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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 1.90 by root, Sun Jan 7 21:54:59 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 if (ns)
286 {
287 if (active)
288 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
289
290 INVOKE_PLAYER (DISCONNECT, this);
291
292 ns->pl = 0;
293 this->ns = 0;
294 }
295
296 deactivate ();
297}
298
299// the need for this function can be explained
300// by load_object not returning the object
301void
302player::set_object (object *op)
303{
304 ob = op;
305 ob->contr = this; /* this aren't yet in archetype */
306
307 ob->speed_left = 0.5;
308 ob->speed = 1.0;
309 ob->direction = 5; /* So player faces south */
310 ob->stats.wc = 2;
311 ob->run_away = 25; /* Then we panick... */
312
313 ob->roll_stats ();
314}
315
316player::player ()
317{
235 /* There are some elements we want initialized to non zero value - 318 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 319 * we deal with that below this point.
237 */ 320 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 321 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 322 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 323 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 324
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 325 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 */
258 326
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10; 327 gen_sp_armour = 10;
264 p->last_speed= -1; 328 last_speed = -1;
265 p->shoottype=range_none; 329 shoottype = range_none;
266 p->bowtype=bow_normal; 330 bowtype = bow_normal;
267 p->petmode=pet_normal; 331 petmode = pet_normal;
268 p->listening=10; 332 listening = 10;
269 p->usekeys=containers; 333 usekeys = containers;
270 p->last_weapon_sp= -1; 334 last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
272 p->do_los=1; 336 do_los = 1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275 337
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, 338 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 339 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 340 * send new values to the client, as things like exp start
285 * at zero. 341 * at zero.
286 */ 342 */
287 for (i=0; i < NUM_SKILLS; i++) { 343 for (int i = 0; i < NUM_SKILLS; i++)
288 p->last_skill_exp[i] = -1; 344 last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 345
290 }
291 for (i=0; i < NROFATTACKS; i++) { 346 for (int i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 347 last_resist[i] = -1;
293 } 348
294 p->last_stats.exp = -1; 349 last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 350 last_weight = (uint32) - 1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 351}
301 352
302 353void
303/* This loads the first map an puts the player on it. */ 354player::do_destroy ()
304static void set_first_map(object *op)
305{ 355{
306 strcpy(op->contr->maplevel, first_map_path); 356 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 357
358 attachable::do_destroy ();
359
360 if (ob)
361 {
362 ob->destroy_inv (false);
363 ob->destroy ();
364 }
365}
366
367player::~player ()
368{
369 /* Clear item stack */
370 free (stack_items);
371}
372
312/* Tries to add player on the connection passwd in ns. 373/* 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 374 * All we can really get in this is some settings like host and display
314 * mode. 375 * mode.
315 */ 376 */
377player *
378player::create ()
379{
380 player *pl = new player;
316 381
317int add_player(NewSocket *ns) { 382 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); 383 set_first_map (pl->ob);
332 384
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; 385 return pl;
340} 386}
341 387
342/* 388/*
343 * get_player_archetype() return next player archetype from archetype 389 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 390 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 391 * Note: there MUST be at least one player archetype!
346 */ 392 */
393archetype *
347archetype *get_player_archetype(archetype* at) 394get_player_archetype (archetype *at)
348{ 395{
349 archetype *start = at; 396 archetype *start = at;
397
350 for (;;) { 398 for (;;)
399 {
351 if (at==NULL || at->next==NULL) 400 if (at == NULL || at->next == NULL)
352 at=first_archetype; 401 at = first_archetype;
353 else 402 else
354 at=at->next; 403 at = at->next;
404
355 if(at->clone.type==PLAYER) 405 if (at->clone.type == PLAYER)
356 return at; 406 return at;
407
357 if (at == start) { 408 if (at == start)
409 {
358 LOG (llevError, "No Player archetypes\n"); 410 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 411 exit (-1);
360 } 412 }
361 } 413 }
362} 414}
363 415
364 416object *
365object *get_nearest_player(object *mon) { 417get_nearest_player (object *mon)
418{
366 object *op = NULL; 419 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 420 objectlink *ol;
369 unsigned lastdist; 421 unsigned lastdist;
370 rv_vector rv; 422 rv_vector rv;
371 423
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 424 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
425 {
373 /* We should not find free objects on this friendly list, but it 426 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 427 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 428 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 429 * list is also free, so encapsulate this in a while loop.
377 */ 430 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 431 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
432 {
379 object *tmp=ol->ob; 433 object *tmp = ol->ob;
380 434
381 /* Can't do much more other than log the fact, because the object 435 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 436 * itself will have been cleared.
383 */ 437 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 438 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 439 ol = ol->next;
386 remove_friendly_object(tmp); 440 remove_friendly_object (tmp);
387 if (!ol) return op; 441 if (!ol)
388 } 442 return op;
443 }
389 444
390 /* Remove special check for player from this. First, it looks to cause 445 /* 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 446 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 447 * 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 448 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 449 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 450 * on_same_map check, as can_detect_enemy also does this
396 */ 451 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 452 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 453 continue;
399 454
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) { 455 if (lastdist > rv.distance)
409 op=pl->ob; 456 {
457 op = ol->ob;
410 lastdist=rv.distance; 458 lastdist = rv.distance;
459 }
411 } 460 }
412 } 461
413 } 462 for_all_players (pl)
463 if (can_detect_enemy (mon, pl->ob, &rv))
464 if (lastdist > rv.distance)
465 {
466 op = pl->ob;
467 lastdist = rv.distance;
468 }
469
414#if 0 470#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 471 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 472#endif
417 return op; 473 return op;
418} 474}
419 475
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 476/* 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 477 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 478 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 492 * 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 493 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 494 * is probably not a good thing.
439 */ 495 */
440#define MAX_SPACES 50 496#define MAX_SPACES 50
441
442 497
443/* 498/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 499 * 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 500 * 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 501 * 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. 514 * 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, 515 * 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 516 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 517 * is blocking itself.
463 */ 518 */
519int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 520path_to_player (object *mon, object *pl, unsigned mindiff)
521{
465 rv_vector rv; 522 rv_vector rv;
466 sint16 x,y; 523 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 524 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 525 maptile *m, *lastmap;
469 526
470 get_rangevector(mon, pl, &rv, 0); 527 get_rangevector (mon, pl, &rv, 0);
471 528
472 if (rv.distance<mindiff) return 0; 529 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; 530 return 0;
725}
726 531
727void confirm_password(object *op) { 532 x = mon->x;
533 y = mon->y;
534 m = mon->map;
535 dir = rv.direction;
536 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
537 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
538 /* If we can't solve it within the search distance, return now. */
539 if (diff > max)
540 return 0;
541 while (diff > 1 && max > 0)
542 {
543 lastx = x;
544 lasty = y;
545 lastmap = m;
546 x = lastx + freearr_x[dir];
547 y = lasty + freearr_y[dir];
728 548
729 op->contr->write_buf[0]='\0'; 549 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 550 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}
733 551
552 /* Space is blocked - try changing direction a little */
553 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
554 && (m == mon->map && blocked_link (mon, m, x, y))))
555 {
556 /* recalculate direction from last good location. Possible
557 * we were not traversing ideal location before.
558 */
559 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
560 if (rv.direction != dir)
561 {
562 /* OK - says direction should be different - lets reset the
563 * the values so it will try again.
564 */
565 x = lastx;
566 y = lasty;
567 m = lastmap;
568 dir = firstdir = rv.direction;
569 }
570 else
571 {
572 /* direct path is blocked - try taking a side step to
573 * either the left or right.
574 * Note increase the values in the loop below to be
575 * more than -1/1 respectively will mean the monster takes
576 * bigger detour. Have to be careful about these values getting
577 * too big (3 or maybe 4 or higher) as the monster may just try
578 * stepping back and forth
579 */
580 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
581 {
582 if (i == 0)
583 continue; /* already did this, so skip it */
584 /* Use lastdir here - otherwise,
585 * since the direction that the creature should move in
586 * may change, you could get infinite loops.
587 * ie, player is northwest, but monster can only
588 * move west, so it does that. It goes some distance,
589 * gets blocked, finds that it should move north,
590 * can't do that, but now finds it can move east, and
591 * gets back to its original point. lastdir contains
592 * the last direction the creature has successfully
593 * moved.
594 */
595
596 x = lastx + freearr_x[absdir (lastdir + i)];
597 y = lasty + freearr_y[absdir (lastdir + i)];
598 m = lastmap;
599 mflags = get_map_flags (m, &m, x, y, &x, &y);
600 if (mflags & P_OUT_OF_MAP)
601 continue;
602 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
603 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
604 continue;
605 if (mflags & P_BLOCKSVIEW)
606 continue;
607
608 if (m == mon->map && blocked_link (mon, m, x, y))
609 break;
610 }
611 /* go through entire loop without finding a valid
612 * sidestep to take - thus, no valid path.
