2368 * 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 2369 * function will descend into containers. op is the object to start the search
2359 * from. 2370 * from.
2360 */ 2371 */
2372void
2361void remove_unpaid_objects(object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2362{ 2374{
2363 object *next; 2375 object *next;
2364 2376
2365 while (op) { 2377 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2378 {
2367 * we remove object 'op' 2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2380
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2381 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2382 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2383 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2384 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 2385
2386 op->insert_at (env);
2387 }
2388 else if (op->inv)
2389 remove_unpaid_objects (op->inv, env);
2390
2391 op = next;
2392 }
2393}
2382 2394
2383/* 2395/*
2384 * Returns pointer a static string containing gravestone text 2396 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2397 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2398 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2399 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2400 * but there isn't one in the server directory.
2389 */ 2401 */
2402char *
2390char *gravestone_text (object *op) 2403gravestone_text (object *op)
2391{ 2404{
2392 static char buf2[MAX_BUF]; 2405 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2406 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2407 time_t now = time (NULL);
2395 2408
2396 strcpy (buf2, " R.I.P.\n\n"); 2409 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2410 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2411 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2412 else
2400 sprintf (buf, "%s\n", op->name); 2413 sprintf (buf, "%s\n", &op->name);
2414
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2416 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2417 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2418 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2419 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2420 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2421
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2423 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2424 if (op->type == PLAYER)
2425 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2426 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2427 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2428 strcat (buf2, buf);
2413 } 2429 }
2430
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2431 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2432 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2433 strcat (buf2, buf);
2434
2417 return buf2; 2435 return buf2;
2418} 2436}
2419 2437
2420 2438void
2421
2422void do_some_living(object *op) { 2439do_some_living (object *op)
2440{
2423 int last_food=op->stats.food; 2441 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2442 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2443 int over_hp, over_sp, over_grace;
2426 int i; 2444 int i;
2427 int rate_hp = 1200; 2445 int rate_hp = 1200;
2428 int rate_sp = 2500; 2446 int rate_sp = 2500;
2429 int rate_grace = 2000; 2447 int rate_grace = 2000;
2430 const int max_hp = 1; 2448 const int max_hp = 1;
2431 const int max_sp = 1; 2449 const int max_sp = 1;
2432 const int max_grace = 1; 2450 const int max_grace = 1;
2433 2451
2434 if (op->contr->outputs_sync) { 2452 if (op->contr->outputs_sync)
2453 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2455 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]); 2456 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2457 }
2440 2458
2441 if(op->contr->state==ST_PLAYING) { 2459 if (op->contr->ns->state == ST_PLAYING)
2442 2460 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2461 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2462 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2463 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2464 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2465 else
2466 {
2448 gen_hp = op->stats.maxhp; 2467 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2468 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2469 }
2470
2451 if(op->contr->gen_sp >= 0 ) 2471 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2472 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2473 else
2474 {
2454 gen_sp = op->stats.maxsp; 2475 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2476 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2477 }
2478
2457 if(op->contr->gen_grace >= 0) 2479 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2480 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2481 else
2482 {
2460 gen_grace = op->stats.maxgrace; 2483 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2484 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2485 }
2463 2486
2464 /* Regenerate Spell Points */ 2487 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2488 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2489 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2490 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) { 2491 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2492 {
2493 op->stats.sp++;
2469 /* dms do not consume food */ 2494 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2495 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2496 {
2497 op->stats.food--;
2472 if(op->contr->digestion<0) 2498 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2499 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2500 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; 2501 op->stats.food = last_food;