613 */
614 if (i == (DETOUR_AMOUNT + 1))
615 return 0;
616 diff--;
617 lastdir = dir;
618 max--;
619 if (!firstdir)
620 firstdir = dir + i;
621 } /* else check alternate directions */
622 } /* if blocked */
623 else
624 {
625 /* we moved towards creature, so diff is less */
626 diff--;
627 max--;
628 lastdir = dir;
629 if (!firstdir)
630 firstdir = dir;
631 }
632 if (diff <= 1)
633 {
634 /* Recalculate diff (distance) because we may not have actually
635 * headed toward player for entire distance.
636 */
637 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
638 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
639 }
640 if (diff > max)
641 return 0;
642 }
643 /* If we reached the max, didn't find a direction in time */
644 if (!max)
645 return 0;
646
647 return firstdir;
648}
649
650void
651give_initial_items (object *pl, treasurelist * items)
652{
653 object *op, *next = NULL;
654
655 if (pl->randomitems != NULL)
656 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
657
658 for (op = pl->inv; op; op = next)
659 {
660 next = op->below;
661
662 /* Forces get applied per default, unless they have the
663 * flag "neutral" set. Sorry but I can't think of a better way
664 */
665 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
666 SET_FLAG (op, FLAG_APPLIED);
667
668 /* we never give weapons/armour if these cannot be used
669 * by this player due to race restrictions
670 */
671 if (pl->type == PLAYER)
672 {
673 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
674 (op->type == ARMOUR || op->type == BOOTS ||
675 op->type == CLOAK || op->type == HELMET ||
676 op->type == SHIELD || op->type == GLOVES ||
677 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
678 {
679 op->destroy ();
680 continue;
681 }
682 }
683
684 /* This really needs to be better - we should really give
685 * a substitute spellbook. The problem is that we don't really
686 * have a good idea what to replace it with (need something like
687 * a first level treasurelist for each skill.)
688 * remove duplicate skills also
689 */
690 if (op->type == SPELLBOOK || op->type == SKILL)
691 {
692 object *tmp;
693
694 for (tmp = op->below; tmp; tmp = tmp->below)
695 if (tmp->type == op->type && tmp->name == op->name)
696 break;
697
698 if (tmp)
699 {
700 op->destroy ();
701 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
702 continue;
703 }
704
705 if (op->nrof > 1)
706 op->nrof = 1;
707 }
708
709 if (op->type == SPELLBOOK && op->inv)
710 {
711 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
712 }
713
714 /* Give starting characters identified, uncursed, and undamned
715 * items. Just don't identify gold or silver, or it won't be
716 * merged properly.
717 */
718 if (need_identify (op))
719 {
720 SET_FLAG (op, FLAG_IDENTIFIED);
721 CLEAR_FLAG (op, FLAG_CURSED);
722 CLEAR_FLAG (op, FLAG_DAMNED);
723 }
724 if (op->type == SPELL)
725 {
726 op->destroy ();
727 continue;
728 }
729 else if (op->type == SKILL)
730 {
731 SET_FLAG (op, FLAG_CAN_USE_SKILL);
732 op->stats.exp = 0;
733 op->level = 1;
734 }
735 /* lock all 'normal items by default */
736 else
737 SET_FLAG (op, FLAG_INV_LOCKED);
738 } /* for loop of objects in player inv */
739
740 /* Need to set up the skill pointers */
741 link_player_skills (pl);
742}
743
744void
734void get_party_password(object *op, partylist *party) { 745get_party_password (object *op, partylist *party)
746{
735 if (party == NULL) { 747 if (party == NULL)
748 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 749 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 750 return;
738 } 751 }
752
739 op->contr->write_buf[0]='\0'; 753 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 754 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 755 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 756 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 757}
744
745 758
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 759/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
760static int
747int roll_stat(void) { 761roll_stat (void)
762{
748 int a[4],i,j,k; 763 int a[4], i, j, k;
749 764
750 for(i=0;i<4;i++) 765 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 766 a[i] = (int) RANDOM () % 6 + 1;
752 767
753 for(i=0,j=0,k=7;i<4;i++) 768 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 769 if (a[i] < k)
755 k=a[i],j=i; 770 k = a[i], j = i;
756 771
757 for(i=0,k=0;i<4;i++) { 772 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 773 if (i != j)
759 k+=a[i]; 774 k += a[i];
760 } 775
761 return k; 776 return k;
762} 777}
763 778
764void roll_stats(object *op) { 779void
765 int sum=0; 780object::roll_stats ()
766 int i = 0, j = 0; 781{
767 int statsort[7]; 782 int statsort [7];
768 783
784 for (;;)
769 do { 785 {
770 op->stats.Str=roll_stat(); 786 int sum = 0;
771 op->stats.Dex=roll_stat(); 787 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 788 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);
781 789
790 if (sum >= 82 && sum <= 116)
791 break;
792 }
793
782 /* Sort the stats so that rerolling is easier... */ 794 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 795 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;
790 796
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]; 797 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 798 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 799 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 800 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 801 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 802 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 803 stats.Cha = statsort[6];
810 804
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; 805 stats.exp = 0;
822 op->stats.ac=0; 806 stats.ac = 0;
823 807
808 stats.hp = stats.maxhp;
809 stats.sp = stats.maxsp;
810 stats.grace = stats.maxgrace;
811
812 if (contr)
813 {
824 op->contr->levhp[1] = 9; 814 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 815 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 816 contr->levgrace[1] = 3;
827 817
828 fix_player(op); 818 contr->orig_stats = stats;
819 }
820}
821
822void
823object::swap_stats (int a, int b)
824{
825 int tmp = get_attr_value (&contr->orig_stats, a);
826 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
827 set_attr_value (&contr->orig_stats, b, tmp);
828
829 stats.Str = contr->orig_stats.Str;
830 stats.Dex = contr->orig_stats.Dex;
831 stats.Con = contr->orig_stats.Con;
832 stats.Int = contr->orig_stats.Int;
833 stats.Wis = contr->orig_stats.Wis;
834 stats.Pow = contr->orig_stats.Pow;
835 stats.Cha = contr->orig_stats.Cha;
836
837 //TODO: the following code looks so borked and should, at the very least,
838 // be merged with the similar code in roll_stats
839 stats.ac = 0;
840
841 level = 1;
842 stats.exp = 0;
843 stats.ac = 0;
844
829 op->stats.hp = op->stats.maxhp; 845 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 846 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 847 stats.grace = stats.maxgrace;
848
849 if (contr)
850 {
851 contr->levhp[1] = 9;
852 contr->levsp[1] = 6;
853 contr->levgrace[1] = 3;
854
832 op->contr->orig_stats=op->stats; 855 contr->orig_stats = stats;
856 }
833} 857}
834 858
835void Roll_Again(object *op) 859static void
860start_info (object *op)
836{ 861{
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]; 862 char buf[MAX_BUF];
845 863
846 if ( op->contr->Swap_First == -1 ) { 864 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); 865 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 866 //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); 867 //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} 868}
954 869
955/* This function takes the key that is passed, and does the 870/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 871 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 872 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 873 * separate race and class; this actually changes the RACE,
959 * not the class. 874 * not the class.
960 */ 875 */
961 876int
962int key_change_class(object *op, char key) 877key_change_class (object *op, char key)
963{ 878{
964 int tmp_loop; 879 int tmp_loop;
965 880
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 881 if (key == 'd' || key == 'D')
882 {
972 char buf[MAX_BUF]; 883 char buf[MAX_BUF];
973 884
974 /* this must before then initial items are given */ 885 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 886 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 887
888 treasurelist *tl = find_treasurelist ("starting_wealth");
889 if (tl)
890 create_treasure (tl, op, 0, 0, 0);
891
978 INVOKE_PLAYER (BIRTH, op->contr); 892 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 893 INVOKE_PLAYER (LOGIN, op->contr);
980 894
981 op->contr->state=ST_PLAYING; 895 op->contr->ns->state = ST_PLAYING;
982 896
983 if (op->msg) { 897 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 898 op->msg = NULL;
986 }
987 899
988 /* We create this now because some of the unique maps will need it 900 /* We create this now because some of the unique maps will need it
989 * to save here. 901 * to save here.
990 */ 902 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 903 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 904 make_path_to_file (buf);
993 905
994#ifdef AUTOSAVE 906#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 907 op->contr->last_save_tick = pticks;
996#endif 908#endif
997 start_info(op); 909 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 910 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 911 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 912 link_player_skills (op);
1001 esrv_send_inventory(op, op); 913 esrv_send_inventory (op, op);
1002 fix_player(op); 914 op->update_stats ();
1003 915
1004 /* This moves the player to a different start map, if there 916 /* This moves the player to a different start map, if there
1005 * is one for this race 917 * is one for this race
1006 */ 918 */
1007 if(*first_map_ext_path) { 919 if (*first_map_ext_path)
920 {
1008 object *tmp; 921 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 922 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 923
1012 first_map_ext_path, op->arch->name); 924 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 925 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 926 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 927 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 928 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 929 op->enter_exit (tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 930 * if the map isn't there, then stay on the
1019 * default initial map */ 931 * default initial map */
1020 free_object(tmp); 932 tmp->destroy ();
933 }
1021 } else { 934 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 935 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 936
937 return 0;
938 }
939
1027 /* Following actually changes the race - this is the default command 940 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 941 * if we don't match with one of the options above.
1029 */ 942 */
1030 943
1031 tmp_loop = 0; 944 tmp_loop = 0;
1032 while(!tmp_loop) { 945 while (!tmp_loop)
1033 const char *name = add_string (op->name); 946 {
947 shstr name = op->name;
1034 int x = op->x, y = op->y; 948 int x = op->x, y = op->y;
1035 remove_statbonus(op); 949
1036 remove_ob (op); 950 op->remove_statbonus ();
951 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 952 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 953 op->arch->clone.copy_to (op);
1039 op->instantiate (); 954 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 955 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 956 op->name = op->name_pl = name;
1042 op->name = name; 957 op->x = x;
1043 free_string(op->name_pl); 958 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 */ 959 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 960 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 961 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 962 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 963 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 964 }
965
1056 update_object(op,UP_OBJ_FACE); 966 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 967 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 968 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 969 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 970 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 971 op->stats.grace = 0;
972
1062 if (op->msg) 973 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 974 new_draw_info (NDI_BLUE, 0, op, op->msg);
975
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 976 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; 977 return 0;
1066} 978}
1067 979
1068int key_confirm_quit(object *op, char key) 980void
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) { 981flee_player (object *op)
982{
1114 int dir,diff; 983 int dir, diff;
1115 rv_vector rv; 984 rv_vector rv;
1116 985
1117 if(op->stats.hp < 0) { 986 if (op->stats.hp < 0)
987 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 988 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 989 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 990 return;
1121 } 991 }
1122 992
1123 if(op->enemy==NULL) { 993 if (op->enemy == NULL)
994 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 995 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 996 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 997 return;
1127 } 998 }
1128 999
1129 /* Seen some crashes here. Since we don't store an 1000 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1001 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1002 * actual enemy, and the object is recycled.
1132 */ 1003 */
1133 if (op->enemy->map == NULL) { 1004 if (op->enemy->map == NULL)
1005 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1007 op->enemy = NULL;
1136 return; 1008 return;
1137 } 1009 }
1138 1010
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1011 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1012 {
1140 op->enemy=NULL; 1013 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1014 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1015 return;
1143 } 1016 }
1017
1144 get_rangevector(op, op->enemy, &rv, 0); 1018 get_rangevector (op, op->enemy, &rv, 0);
1145 1019
1146 dir=absdir(4+rv.direction); 1020 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1021 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 } 1022 {
1023 int m = 1 - (RANDOM () & 2);
1024
1025 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1026 return;
1027 }
1028
1154 /* Cornered, get rid of scared */ 1029 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1030 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1031 op->enemy = NULL;
1157} 1032}
1158 1033
1159 1034
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1035/* 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 1036 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1037 * stop.
1163 */ 1038 */
1039int
1164int check_pick(object *op) { 1040check_pick (object *op)
1041{
1165 object *tmp, *next; 1042 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1043 int stop = 0;
1168 int j, k, wvratio; 1044 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1045 char putstring[128], tmpstr[16];
1170 1046
1171
1172 /* if you're flying, you cna't pick up anything */ 1047 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1048 if (op->move_type & MOVE_FLYING)
1174 return 1; 1049 return 1;
1175 1050
1176 op_tag = op->count;
1177
1178 next = op->below; 1051 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1052
1182 /* loop while there are items on the floor that are not marked as 1053 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1054 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1055 while (next && !next->destroyed ())
1185 { 1056 {
1186 tmp = next; 1057 tmp = next;
1187 next = tmp->below; 1058 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1059
1191 if (was_destroyed (op, op_tag)) 1060 if (op->destroyed ())
1192 return 0; 1061 return 0;
1193 1062
1194 if ( ! can_pick (op, tmp)) 1063 if (!can_pick (op, tmp))
1195 continue; 1064 continue;
1196 1065
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1066 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1067 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1068 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1069 pick_up (op, tmp);
1201 continue; 1070 continue;
1202 } 1071 }
1203 1072
1204 /* high not bit set? We're using the old autopickup model */ 1073 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1074 if (!(op->contr->mode & PU_NEWMODE))
1075 {
1206 switch (op->contr->mode) { 1076 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1077 {
1208 case 1: pick_up (op, tmp); 1078 case 0:
1209 return 1; 1079 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1080 case 1:
1211 return 0; 1081 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1082 return 1;
1213 case 4: pick_up (op, tmp); 1083 case 2:
1214 break; 1084 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1085 return 0;
1216 stop = 1; 1086 case 3:
1217 break; 1087 return 0; /* stop before pickup */
1218 case 6: 1088 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1089 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1090 break;
1221 pick_up(op, tmp); 1091 case 5:
1222 break; 1092 pick_up (op, tmp);
1093 stop = 1;
1094 break;
1095 case 6:
1096 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1097 pick_up (op, tmp);
1098 break;
1223 1099
1224 case 7: 1100 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1101 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1102 pick_up (op, tmp);
1227 break; 1103 break;
1228 1104
1229 default: 1105 default:
1230 /* use value density */ 1106 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1107 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1108 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1109 pick_up (op, tmp);
1234 >= op->contr->mode) 1110 }
1235 pick_up(op,tmp); 1111 }
1236 } 1112 else
1237 } 1113 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1114 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1115 if (op->contr->mode & PU_DEBUG)
1241 { 1116 {
1242 /* some debugging code to figure out item information */ 1117 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1118 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1119 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1120 &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)))); 1121 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1122 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1123 &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)))); 1124
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1125 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1126 }
1252 1127
1253 sprintf(putstring,"...flags: "); 1128 /* philosophy:
1254 for(k=0;k<4;k++) 1129 * It's easy to grab an item type from a pile, as long as it's
1255 { 1130 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1131 * and selections, select-items should be used. This is a
1257 { 1132 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1133 * example.