2502 }
2503 }
2504
2505 if (max_sp > 1)
2506 {
2507 over_sp = (gen_sp + 10) / rate_sp;
2508 if (over_sp > 0)
2509 {
2510 if (op->stats.sp < op->stats.maxsp)
2511 {
2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2514 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2515 op->stats.sp--;
2516
2517 if (op->stats.sp > op->stats.maxsp)
2518 op->stats.sp = op->stats.maxsp;
2519 }
2520 op->last_sp = 0;
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 }
2525 else
2526 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2527 }
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 2528
2498 /* Regenerate Grace */ 2529 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2530 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2531 if (--op->last_grace < 0)
2532 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2533 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2534 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2535
2536 if (max_grace > 1)
2537 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2538 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2539 if (over_grace > 0)
2506 op->stats.sp += over_grace 2540 {
2541 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; 2542 + (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; 2543 op->last_grace = 0;
2509 } else { 2544 }
2545 else
2546 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2547 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2548 }
2512 } else { 2549 }
2550 else
2551 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2552 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2553 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2554 /* wearing stuff doesn't detract from grace generation. */
2516 } 2555 }
2517 2556
2518 /* Regenerate Hit Points */ 2557 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2558 if (--op->last_heal < 0)
2559 {
2520 if(op->stats.hp<op->stats.maxhp) { 2560 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2561 {
2562 op->stats.hp++;
2522 /* dms do not consume food */ 2563 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2565 {
2566 op->stats.food--;
2525 if(op->contr->digestion<0) 2567 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2568 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2569 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; 2570 op->stats.food = last_food;
2571 }
2572 }
2573
2574 if (max_hp > 1)
2575 {
2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2577 if (over_hp > 0)
2578 {
2579 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2580 op->last_heal = 0;
2581 }
2582 else
2583 {
2584 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2585 }
2586 }
2587 else
2588 {
2589 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2590 }
2530 } 2591 }
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 2592
2546 /* Digestion */ 2593 /* Digestion */
2547 if(--op->last_eat<0) { 2594 if (--op->last_eat < 0)
2595 {
2548#ifdef COZY_SERVER 2596#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2597 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2598 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2599#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2600 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 2601#endif
2556 2602
2557 if(op->contr->gen_hp > 0) 2603 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2604 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2605 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607
2561 /* dms do not consume food */ 2608 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2609 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2610 op->stats.food--;
2564 } 2611 }
2565 2612
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2613 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2614 {
2615 object *tmp, *flesh = 0;
2568 2616
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2617 for (tmp = op->inv; tmp; tmp = tmp->below)
2618 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2619 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2620 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2621 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2622 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2624 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2625 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2626 break;
2576 } 2627 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2628 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2629 flesh = tmp;
2579 } /* end of for loop */ 2630 } /* End if paid for object */
2631 } /* end of for loop */
2632
2580 /* If player is still starving, it means they don't have any food, so 2633 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2634 * eat flesh instead.
2582 */ 2635 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2636 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2637 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2639 manual_apply (op, flesh, 0);
2586 } 2640 }
2587 } /* end if player is starving */ 2641 }
2588 2642
2589 while(op->stats.food<0&&op->stats.hp>0) 2643 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2644 op->stats.food++, op->stats.hp--;
2591 2645
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2646 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2647 kill_player (op);
2648 }
2594} 2649}
2595
2596
2597 2650
2598/* If the player should die (lack of hp, food, etc), we call this. 2651/* 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 2652 * 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 2653 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2654 * file.