1259 { 1134 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1135 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1136 * convert to decimal and then 'pickup <#>
1262 } 1137 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1138
1139 /* the first two modes are exclusive: if NOTHING we return, if
1140 * STOP then we stop. All the rest are applied sequentially,
1141 * meaning if any test passes, the item gets picked up. */
1142
1143 /* if mode is set to pick nothing up, return */
1144
1145 if (op->contr->mode & PU_NOTHING)
1146 return 1;
1147
1148 /* if mode is set to stop when encountering objects, return */
1149 /* take STOP before INHIBIT since it doesn't actually pick
1150 * anything up */
1151
1152 if (op->contr->mode & PU_STOP)
1153 return 0;
1154
1155 /* useful for going into stores and not losing your settings... */
1156 /* and for battles wher you don't want to get loaded down while
1157 * fighting */
1158 if (op->contr->mode & PU_INHIBIT)
1159 return 1;
1160
1161 /* prevent us from turning into auto-thieves :) */
1162 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1163 continue;
1164
1165 /* ignore known cursed objects */
1166 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1167 continue;
1168
1169 /* all food and drink if desired */
1170 /* question: don't pick up known-poisonous stuff? */
1171 if (op->contr->mode & PU_FOOD)
1172 if (tmp->type == FOOD)
1173 {
1174 pick_up (op, tmp);
1175 continue;
1176 }
1177
1178 if (op->contr->mode & PU_DRINK)
1179 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_POTION)
1186 if (tmp->type == POTION)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 /* spellbooks, skillscrolls and normal books/scrolls */
1193 if (op->contr->mode & PU_SPELLBOOK)
1194 if (tmp->type == SPELLBOOK)
1195 {
1196 pick_up (op, tmp);
1197 continue;
1198 }
1199
1200 if (op->contr->mode & PU_SKILLSCROLL)
1201 if (tmp->type == SKILLSCROLL)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 if (op->contr->mode & PU_READABLES)
1208 if (tmp->type == BOOK || tmp->type == SCROLL)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* wands/staves/rods/horns */
1215 if (op->contr->mode & PU_MAGIC_DEVICE)
1216 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 /* pick up all magical items */
1223 if (op->contr->mode & PU_MAGICAL)
1224 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229
1230 if (op->contr->mode & PU_VALUABLES)
1231 {
1232 if (tmp->type == MONEY || tmp->type == GEM)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237 }
1238
1239 /* rings & amulets - talismans seems to be typed AMULET */
1240 if (op->contr->mode & PU_JEWELS)
1241 if (tmp->type == RING || tmp->type == AMULET)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* we don't forget dragon food */
1248 if (op->contr->mode & PU_FLESH)
1249 if (tmp->type == FLESH)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* bows and arrows. Bows are good for selling! */
1256 if (op->contr->mode & PU_BOW)
1257 if (tmp->type == BOW)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_ARROW)
1264 if (tmp->type == ARROW)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 /* all kinds of armor etc. */
1271 if (op->contr->mode & PU_ARMOUR)
1272 if (tmp->type == ARMOUR)
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_HELMET)
1279 if (tmp->type == HELMET)
1280 {
1281 pick_up (op, tmp);
1282 continue;
1283 }
1284
1285 if (op->contr->mode & PU_SHIELD)
1286 if (tmp->type == SHIELD)
1287 {
1288 pick_up (op, tmp);
1289 continue;
1290 }
1291
1292 if (op->contr->mode & PU_BOOTS)
1293 if (tmp->type == BOOTS)
1294 {
1295 pick_up (op, tmp);
1296 continue;
1297 }
1298
1299 if (op->contr->mode & PU_GLOVES)
1300 if (tmp->type == GLOVES)
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 if (op->contr->mode & PU_CLOAK)
1307 if (tmp->type == CLOAK)
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* hoping to catch throwing daggers here */
1314 if (op->contr->mode & PU_MISSILEWEAPON)
1315 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320
1321 /* careful: chairs and tables are weapons! */
1322 if (op->contr->mode & PU_ALLWEAPON)
1323 {
1324 if (tmp->type == WEAPON && tmp->name != NULL)
1325 {
1326 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1327 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333
1334 if (tmp->type == WEAPON && tmp->name == NULL)
1335 {
1336 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1337 {
1338 pick_up (op, tmp);
1339 continue;
1340 }
1341 }
1342 }
1343
1344 /* misc stuff that's useful */
1345 if (op->contr->mode & PU_KEY)
1346 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 /* any of the last 4 bits set means we use the ratio for value
1353 * pickups */
1354 if (op->contr->mode & PU_RATIO)
1355 {
1356 /* use value density to decide what else to grab */
1357 /* >=7 was >= op->contr->mode */
1358 /* >=7 is the old standard setting. Now we take the last 4 bits
1359 * and multiply them by 5, giving 0..15*5== 5..75 */
1360 wvratio = (op->contr->mode & PU_RATIO) * 5;
1361 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1362 {
1363 pick_up (op, tmp);
1267#if 0 1364#if 0
1268 /* print the flags too */ 1365 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1366 if (tmp->name != NULL)
1270 { 1367 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1368 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1369 }
1273 { 1370 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1371 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1372 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1373 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 1374#endif
1375 continue;
1376 }
1377 }
1378 } /* the new pickup model */
1280 } 1379 }
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 1380
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; 1381 return !stop;
1444} 1382}
1445 1383
1446/* 1384/*
1447 * Find an arrow in the inventory and after that 1385 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1386 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1387 * found object is returned.
1450 */ 1388 */
1389object *
1451object *find_arrow(object *op, const char *type) 1390find_arrow (object *op, const char *type)
1452{ 1391{
1453 object *tmp = NULL; 1392 object *tmp = NULL;
1454 1393
1455 for(op=op->inv; op; op=op->below) 1394 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1395 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); 1396 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1397 else if (op->type == ARROW && op->race == type)
1460 return op; 1398 return op;
1461 return tmp; 1399 return tmp;
1462} 1400}
1463 1401
1464/* 1402/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1403 * 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 1404 * 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 1405 * 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. 1406 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1407 */
1470 1408
1409object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1410find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1411{
1473 object *tmp = NULL, *arrow, *ntmp; 1412 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1413 int attacknum, attacktype, betterby = 0, i;
1475 1414
1476 if (!type) 1415 if (!type)
1477 return NULL; 1416 return NULL;
1478 1417
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1418 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1419 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1420 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1421 {
1422 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1423 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1424 if (i > betterby)
1485 tmp = ntmp; 1425 {
1486 betterby = i; 1426 tmp = ntmp;
1487 } 1427 betterby = i;
1428 }
1429 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1430 else if (arrow->type == ARROW && arrow->race == type)
1431 {
1489 /* allways prefer assasination/slaying */ 1432 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1433 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1434 {
1492 if (arrow->attacktype & AT_DEATH) { 1435 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1436 {
1494 return arrow; 1437 *better = 100;
1495 } else { 1438 return arrow;
1496 tmp = arrow; 1439 }
1440 else
1441 {
1442 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1443 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1444 }
1499 } else { 1445 }
1446 else
1447 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1448 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1449 {
1501 attacktype = 1<<attacknum; 1450 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1451 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) { 1452 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1453 {
1454 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1455 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1456 }
1507 } 1457 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1458 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1459 {
1460 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1461 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1462 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1463 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1464 {
1465 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1466 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1467 }
1468 }
1469 }
1516 } 1470 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1471 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1472 return find_arrow (op, type);
1521 1473
1522 *better = betterby; 1474 *better = betterby;
1523 return tmp; 1475 return tmp;
1524} 1476}
1525 1477
1526/* looks in a given direction, finds the first valid target, and calls 1478/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1479 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1480 * op = the shooter
1529 * type = bow->race 1481 * type = bow->race
1530 * dir = fire direction 1482 * dir = fire direction
1531 */ 1483 */
1532 1484
1485object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1486pick_arrow_target (object *op, const char *type, int dir)
1534{ 1487{
1535 object *tmp = NULL; 1488 object *tmp = NULL;
1536 mapstruct *m; 1489 maptile *m;
1537 int i, mflags, found, number; 1490 int i, mflags, found, number;
1538 sint16 x, y; 1491 sint16 x, y;
1539 1492
1540 if (op->map == NULL) 1493 if (op->map == NULL)
1541 return find_arrow(op, type); 1494 return find_arrow (op, type);
1542 1495
1543 /* do a dex check */ 1496 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1497 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))) 1498 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1499 return find_arrow (op, type);
1547 1500
1548 m = op->map; 1501 m = op->map;
1549 x = op->x; 1502 x = op->x;
1550 y = op->y; 1503 y = op->y;
1551 1504
1552 /* find the first target */ 1505 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1506 for (i = 0, found = 0; i < 20; i++)
1507 {
1554 x += freearr_x[dir]; 1508 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1509 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1510 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1511 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1512 {
1558 tmp = NULL; 1513 tmp = NULL;
1559 break; 1514 break;
1515 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1516 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1517 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1518 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1519 * perhaps a bad assumption.
1563 */ 1520 */
1564 tmp = NULL; 1521 tmp = NULL;
1565 break; 1522 break;
1566 } 1523 }
1567 if (mflags & P_IS_ALIVE) { 1524 if (mflags & P_IS_ALIVE)
1525 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1526 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1527 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1528 {
1571 break; 1529 found++;
1572 } 1530 break;
1531 }
1573 if (found) 1532 if (found)
1574 break; 1533 break;
1575 } 1534 }
1576 } 1535 }
1577 if (tmp == NULL) 1536 if (tmp == NULL)
1578 return find_arrow(op, type); 1537 return find_arrow (op, type);
1579 1538
1580 if (tmp->head) 1539 if (tmp->head)
1581 tmp = tmp->head; 1540 tmp = tmp->head;
1582 1541
1583 return find_better_arrow(op, tmp, type, &i); 1542 return find_better_arrow (op, tmp, type, &i);
1584} 1543}
1585 1544
1586/* 1545/*
1587 * Creature fires a bow - op can be monster or player. Returns 1546 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1547 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1550 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1551 * 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 1552 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1553 * player fire modes.
1595 */ 1554 */
1555int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1556fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1557{
1599 object *left, *bow; 1558 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1559 int bowspeed, mflags;
1602 mapstruct *m; 1560 maptile *m;
1603 1561
1604 if (!dir) { 1562 if (!dir)
1563 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1564 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1565 return 0;
1607 } 1566 }
1567
1608 if (op->type == PLAYER) 1568 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1569 bow = op->contr->ranges[range_bow];
1610 else { 1570 else
1571 {
1611 for(bow=op->inv; bow; bow=bow->below) 1572 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1573 /* 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. 1574 * don't need to switch back and forth between bows and weapons.