2602 */ 2655 */
2656void
2603void kill_player(object *op) 2657kill_player (object *op)
2604{ 2658{
2605 char buf[MAX_BUF]; 2659 char buf[MAX_BUF];
2606 int x,y,i; 2660 int x, y;
2661
2662 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2663 maptile *map; /* this is for resurrection */
2664
2608 int z; 2665 /* int z;
2609 int num_stats_lose; 2666 int num_stats_lose;
2610 int lost_a_stat; 2667 int lost_a_stat;
2611 int lose_this_stat; 2668 int lose_this_stat;
2612 int this_stat; 2669 int this_stat; */
2613 int will_kill_again; 2670 int will_kill_again;
2614 archetype *at; 2671 archetype *at;
2615 object *tmp; 2672 object *tmp;
2616 2673
2617 if(save_life(op)) 2674 if (save_life (op))
2618 return; 2675 return;
2619 2676
2620 2677
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2678 /* 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. 2679 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2680 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2681 */
2625 if (op_on_battleground(op, &x, &y)) { 2682 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2683 {
2627 "You have been defeated in combat!"); 2684 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, 2685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2686
2630
2631 /* restore player */ 2687 /* restore player */
2632 at = find_archetype("poisoning"); 2688 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2689 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2690 {
2635 remove_ob(tmp); 2691 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2692 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2693 }
2639 2694
2640 at = find_archetype("confusion"); 2695 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2696 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2697 {
2643 remove_ob(tmp); 2698 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2700 }
2647 2701
2648 cure_disease(op,0); /* remove any disease */ 2702 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2703 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2704 if (op->stats.food <= 0)
2651 2705 op->stats.food = 999;
2706
2652 /* create a bodypart-trophy to make the winner happy */ 2707 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2708 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2709 {
2656 sprintf(buf,"%s's finger",op->name); 2710 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2711 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2712 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2713 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2715 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2716 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2717 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2718 tmp->insert_at (op, tmp);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2719 }
2720
2669 /* teleport defeated player to new destination*/ 2721 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2722 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2723 op->contr->braced = 0;
2672 return; 2724 return;
2673 } 2725 }
2674 2726
2675 INVOKE_PLAYER (DEATH, op->contr); 2727 INVOKE_PLAYER (DEATH, op->contr);
2676 2728
2677 command_kill_pets (op, 0); 2729 command_kill_pets (op, 0);
2678 2730
2679 if(op->stats.food<0) { 2731 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2732 {
2681 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...");
2683 op->stats.food=999;
2684 return;
2685 }
2686 sprintf(buf,"%s starved to death.",op->name); 2733 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2734 strcpy (op->contr->killer, "starvation");
2688 } 2735 }
2689 else { 2736 else
2690 if (op->contr->explore) {
2691 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...");
2693 op->stats.hp=op->stats.maxhp;
2694 return;
2695 }
2696 sprintf(buf,"%s died.",op->name); 2737 sprintf (buf, "%s died.", &op->name);
2697 } 2738
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2740
2700 /* save the map location for corpse, gravestone*/ 2741 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2742 x = op->x;
2743 y = op->y;
2744 map = op->map;
2702 2745
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2746 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2747 * 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. 2748 * See the config.h file for a little more in depth detail about this.
2708 */ 2749 */
2709 2750
2710 /* Basically two ways to go - remove a stat permanently, or just 2751 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2752 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2753 * of death.
2713 */ 2754 */
2714#ifndef COZY_SERVER 2755#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2756 if (settings.balanced_stat_loss)
2757 {
2716 /* If stat loss is permanent, lose one stat only. */ 2758 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2759 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2760 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2761 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2762 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2763 little bit harder. */
2722 /* GD */ 2764 /* GD */
2723 if (settings.stat_loss_on_death) 2765 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2766 num_stats_lose = 1;
2725 else 2767 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2768 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2769 }
2770 else
2728 num_stats_lose = 1; 2771 num_stats_lose = 1;
2729 } 2772
2730 lost_a_stat = 0; 2773 lost_a_stat = 0;
2731 2774
2732 for (z=0; z<num_stats_lose; z++) { 2775 for (z = 0; z < num_stats_lose; z++)
2776 {
2733 i = RANDOM() % NUM_STATS; 2777 i = RANDOM () % NUM_STATS;
2734 2778
2735 if (settings.stat_loss_on_death) { 2779 if (settings.stat_loss_on_death)
2780 {
2736 /* Pick a random stat and take a point off it. Tell the player 2781 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2782 * what he lost.
2738 */ 2783 */
2739 change_attr_value(&(op->stats), i,-1); 2784 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2785 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2786 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2787 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2789 lost_a_stat = 1;
2745 } else { 2790 }
2791 else
2792 {
2746 /* deplete a stat */ 2793 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2794 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2795 object *dep;
2796
2797 dep = present_arch_in_ob (deparch, op);
2798 if (!dep)
2749 2799 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2800 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2801 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 2802 }
2783 if (lose_this_stat) { 2803 lose_this_stat = 1;
2804 if (settings.balanced_stat_loss)
2805 {
2806 /* GD */
2807 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2808 this_stat = get_attr_value (&(dep->stats), i);
2809 if (this_stat < 0)
2810 {
2811 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2812 int keep_chance = this_stat * this_stat;
2813
2814 /* Yes, I am paranoid. Sue me. */
2815 if (keep_chance < 1)
2816 keep_chance = 1;
2817
2818 /* There is a maximum depletion total per level. */
2819 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2820 {
2821 lose_this_stat = 0;
2822 /* Take loss chance vs keep chance to see if we
2823 retain the stat. */
2824 }
2825 else
2826 {
2827 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2828 lose_this_stat = 0;
2829 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2830 this_stat, keep_chance, loss_chance,
2831 lose_this_stat?"LOSE":"KEEP"); */
2832 }
2833 }
2834 }
2835
2836 if (lose_this_stat)
2837 {
2838 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2839 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2840 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2841 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2842 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2843 * difference.
2790 */ 2844 */
2791 if (this_stat>=-50) { 2845 if (this_stat >= -50)
2846 {
2792 change_attr_value(&(dep->stats), i, -1); 2847 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2848 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2850 op->update_stats ();
2796 lost_a_stat = 1; 2851 lost_a_stat = 1;
2797 } 2852 }
2798 } 2853 }
2854 }
2799 } 2855 }
2800 }
2801 /* If no stat lost, tell the player. */ 2856 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2857 if (!lost_a_stat)
2803 { 2858 {
2804 /* determine_god() seems to not work sometimes... why is this? 2859 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2860 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2861 const char *god = determine_god (op);
2862
2807 if (god && (strcmp(god, "none"))) 2863 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2864 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" 2865 else
2810 " you.", god); 2866 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 } 2867 }
2868#else
2869 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2870#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 2871
2819 /* Put a gravestone up where the character 'almost' died. List the 2872 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2873 * exp loss on the stone.
2821 */ 2874 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2875 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2876 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2877 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2878 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2879 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2880 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" 2881 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; 2882 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2883 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2884
2836 /**************************************/ 2885 /**************************************/
2837 /* */ 2886 /* */
2838 /* Subtract the experience points, */ 2887 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2888 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2889 /* food, and reset HP's... */
2841 /* */ 2890 /* */
2842 /**************************************/ 2891 /**************************************/
2843 2892
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2893 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2894 /* restore player */
2846 at = find_archetype("poisoning"); 2895 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2897
2848 if (tmp) { 2898 if (tmp)
2849 remove_ob(tmp); 2899 {
2850 free_object(tmp); 2900 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2901 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2902 }
2853 2903
2854 at = find_archetype("confusion"); 2904 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2905 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2906 if (tmp)
2857 remove_ob(tmp); 2907 {
2858 free_object(tmp); 2908 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2910 }
2911
2861 cure_disease(op,0); /* remove any disease */ 2912 cure_disease (op, 0); /* remove any disease */
2862 2913
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2914 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2915 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2916 if (op->stats.food < 100)
2917 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2918 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2921
2870 /* 2922 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2923 * 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 2924 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2925 * in the map.
2874 */ 2926 */
2875 2927
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2928 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2929 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2930
2884 /****************************************/ 2931 /****************************************/
2885 /* */ 2932 /* */
2886 /* Move player to his current respawn- */ 2933 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2934 /* position (usually last savebed) */
2888 /* */ 2935 /* */
2889 /****************************************/ 2936 /****************************************/
2890 2937
2891 enter_player_savebed(op); 2938 enter_player_savebed (op);
2892 2939
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2940 op->contr->braced = 0;
2897 save_player(op,1);
2898 2941
2899 /* it is possible that the player has blown something up 2942 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2943 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2944 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2945 * on the space that might harm the player.