1614 */ 1575 */
1615 if(bow->type==BOW) 1576 if (bow->type == BOW)
1616 break; 1577 break;
1617 1578
1618 if (!bow) { 1579 if (!bow)
1580 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1581 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1582 return 0;
1621 } 1583 }
1622 } 1584 }
1585
1623 if( !bow->race || !bow->skill) { 1586 if (!bow->race || !bow->skill)
1587 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1588 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1589 return 0;
1626 } 1590 }
1627 1591
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1592 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1593
1630 /* penalize ROF for bestarrow */ 1594 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1595 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1596 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1597
1633 if (bowspeed < 1) 1598 if (bowspeed < 1)
1634 bowspeed = 1; 1599 bowspeed = 1;
1635 1600
1636 if (arrow == NULL) { 1601 if (arrow == NULL)
1602 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1603 if ((arrow = find_arrow (op, bow->race)) == NULL)
1604 {
1638 if (op->type == PLAYER) 1605 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1606 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 */ 1607 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1608 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1609 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1610 return 0;
1645 } 1611 }
1646 } 1612 }
1613
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1614 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1615 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1616 return 0;
1650 } 1617
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1618 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1619 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1620 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1621 return 0;
1654 } 1622 }
1655 1623
1656 /* this should not happen, but sometimes does */ 1624 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1625 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1626 {
1627 arrow->destroy ();
1628 return 0;
1629 }
1662 1630
1663 left = arrow; /* these are arrows left to the player */ 1631 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1632 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1633 if (!arrow)
1634 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1635 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1636 return 0;
1669 return 0;
1670 } 1637 }
1671 set_owner(arrow, op); 1638
1672 if (arrow->skill) free_string(arrow->skill); 1639 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1640 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1641 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1642
1679 if (op->type == PLAYER) { 1643 if (op->type == PLAYER)
1644 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1645 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1646 op->update_stats ();
1682 } 1647 }
1683 1648
1684 SET_ANIMATION(arrow, arrow->direction); 1649 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1650 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1651 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1652 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1653 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1654 arrow->spellarg = strdup (arrow->slaying);
1690 1655
1691 /* Note that this was different for monsters - they got their level 1656 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1657 * added to the damage. I think the strength bonus is more proper.
1693 */ 1658 */
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 1659
1660 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1661
1699 /* update the speed */ 1662 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1663 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1664 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 1665
1705 if (arrow->speed < 1.0) 1666 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1667 arrow->speed_left = 0;
1709 1668
1710 if (op->type == PLAYER) { 1669 if (op->type == PLAYER)
1670 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1671 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1672 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1673 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 1674
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1675 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1676 }
1677 else
1678 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1679 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; 1680 arrow->level = op->level;
1722 } 1681 }
1682
1723 if (arrow->attacktype == AT_PHYSICAL) 1683 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1684 arrow->attacktype |= bow->attacktype;
1685
1725 if (bow->slaying != NULL) 1686 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1687 arrow->slaying = bow->slaying;
1727 1688
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1689 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1690 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1691
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1692 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1693 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1694
1736 if (!was_destroyed(arrow, tag)) 1695 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1696 move_arrow (arrow);
1738 1697
1739 if (op->type == PLAYER) { 1698 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1699 {
1700 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1701 esrv_del_item (op->contr, left->count);
1742 else 1702 else
1743 esrv_send_item(op, left); 1703 esrv_send_item (op, left);
1744 } 1704 }
1705
1745 return 1; 1706 return 1;
1746} 1707}
1747 1708
1748/* Special fire code for players - this takes into 1709/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1710 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1711 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1712 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1713 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1714 * hence the function name.
1754 */ 1715 */
1716int
1755int player_fire_bow(object *op, int dir) 1717player_fire_bow (object *op, int dir)
1756{ 1718{
1757 int ret=0, wcmod=0; 1719 int ret = 0, wcmod = 0;
1758 1720
1759 if (op->contr->bowtype == bow_bestarrow) { 1721 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1722 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1723 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); 1724 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1725 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1726 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1727 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1728 wcmod = -1;
1729
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1730 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1731 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1732 else if (op->contr->bowtype == bow_threewide)
1733 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1734 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)]); 1735 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)]); 1736 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1737 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1738 else if (op->contr->bowtype == bow_spreadshot)
1739 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1740 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); 1741 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); 1742 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1743
1777 } else { 1744 }
1745 else
1746 {
1778 /* Simple case */ 1747 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1748 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1749 }
1781 return ret; 1750 return ret;
1782} 1751}
1783 1752
1784 1753
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1754/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1755 * Broken apart from 'fire' to keep it more readable.
1787 */ 1756 */
1757void
1788void fire_misc_object(object *op, int dir) 1758fire_misc_object (object *op, int dir)
1789{ 1759{
1790 object *item; 1760 object *item;
1791 1761
1792 if (!op->contr->ranges[range_misc]) { 1762 if (!op->contr->ranges[range_misc])
1763 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1764 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1765 return;
1795 } 1766 }
1796 1767
1797 item = op->contr->ranges[range_misc]; 1768 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1769 if (!item->inv)
1770 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1771 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1772 return;
1801 } 1773 }
1802 if (item->type == WAND) { 1774 if (item->type == WAND)
1775 {
1803 if(item->stats.food<=0) { 1776 if (item->stats.food <= 0)
1777 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 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)); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1780 return;
1807 } 1781 }
1782 }
1808 } else if (item->type == ROD || item->type==HORN) { 1783 else if (item->type == ROD || item->type == HORN)
1784 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1785 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1786 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1787 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1788 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1789 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)); 1790 else
1814 else 1791 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; 1792 return;
1818 } 1793 }
1819 } 1794 }
1820 1795
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1796 if (cast_spell (op, item, dir, item->inv, NULL))
1797 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1798 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1799 if (item->type == WAND)
1800 {
1824 if (!(--item->stats.food)) { 1801 if (!(--item->stats.food))
1825 object *tmp; 1802 {
1826 if (item->arch) { 1803 object *tmp;
1804
1805 if (item->arch)
1806 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1808 item->face = item->arch->clone.face;
1829 item->speed = 0; 1809 item->set_speed (0);
1830 update_ob_speed(item); 1810 }
1831 } 1811
1832 if ((tmp=is_player_inv(item))) 1812 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1814 }
1835 } 1815 }
1836 else if (item->type == ROD || item->type==HORN) { 1816 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1817 drain_rod_charge (item);
1838 }
1839 } 1818 }
1840} 1819}
1841 1820
1842/* Received a fire command for the player - go and do it. 1821/* Received a fire command for the player - go and do it.
1843 */ 1822 */
1823void
1844void fire(object *op,int dir) { 1824fire (object *op, int dir)
1825{
1845 int spellcost=0; 1826 int spellcost = 0;
1846 1827
1847 /* check for loss of invisiblity/hide */ 1828 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1829 if (action_makes_visible (op))
1830 make_visible (op);
1849 1831
1850 switch(op->contr->shoottype) { 1832 switch (op->contr->shoottype)
1833 {
1851 case range_none: 1834 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; 1835 return;
1888 default: 1836
1837 case range_bow:
1838 player_fire_bow (op, dir);
1839 return;
1840
1841 case range_magic: /* Casting spells */
1842 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1843 return;
1844
1845 case range_misc:
1846 fire_misc_object (op, dir);
1847 return;
1848
1849 case range_golem: /* Control summoned monsters from scrolls */
1850 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1851 {
1852 op->contr->ranges[range_golem] = 0;
1853 op->contr->shoottype = range_none;
1854 }
1855 else
1856 control_golem (op->contr->ranges[range_golem], dir);
1857 return;
1858
1859 case range_skill:
1860 if (!op->chosen_skill)
1861 {
1862 if (op->type == PLAYER)
1863 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1864 return;
1865 }
1866 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1867 return;
1868 case range_builder:
1869 apply_map_builder (op, dir);
1870 return;
1871 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1872 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1873 return;
1891 } 1874 }
1892} 1875}
1893 1876
1894 1877
1895 1878
1902 * inv is the objects inventory to searched 1885 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1886 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1887 * This function can be called recursively to search containers.