2903 */ 2946 */
2904 will_kill_again=0; 2947 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2948 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2949 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2950 will_kill_again |= tmp->attacktype;
2908 } 2951
2909 if (will_kill_again) { 2952 if (will_kill_again)
2953 {
2910 object *force; 2954 object *force;
2911 int at; 2955 int at;
2912 2956
2913 force=get_archetype(FORCE_NAME); 2957 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2958 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2959 force->speed = 0.1;
2916 force->speed_left=-5.0; 2960 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2961 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2962 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2963 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2964 force->resist[at] = 100;
2921 } 2965
2922 insert_ob_in_ob(force, op); 2966 insert_ob_in_ob (force, op);
2923 fix_player(op); 2967 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2968
2969 }
2970
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2971 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} 2972}
2999 2973
3000 2974void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2975loot_object (object *op)
2976{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2977 object *tmp, *tmp2, *next;
3003 2978
2979 if (op->container)
3004 if (op->container) { /* close open sack first */ 2980 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2981
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2982 for (tmp = op->inv; tmp; tmp = next)
2983 {
3009 next=tmp->below; 2984 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2985
3011 remove_ob(tmp); 2986 if (tmp->invisible)
2987 continue;
2988
2989 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2990 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2991 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 2992 { /* empty container to ground */
3015 } 2993 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2994 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2995 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2996 {
3018 if(tmp->nrof>1) { 2997 if (tmp->nrof > 1)
2998 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2999 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3000 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3001 insert_ob_in_map (tmp, op->map, NULL, 0);
3002 }
3003 else
3004 tmp->destroy ();
3005 }
3022 } else 3006 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3007 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3008 }
3027} 3009}
3028 3010
3029/* 3011/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3012 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3013 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3014 * was changed.
3033 */ 3015 */
3034 3016
3017void
3035void fix_weight(void) { 3018fix_weight (void)
3036 player *pl; 3019{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3020 for_all_players (pl)
3021 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3022 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3023
3039 if(old == sum) 3024 if (old == sum)
3040 continue; 3025 continue;
3041 fix_player(pl->ob); 3026 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3027 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3028 }
3045} 3029}
3046 3030
3031void
3047void fix_luck(void) { 3032fix_luck (void)
3048 player *pl; 3033{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3034 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3035 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3036 pl->ob->change_luck (0);
3052} 3037}
3053
3054 3038
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3039/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3040 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3041 * just treat this as any other spell casting object.
3058 */ 3042 */
3059
3060void 3043void
3061cast_dust (object * op, object * throw_ob, int dir) 3044cast_dust (object *op, object *throw_ob, int dir)
3062{ 3045{
3063 object *skop, *spob; 3046 object *skop, *spob;
3064 3047
3065 skop = find_skill_by_name (op, throw_ob->skill); 3048 skop = find_skill_by_name (op, throw_ob->skill);
3066 3049
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3050 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3051 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3052 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3053 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3054 return;
3073 } 3055 }
3074 3056
3075 spob = throw_ob->inv; 3057 spob = throw_ob->inv;
3076 3058
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3059 // 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 3060 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3061 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3062 if (!spob)
3081 { 3063 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3064 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; 3065 return;
3085 } 3066 }
3086 3067
3087 if (op->type == PLAYER) 3068 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3069 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3070
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3071 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3072
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3073 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3074}
3096 3075
3076void
3097void make_visible (object *op) { 3077make_visible (object *op)
3078{
3098 op->hide = 0; 3079 op->hide = 0;
3099 op->invisible = 0; 3080 op->invisible = 0;
3100 if(op->type==PLAYER) { 3081 if (op->type == PLAYER)
3082 {
3101 op->contr->tmp_invis = 0; 3083 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3084 op->contr->invis_race = 0;
3103 } 3085 }
3104 update_object(op,UP_OBJ_FACE); 3086 update_object (op, UP_OBJ_FACE);
3105} 3087}
3106 3088
3089int
3107int is_true_undead(object *op) { 3090is_true_undead (object *op)
3091{
3108 object *tmp=NULL; 3092 object *tmp = NULL;
3109 3093
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3095 return 1;
3111 3096
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; 3097 return 0;
3117} 3098}
3118 3099
3119/* look at the surrounding terrain to determine 3100/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3101 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3102 * indicate greater hideability.