1905 */ 1888 */
1906 1889
1890object *
1907object * find_key(object *pl, object *container, object *door) 1891find_key (object *pl, object *container, object *door)
1908{ 1892{
1909 object *tmp,*key; 1893 object *tmp, *key;
1910 1894
1911 /* Should not happen, but sanity checking is never bad */ 1895 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1896 if (container->inv == NULL)
1897 return NULL;
1913 1898
1914 /* First, lets try to find a key in the top level inventory */ 1899 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1900 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1901 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1902 if (door->type == DOOR && tmp->type == KEY)
1903 break;
1917 /* For sanity, we should really check door type, but other stuff 1904 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1905 * (like containers) can be locked with special keys
1919 */ 1906 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1908 break;
1922 } 1909 }
1923 /* No key found - lets search inventories now */ 1910 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1911 /* 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 1912 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1913 * a key, return
1927 */ 1914 */
1928 if (!tmp) { 1915 if (!tmp)
1916 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1918 {
1930 /* No reason to search empty containers */ 1919 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1920 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1921 {
1922 if ((key = find_key (pl, tmp, door)) != NULL)
1923 return key;
1924 }
1925 }
1926 if (!tmp)
1927 return NULL;
1933 } 1928 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1929 /* 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 1930 * see if we actually want to use it
1939 */ 1931 */
1940 if (pl!=container) { 1932 if (pl != container)
1933 {
1941 /* Only let players use keys in containers */ 1934 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1935 if (!pl->contr)
1936 return NULL;
1943 /* cases where this fails: 1937 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1938 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1939 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1940 * If the container is not active, return now since only active
1947 * containers can be used. 1941 * containers can be used.
1948 * If we only search keyrings and the container does not have 1942 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1943 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1944 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1945 * inv must have been an container and must have been active.
1952 * 1946 *
1953 * Change the color so that the message doesn't disappear with 1947 * Change the color so that the message doesn't disappear with
1954 * all the others. 1948 * all the others.
1955 */ 1949 */
1956 if (pl->contr->usekeys == key_inventory || 1950 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1951 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1952 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1953 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1954 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1955 "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; 1956 return NULL;
1965 } 1957 }
1966 } 1958 }
1967 return tmp; 1959 return tmp;
1968} 1960}
1969 1961
1970/* moved door processing out of move_player_attack. 1962/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1963 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1964 * such that the caller should not do anything more,
1973 * 0 otherwise 1965 * 0 otherwise
1974 */ 1966 */
1967static int
1975static int player_attack_door(object *op, object *door) 1968player_attack_door (object *op, object *door)
1976{ 1969{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1970 /* 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 - 1971 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1972 * otherwise, we fall through to the rest of the code.
1981 */ 1973 */
1982 object *key=find_key(op, op, door); 1974 object *key = find_key (op, op, door);
1983 1975
1984 /* IF we found a key, do some extra work */ 1976 /* IF we found a key, do some extra work */
1985 if (key) { 1977 if (key)
1978 {
1986 object *container=key->env; 1979 object *container = key->env;
1987 1980
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1981 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1982 if (action_makes_visible (op))
1983 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1984 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1985 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 1986 if (door->type == DOOR)
1987 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1988 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 1989 }
1994 else if(door->type==LOCKED_DOOR) { 1990 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1991 {
1996 "You open the door with the %s", query_short_name(key)); 1992 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 ;-) */ 1993 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1994 }
1999 /* Do this after we print the message */ 1995 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1996 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1997 /* Need to update the weight the container the key was in */
2002 if (container != op) 1998 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1999 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2000 return 1; /* Nothing more to do below */
2001 }
2005 } else if (door->type==LOCKED_DOOR) { 2002 else if (door->type == LOCKED_DOOR)
2003 {
2006 /* Might as well return now - no other way to open this */ 2004 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2005 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2006 return 1;
2009 } 2007 }
2010 return 0; 2008 return 0;
2011} 2009}
2012 2010
2013/* This function is just part of a breakup from move_player. 2011/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2012 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2013 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2014 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2015 * going to try and move (not fire weapons).
2018 */ 2016 */
2019 2017void
2020void move_player_attack(object *op, int dir) 2018move_player_attack (object *op, int dir)
2021{ 2019{
2022 object *tmp, *mon, *tpl; 2020 object *tmp, *mon;
2023 sint16 nx, ny; 2021 sint16 nx, ny;
2024 int on_battleground; 2022 int on_battleground;
2025 mapstruct *m; 2023 maptile *m;
2026 2024
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2025 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2026 ny = freearr_y[dir] + op->y;
2031 2027
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2028 on_battleground = op_on_battleground (op, 0, 0);
2033 2029
2034 /* If braced, or can't move to the square, and it is not out of the 2030 /* 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 2031 * 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 2032 * 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 2033 * 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 2034 * 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 2035 * 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 2036 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2037 * move_ob uses.
2042 */ 2038 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2039 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 2040 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2041 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");*/ 2042 {
2043 m = op->map->xy_find (nx, ny);
2044 if (!m)
2045 return; /* Don't think this should happen */
2046 }
2047 else
2048 m = op->map;
2049
2050 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2051 return;
2053 }
2054 2052
2055 mon = NULL; 2053 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2054 /* 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. 2055 * 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 2056 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2057 * on the space
2060 */ 2058 */
2061 while (tmp!=NULL) { 2059 while (tmp)
2060 {
2062 if (tmp == op) { 2061 if (tmp == op)
2063 tmp=tmp->above; 2062 {
2064 continue; 2063 tmp = tmp->above;
2065 } 2064 continue;
2065 }
2066
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2067 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2068 {
2068 break; 2069 mon = tmp;
2069 } 2070 break;
2071 }
2072
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2073 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2074 mon = tmp;
2075
2072 tmp=tmp->above; 2076 tmp = tmp->above;
2073 } 2077 }
2074 2078
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2079 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2080 return; /* into a wall */
2077 2081
2078 if(mon->head != NULL) 2082 if (mon->head)
2079 mon = mon->head; 2083 mon = mon->head;
2080 2084
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2086 if (player_attack_door (op, mon))
2087 return;
2083 2088
2084 /* The following deals with possibly attacking peaceful 2089 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2090 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2091 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2092 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2093 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2094 * and thus will not push them.
2090 */ 2095 */
2091 2096
2092 /* If the creature is a pet, push it even if the player is not 2097 /* 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 2098 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2099 * player owns it and it is either friendly or unagressive.
2095 */ 2100 */
2096 if ((op->type==PLAYER) 2101 if ((op->type == PLAYER)
2097#if COZY_SERVER 2102#if COZY_SERVER
2098 && 2103 &&
2099 ( 2104 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2105 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2106#else
2105 && get_owner(mon)==op 2107 && mon->owner == op
2106#endif 2108#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2110 {
2109 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2112 if (op->contr->braced)
2113 return;
2114
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2115 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2116 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2117 if (op->contr->tmp_invis || op->hide)
2118 make_visible (op);
2119
2114 return; 2120 return;
2115 } 2121 }
2116 2122
2117 /* in certain circumstances, you shouldn't attack friendly 2123 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2124 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2125 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2126 * attack them either.
2121 */ 2127 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2128 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2129 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2130#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2131 (op->contr->peaceful
2132 || (mon->type == PLAYER
2133 && mon->contr->
2134 peaceful)) &&
2127#else 2135#else
2128 op->contr->peaceful && 2136 op->contr->peaceful &&
2129#endif 2137#endif
2130 !on_battleground 2138 !on_battleground))
2139 {
2140 if (!op->contr->braced)
2131 )) { 2141 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2142 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2143 push_ob (mon, dir, op);
2135 } else { 2144 }
2145 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2146 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2147
2148 if (op->contr->tmp_invis || op->hide)
2149 make_visible (op);
2150 }
2151
2141 /* If the object is a boulder or other rollable object, then 2152 /* 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. 2153 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2154 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2155 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2156 {
2145 recursive_roll(mon,dir,op); 2157 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2158 if (action_makes_visible (op))
2147 } 2159 make_visible (op);
2160 }
2148 2161
2149 /* Any generic living creature. Including things like doors. 2162 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2163 * 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: 2164 * 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 2165 * 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. 2166 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2167 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2168 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2169 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2170 {
2159 2171
2160 /* If the player hasn't hit something this tick, and does 2172 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2173 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2174 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2175 * incurred a 1 tick offset.
2164 */ 2176 */
2165 if (!op->contr->has_hit) { 2177 if (!op->contr->has_hit)
2178 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2179 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2180
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2181 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2182 }
2170 2183
2171 skill_attack(mon, op, 0, NULL, NULL); 2184 skill_attack (mon, op, 0, 0, 0);
2172 2185
2173 /* If attacking another player, that player gets automatic 2186 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2187 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2188 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2189 * the wiz.
2177 */ 2190 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2191 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)) { 2192 {
2180 short luck = mon->stats.luck; 2193 short luck = mon->stats.luck;
2194
2181 mon->contr->has_hit = 1; 2195 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2196 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2197 mon->stats.luck = luck;
2184 } 2198 }
2185 if(action_makes_visible(op)) make_visible(op); 2199
2186 } 2200 if (action_makes_visible (op))
2201 make_visible (op);
2202 }
2187 } /* if player should attack something */ 2203 } /* if player should attack something */
2188} 2204}
2189 2205
2206int
2190int move_player(object *op,int dir) { 2207move_player (object *op, int dir)
2208{
2191 int pick; 2209 int pick;
2192 object *transport = op->contr->transport;
2193 2210
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2211 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; 2212 return 0;
2213
2214 /* Sanity check: make sure dir is valid */
2215 if ((dir < 0) || (dir >= 9))
2216 {
2217 LOG (llevError, "move_player: invalid direction %d\n", dir);
2218 return 0;
2219 }
2220
2221 /* peterm: added following line */
2222 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2223 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2224
2225 op->facing = dir;
2226
2227 if (op->hide)
2228 do_hidden_move (op);
2229
2230 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2231 /*nop */ ;
2232 else if (op->contr->fire_on)
2233 fire (op, dir);
2234 else
2235 {
2236 move_player_attack (op, dir);
2237 pick = check_pick (op);
2238 }
2239
2240 /* Add special check for newcs players and fire on - this way, the
2241 * server can handle repeat firing.
2242 */
2243 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2244 op->direction = dir;
2245 else
2246 op->direction = 0;
2247
2248 /* Update how the player looks. Use the facing, so direction may
2249 * get reset to zero. This allows for full animation capabilities
2250 * for players.
2251 */
2252 animate_object (op, op->facing);
2253 return 0;
2256} 2254}
2257 2255
2258/* This is similar to handle_player, below, but is only used by the 2256/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2257 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2258 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2259 * the new speed values for commands.
2262 * 2260 *
2263 * Returns true if there are more actions we can do. 2261 * Returns true if there are more actions we can do.
2264 */ 2262 */
2263int
2265int handle_newcs_player(object *op) 2264handle_newcs_player (object *op)
2266{ 2265{
2267 if (op->contr->hidden) { 2266 if (op->contr->hidden)
2267 {
2268 op->invisible = 1000; 2268 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2269 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2270 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2271 * alternate it here for it to work correctly.
2272 */ 2272 */
2273 if (pticks & 2) op->invisible--; 2273 if (pticks & 2)
2274 op->invisible--;
2274 } 2275 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2276 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2277 {
2276 op->invisible--; 2278 op->invisible--;
2277 if(!op->invisible) { 2279 if (!op->invisible)
2280 {
2278 make_visible(op); 2281 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2282 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2283 }
2281 } 2284 }
2282 2285
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2286 if (QUERY_FLAG (op, FLAG_SCARED))
2287 {
2284 flee_player(op); 2288 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2289 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2290 if (QUERY_FLAG (op, FLAG_SCARED))
2291 {
2287 op->speed_left--; 2292 op->speed_left--;
2288 return 0; 2293 return 0;
2289 } 2294 }
2290 } 2295 }
2291 2296
2292 /* I've been seeing crashes where the golem has been destroyed, but 2297 /* 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 2298 * 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 2299 * 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. 2300 * put this in a a workaround to clean up the golem pointer.
2296 */ 2301 */
2297 if (op->contr->ranges[range_golem] && 2302 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; 2303 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2304
2304 /* call this here - we also will call this in do_ericserver, but 2305 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2306 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2307 * called, so we recheck it here.
2307 */ 2308 */
2308 HandleClient(&op->contr->socket, op->contr); 2309 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2310 return 1;
2310 2311
2312 if (op->speed_left > 0)
2313 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2314 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2315 {
2312 /* All move commands take 1 tick, at least for now */ 2316 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2317 op->speed_left--;
2314 2318
2315 /* Instead of all the stuff below, let move_player take care 2319 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2320 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2321 * there, as well as the confusion stuff.
2318 */ 2322 */
2319 move_player(op, op->direction); 2323 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2324
2325 return op->speed_left > 0;
2326 }
2327 }
2328
2321 else return 0; 2329 return 0;
2322 } 2330}
2331
2332int
2333save_life (object *op)
2334{
2335 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2336 return 0;
2324}
2325 2337
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) 2338 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2339 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2340 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2341 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2342 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2343
2337 query_name(tmp));
2338 if (op->contr) 2344 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2345 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2346
2341 free_object(tmp); 2347 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2348 CLEAR_FLAG (op, FLAG_LIFESAVE);
2349
2343 if(op->stats.hp<0) 2350 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2351 op->stats.hp = op->stats.maxhp;
2352
2345 if(op->stats.food<0) 2353 if (op->stats.food < 0)
2346 op->stats.food = 999; 2354 op->stats.food = 999;
2347 fix_player(op); 2355
2356 op->update_stats ();
2348 return 1; 2357 return 1;
2349 } 2358 }
2359
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2360 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2361 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2362 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2363 return 0;
2354} 2364}
2355 2365
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2366/* 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 2367 * 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 2368 * function will descend into containers. op is the object to start the search
2359 * from. 2369 * from.
2360 */ 2370 */
2371void
2361void remove_unpaid_objects(object *op, object *env) 2372remove_unpaid_objects (object *op, object *env)
2362{ 2373{
2363 object *next; 2374 object *next;
2364 2375
2365 while (op) { 2376 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2377 {
2367 * we remove object 'op' 2378 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2379
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2380 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2381 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2382 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2383 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 2384
2385 op->insert_at (env);
2386 }
2387 else if (op->inv)
2388 remove_unpaid_objects (op->inv, env);
2389
2390 op = next;
2391 }
2392}
2382 2393
2383/* 2394/*
2384 * Returns pointer a static string containing gravestone text 2395 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2396 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2397 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2398 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2399 * but there isn't one in the server directory.
2389 */ 2400 */
2401char *
2390char *gravestone_text (object *op) 2402gravestone_text (object *op)
2391{ 2403{
2392 static char buf2[MAX_BUF]; 2404 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2405 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2406 time_t now = time (NULL);
2395 2407
2396 strcpy (buf2, " R.I.P.\n\n"); 2408 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2410 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2411 else
2400 sprintf (buf, "%s\n", op->name); 2412 sprintf (buf, "%s\n", &op->name);
2413
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2415 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2416 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2417 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2418 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2419 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2420
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2421 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2422 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2423 if (op->type == PLAYER)
2424 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2425 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2426 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2427 strcat (buf2, buf);
2413 } 2428 }
2429
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2430 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2431 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2432 strcat (buf2, buf);
2433
2417 return buf2; 2434 return buf2;
2418} 2435}
2419 2436
2420 2437void
2421
2422void do_some_living(object *op) { 2438do_some_living (object *op)
2439{
2423 int last_food=op->stats.food; 2440 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2441 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2442 int over_hp, over_sp, over_grace;
2426 int i; 2443 int i;
2427 int rate_hp = 1200; 2444 int rate_hp = 1200;
2428 int rate_sp = 2500; 2445 int rate_sp = 2500;
2429 int rate_grace = 2000; 2446 int rate_grace = 2000;
2430 const int max_hp = 1; 2447 const int max_hp = 1;
2431 const int max_sp = 1; 2448 const int max_sp = 1;
2432 const int max_grace = 1; 2449 const int max_grace = 1;
2433 2450
2434 if (op->contr->outputs_sync) { 2451 if (op->contr->outputs_sync)
2452 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2453 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2454 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]); 2455 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2456 }
2440 2457
2441 if(op->contr->state==ST_PLAYING) { 2458 if (op->contr->ns->state == ST_PLAYING)
2442 2459 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2460 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2461 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2462 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2463 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2464 else
2465 {
2448 gen_hp = op->stats.maxhp; 2466 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2467 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2468 }
2469
2451 if(op->contr->gen_sp >= 0 ) 2470 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2471 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2472 else
2473 {
2454 gen_sp = op->stats.maxsp; 2474 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2475 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2476 }
2477
2457 if(op->contr->gen_grace >= 0) 2478 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2479 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2480 else
2481 {
2460 gen_grace = op->stats.maxgrace; 2482 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2483 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2484 }
2463 2485
2464 /* Regenerate Spell Points */ 2486 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2487 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2488 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2489 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) { 2490 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2491 {
2492 op->stats.sp++;
2469 /* dms do not consume food */ 2493 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2494 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2495 {
2496 op->stats.food--;
2472 if(op->contr->digestion<0) 2497 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2498 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2499 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; 2500 op->stats.food = last_food;
2501 }
2502 }
2503
2504 if (max_sp > 1)
2505 {
2506 over_sp = (gen_sp + 10) / rate_sp;
2507 if (over_sp > 0)
2508 {
2509 if (op->stats.sp < op->stats.maxsp)
2510 {
2511 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2512
2513 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2514 op->stats.sp--;
2515
2516 if (op->stats.sp > op->stats.maxsp)
2517 op->stats.sp = op->stats.maxsp;
2518 }
2519 op->last_sp = 0;
2520 }
2521 else
2522 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2523 }
2524 else
2525 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2526 }
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 2527
2498 /* Regenerate Grace */ 2528 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2529 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2530 if (--op->last_grace < 0)
2531 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2532 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2533 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2534
2535 if (max_grace > 1)
2536 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2537 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2538 if (over_grace > 0)
2506 op->stats.sp += over_grace 2539 {
2540 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; 2541 + (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; 2542 op->last_grace = 0;
2509 } else { 2543 }
2544 else
2545 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2546 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2547 }
2512 } else { 2548 }
2549 else
2550 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2551 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2552 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2553 /* wearing stuff doesn't detract from grace generation. */
2516 } 2554 }
2517 2555
2518 /* Regenerate Hit Points */ 2556 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2557 if (--op->last_heal < 0)
2558 {
2520 if(op->stats.hp<op->stats.maxhp) { 2559 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2560 {
2561 op->stats.hp++;
2522 /* dms do not consume food */ 2562 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2563 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2564 {
2565 op->stats.food--;
2525 if(op->contr->digestion<0) 2566 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2567 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2568 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; 2569 op->stats.food = last_food;
2570 }
2571 }
2572
2573 if (max_hp > 1)
2574 {
2575 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2576 if (over_hp > 0)
2577 {
2578 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2579 op->last_heal = 0;
2580 }
2581 else
2582 {
2583 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2584 }
2585 }
2586 else
2587 {
2588 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2589 }
2530 } 2590 }
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 2591
2546 /* Digestion */ 2592 /* Digestion */
2547 if(--op->last_eat<0) { 2593 if (--op->last_eat < 0)
2594 {
2548#ifdef COZY_SERVER 2595#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2596 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2597 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2598#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2599 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 2600#endif
2556 2601
2557 if(op->contr->gen_hp > 0) 2602 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2603 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2604 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2605 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2606
2561 /* dms do not consume food */ 2607 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2608 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2609 op->stats.food--;
2564 } 2610 }
2565 2611
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2612 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2613 {
2614 object *tmp, *flesh = 0;
2568 2615
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2616 for (tmp = op->inv; tmp; tmp = tmp->below)
2617 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2618 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2619 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2620 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2621 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2622 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2623 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2624 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2625 break;
2576 } 2626 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2627 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2628 flesh = tmp;
2579 } /* end of for loop */ 2629 } /* End if paid for object */
2630 } /* end of for loop */
2631
2580 /* If player is still starving, it means they don't have any food, so 2632 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2633 * eat flesh instead.