3122 */ 3103 */
3123 3104
3105int
3124int hideability(object *ob) { 3106hideability (object *ob)
3107{
3125 int i,level=0, mflag; 3108 int i, level = 0, mflag;
3126 sint16 x,y; 3109 sint16 x, y;
3127 3110
3128 if(!ob||!ob->map) return 0; 3111 if (!ob || !ob->map)
3112 return 0;
3129 3113
3130 /* so, on normal lighted maps, its hard to hide */ 3114 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3115 level = ob->map->darkness - 2;
3132 3116
3133 /* this also picks up whether the object is glowing. 3117 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3118 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3119 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3120 if (has_carried_lights (ob))
3121 level = -(10 + (2 * ob->map->darkness));
3137 3122
3138 /* scan through all nearby squares for terrain to hide in */ 3123 /* 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]) { 3124 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3125 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3126 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3127 if (mflag & P_OUT_OF_MAP)
3128 {
3129 continue;
3130 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3131 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3132 level += 2;
3144 else /* open terrain! */ 3133 else /* open terrain! */
3145 level -= 1; 3134 level -= 1;
3146 } 3135 }
3147 3136
3148#if 0 3137#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3138 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3139#endif
3151 return level; 3140 return level;
3152} 3141}
3153 3142
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3143/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3144 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3145 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3146 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3147 */
3159 3148
3149void
3160void do_hidden_move (object *op) { 3150do_hidden_move (object *op)
3151{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3152 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3153 object *skop;
3163 3154
3164 if(!op || !op->map) return; 3155 if (!op || !op->map)
3156 return;
3165 3157
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3158 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3159
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3160 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3161 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3162 if (!skop || num >= skop->level)
3163 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3164 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3165 make_visible (op);
3173 return; 3166 return;
3174 } else num += 20;
3175 } 3167 }
3168 else
3169 num += 20;
3170
3176 num += op->map->difficulty; 3171 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3172 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3173 num -= hide;
3174
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3175 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3176 {
3180 make_visible(op); 3177 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3178 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3180 }
3184 else if (op->type == PLAYER && skop) { 3181 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3182 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3183}
3188 3184
3189/* determine if who is standing near a hostile creature. */ 3185/* determine if who is standing near a hostile creature. */
3190 3186
3187int
3191int stand_near_hostile( object *who ) { 3188stand_near_hostile (object *who)
3189{
3192 object *tmp=NULL; 3190 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3191 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3192 maptile *m;
3195 sint16 x,y; 3193 sint16 x, y;
3196 3194
3197 if(!who) return 0; 3195 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; 3196 return 0;
3197
3198 if (who->type == PLAYER)
3199 player = 1;
3200
3201 else
3202 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3203
3204 /* search adjacent squares */
3205 for (i = 1; i < 9; i++)
3206 {
3207 x = who->x + freearr_x[i];
3208 y = who->y + freearr_y[i];
3209 m = who->map;
3210 mflags = get_map_flags (m, &m, x, y, &x, &y);
3211 /* space must be blocked if there is a monster. If not
3212 * blocked, don't need to check this space.
3213 */
3214 if (mflags & P_OUT_OF_MAP)
3215 continue;
3216 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3217 continue;
3218
3219 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3220 {
3221 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if (tmp->type == PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding */
3226 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0;
3227} 3232}
3228 3233
3229/* check the player los field for viewability of the 3234/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3235 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3236 * 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. 3243 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3244 * -b.t.
3240 * This function is now map tiling safe. 3245 * This function is now map tiling safe.
3241 */ 3246 */
3242 3247
3248int
3243int player_can_view (object *pl,object *op) { 3249player_can_view (object *pl, object *op)
3250{
3244 rv_vector rv; 3251 rv_vector rv;
3245 int dx,dy; 3252 int dx, dy;
3246 3253
3247 if(pl->type!=PLAYER) { 3254 if (pl->type != PLAYER)
3255 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3256 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; 3257 return -1;
3274 op = op->more;
3275 } 3258 }
3259
3260 if (!pl || !op)
3276 return 0; 3261 return 0;
3262
3263 op = op->head_ ();
3264
3265 get_rangevector (pl, op, &rv, 0x1);
3266
3267 /* starting with the 'head' part, lets loop
3268 * through the object and find if it has any
3269 * part that is in the los array but isnt on
3270 * a blocked los square.
3271 * we use the archetype to figure out offsets.
3272 */
3273 while (op)
3274 {
3275 dx = rv.distance_x + op->arch->clone.x;
3276 dy = rv.distance_y + op->arch->clone.y;
3277
3278 /* only the viewable area the player sees is updated by LOS
3279 * code, so we need to restrict ourselves to that range of values
3280 * for any meaningful values.
3281 */
3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3283 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3284 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3285 return 1;
3286 op = op->more;
3287 }
3288 return 0;
3277} 3289}
3278 3290
3279/* routine for both players and monsters. We call this when 3291/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3292 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3293 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3294 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3295 * return 0.
3284 */ 3296 */
3297int
3285int action_makes_visible (object *op) { 3298action_makes_visible (object *op)
3299{
3286 3300
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3301 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3302 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3303 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3304 return 0;
3290 3305
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3306 if (op->contr && op->contr->tmp_invis == 0)
3307 return 0;
3292 3308
3293 /* If monsters, they should become visible */ 3309 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3310 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3311 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3312 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3313 return 1;
3297 } 3314 }
3298 } 3315 }
3299 return 0; 3316 return 0;
3300} 3317}
3301 3318
3302/* op_on_battleground - checks if the given object op (usually 3319/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3320 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3321 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3322 * -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 3323 * 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 3324 * 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 3325 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3326 */
3327int
3310int op_on_battleground (object *op, int *x, int *y) { 3328op_on_battleground (object *op, int *x, int *y)
3329{
3311 object *tmp; 3330 object *tmp;
3312 3331
3313 /* A battleground-tile needs the following attributes to be valid: 3332 /* 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), 3333 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3334 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3335 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3336 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3337 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3338 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3339 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3340 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3341 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3342 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3343 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3344 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3345 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3346 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3347 {
3326 object *invtmp; 3348 object *invtmp;
3349
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3350 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3351 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3352 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3353 {
3354 if (x != NULL && y != NULL)
3355 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3356 return 1;
3357 }
3358 }
3359 }
3330 if (x != NULL && y != NULL) 3360 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3361 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3362 return 1;
3333 } 3363 }
3334 } 3364 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3365 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3366 /* If we got here, did not find a battleground */
3343 return 0; 3367 return 0;
3344} 3368}
3345 3369
3346/* 3370/*
3350 * attributes: 3374 * attributes:
3351 * object *who the dragon player 3375 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3376 * int atnr the attack-number of the ability focus
3353 * int level ability level 3377 * int level ability level
3354 */ 3378 */
3379void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3380dragon_ability_gain (object *who, int atnr, int level)
3381{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3382 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3383 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3384 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3385 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3386 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3387 int i = 0, j = 0;
3362 3388
3363 /* get the appropriate treasurelist */ 3389 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3390 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3391 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3392 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3393 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3394 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3395 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3396 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3397 trlist = find_treasurelist ("dragon_ability_poison");
3372 3398
3373 if (trlist == NULL || who->type != PLAYER) 3399 if (trlist == NULL || who->type != PLAYER)
3374 return; 3400 return;
3375 3401
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3402 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3403
3378 3404 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3405 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3406 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3407 return;
3382 } 3408 }
3383 3409
3384 /* everything seems okay - now bring on the gift: */ 3410 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3411 item = &(tr->item->clone);
3386 3412
3387 if (item->type == SPELL) { 3413 if (item->type == SPELL)
3414 {
3388 if (check_spell_known (who, item->name)) 3415 if (check_spell_known (who, item->name))
3389 return; 3416 return;
3390 3417
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3418 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); 3419 do_learn_spell (who, item, 0);
3393 return; 3420 return;
3394 } 3421 }
3395 3422
3396 /* grant direct spell */ 3423 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3424 if (item->type == SPELLBOOK)
3425 {
3398 if (!item->inv) { 3426 if (!item->inv)
3427 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3428 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3429 return;
3402 } 3430 }
3403 if (check_spell_known (who, item->inv->name)) 3431 if (check_spell_known (who, item->inv->name))
3404 return; 3432 return;
3405 if (item->invisible) { 3433 if (item->invisible)
3434 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3435 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); 3436 do_learn_spell (who, item->inv, 0);
3408 return; 3437 return;
3409 } 3438 }
3410 } 3439 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3440 else if (item->type == SKILL_TOOL && item->invisible)
3441 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3442 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3443 {
3413 3444
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3445 /* 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 3446 * 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, 3447 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3448 * but not all of them, he gets nothing.
3418 */ 3449 */
3419 if (!(skop->attacktype & item->attacktype)) { 3450 if (!(skop->attacktype & item->attacktype))
3451 {
3420 /* Give new attacktype */ 3452 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3453 skop->attacktype |= item->attacktype;
3422 3454
3423 /* always add physical if there's none */ 3455 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3456 skop->attacktype |= AT_PHYSICAL;
3425 3457
3426 if (item->msg != NULL) 3458 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3459 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3460
3429 /* Give player new face */ 3461 /* Give player new face */
3430 if (item->animation_id) { 3462 if (item->animation_id)
3463 {
3431 who->face = skop->face; 3464 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3465 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3466 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3467 who->last_anim = 0;
3435 who->state = 0; 3468 who->state = 0;
3436 animate_object(who, who->direction); 3469 animate_object (who, who->direction);
3437 } 3470 }
3471 }
3472 }
3438 } 3473 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3474 else if (item->type == FORCE)
3475 {
3442 /* forces in the treasurelist can alter the player's stats */ 3476 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3477 object *skin;
3478
3444 /* first get the dragon skin force */ 3479 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3480 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3481 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3482 ;
3448 3483
3484 if (!skin)
3485 return;
3486
3449 /* adding new spellpath attunements */ 3487 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3488 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3489 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3490 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3491
3453 /* print message */ 3492 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3493 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3494 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3495 {
3457 if (j) 3496 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3497 {
3459 else 3498 if (j)
3460 j = 1; 3499 strcat (buf, " and ");
3500 else
3501 j = 1;
3461 strcat(buf, spellpathnames[i]); 3502 strcat (buf, spellpathnames[i]);
3462 } 3503 }
3463 } 3504 }
3464 strcat(buf,"."); 3505 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3506 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3507 }
3467 3508
3468 /* evtl. adding flags: */ 3509 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3510 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3511 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3512 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3513 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3514 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3515 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3516
3476 /* print message if there is one */ 3517 /* print message if there is one */
3477 if (item->msg != NULL) 3518 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3519 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3520 }
3521 else
3479 } 3522 {
3480 else {
3481 /* generate misc. treasure */ 3523 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3524 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3525 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); 3526 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3527 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3528 esrv_send_item (who, tmp);
3487 } 3529 }
3488} 3530}
3489 3531
3490/** 3532/**
3491 * Unready an object for a player. This function does nothing if the object was 3533 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3534 * not readied.
3493 */ 3535 */
3536void
3494void player_unready_range_ob(player *pl, object *ob) { 3537player_unready_range_ob (player *pl, object *ob)
3538{
3495 rangetype i; 3539 rangetype i;
3496 3540
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3541 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3542 {
3498 if (pl->ranges[i] == ob) { 3543 if (pl->ranges[i] == ob)
3544 {
3499 pl->ranges[i] = NULL; 3545 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3546 if (pl->shoottype == i)
3547 {
3501 pl->shoottype = range_none; 3548 pl->shoottype = range_none;
3502 } 3549 }
3503 } 3550 }
3504 } 3551 }
3505} 3552}

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