2582 */ 2634 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2635 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2636 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2637 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2638 manual_apply (op, flesh, 0);
2586 } 2639 }
2587 } /* end if player is starving */ 2640 }
2588 2641
2589 while(op->stats.food<0&&op->stats.hp>0) 2642 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2643 op->stats.food++, op->stats.hp--;
2591 2644
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2645 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2646 kill_player (op);
2647 }
2594} 2648}
2595
2596
2597 2649
2598/* If the player should die (lack of hp, food, etc), we call this. 2650/* 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 2651 * 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 2652 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2653 * file.
2602 */ 2654 */
2655void
2603void kill_player(object *op) 2656kill_player (object *op)
2604{ 2657{
2605 char buf[MAX_BUF]; 2658 char buf[MAX_BUF];
2606 int x,y,i; 2659 int x, y;
2660
2661 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2662 maptile *map; /* this is for resurrection */
2663
2608 int z; 2664 /* int z;
2609 int num_stats_lose; 2665 int num_stats_lose;
2610 int lost_a_stat; 2666 int lost_a_stat;
2611 int lose_this_stat; 2667 int lose_this_stat;
2612 int this_stat; 2668 int this_stat; */
2613 int will_kill_again; 2669 int will_kill_again;
2614 archetype *at; 2670 archetype *at;
2615 object *tmp; 2671 object *tmp;
2616 2672
2617 if(save_life(op)) 2673 if (save_life (op))
2618 return; 2674 return;
2619 2675
2620 2676
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2677 /* 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. 2678 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2679 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2680 */
2625 if (op_on_battleground(op, &x, &y)) { 2681 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2682 {
2627 "You have been defeated in combat!"); 2683 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, 2684 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2685
2630
2631 /* restore player */ 2686 /* restore player */
2632 at = find_archetype("poisoning"); 2687 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2689 {
2635 remove_ob(tmp); 2690 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2691 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2692 }
2639 2693
2640 at = find_archetype("confusion"); 2694 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2695 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2696 {
2643 remove_ob(tmp); 2697 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2698 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2699 }
2647 2700
2648 cure_disease(op,0); /* remove any disease */ 2701 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2702 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2703 if (op->stats.food <= 0)
2651 2704 op->stats.food = 999;
2705
2652 /* create a bodypart-trophy to make the winner happy */ 2706 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2707 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2708 {
2656 sprintf(buf,"%s's finger",op->name); 2709 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2710 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2711 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2712 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2713 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2714 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2715 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2716 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2717 tmp->insert_at (op, tmp);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2718 }
2719
2669 /* teleport defeated player to new destination*/ 2720 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2721 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2722 op->contr->braced = 0;
2672 return; 2723 return;
2673 } 2724 }
2674 2725
2675 INVOKE_PLAYER (DEATH, op->contr); 2726 INVOKE_PLAYER (DEATH, op->contr);
2676 2727
2677 command_kill_pets (op, 0); 2728 command_kill_pets (op, 0);
2678 2729
2679 if(op->stats.food<0) { 2730 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2731 {
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); 2732 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2733 strcpy (op->contr->killer, "starvation");
2688 } 2734 }
2689 else { 2735 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); 2736 sprintf (buf, "%s died.", &op->name);
2697 } 2737
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2738 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2739
2700 /* save the map location for corpse, gravestone*/ 2740 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2741 x = op->x;
2742 y = op->y;
2743 map = op->map;
2702 2744
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2745 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2746 * 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. 2747 * See the config.h file for a little more in depth detail about this.
2708 */ 2748 */
2709 2749
2710 /* Basically two ways to go - remove a stat permanently, or just 2750 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2751 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2752 * of death.
2713 */ 2753 */
2714#ifndef COZY_SERVER 2754#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2755 if (settings.balanced_stat_loss)
2756 {
2716 /* If stat loss is permanent, lose one stat only. */ 2757 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2758 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2759 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2760 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2761 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2762 little bit harder. */
2722 /* GD */ 2763 /* GD */
2723 if (settings.stat_loss_on_death) 2764 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2765 num_stats_lose = 1;
2725 else 2766 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2767 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2768 }
2769 else
2728 num_stats_lose = 1; 2770 num_stats_lose = 1;
2729 } 2771
2730 lost_a_stat = 0; 2772 lost_a_stat = 0;
2731 2773
2732 for (z=0; z<num_stats_lose; z++) { 2774 for (z = 0; z < num_stats_lose; z++)
2775 {
2733 i = RANDOM() % NUM_STATS; 2776 i = RANDOM () % NUM_STATS;
2734 2777
2735 if (settings.stat_loss_on_death) { 2778 if (settings.stat_loss_on_death)
2779 {
2736 /* Pick a random stat and take a point off it. Tell the player 2780 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2781 * what he lost.
2738 */ 2782 */
2739 change_attr_value(&(op->stats), i,-1); 2783 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2784 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2785 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2786 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2787 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2788 lost_a_stat = 1;
2745 } else { 2789 }
2790 else
2791 {
2746 /* deplete a stat */ 2792 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2793 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2794 object *dep;
2795
2796 dep = present_arch_in_ob (deparch, op);
2797 if (!dep)
2749 2798 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2799 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2800 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 2801 }
2783 if (lose_this_stat) { 2802 lose_this_stat = 1;
2803 if (settings.balanced_stat_loss)
2804 {
2805 /* GD */
2806 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2807 this_stat = get_attr_value (&(dep->stats), i);
2808 if (this_stat < 0)
2809 {
2810 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2811 int keep_chance = this_stat * this_stat;
2812
2813 /* Yes, I am paranoid. Sue me. */
2814 if (keep_chance < 1)
2815 keep_chance = 1;
2816
2817 /* There is a maximum depletion total per level. */
2818 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2819 {
2820 lose_this_stat = 0;
2821 /* Take loss chance vs keep chance to see if we
2822 retain the stat. */
2823 }
2824 else
2825 {
2826 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2827 lose_this_stat = 0;
2828 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2829 this_stat, keep_chance, loss_chance,
2830 lose_this_stat?"LOSE":"KEEP"); */
2831 }
2832 }
2833 }
2834
2835 if (lose_this_stat)
2836 {
2837 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2838 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2839 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2840 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2841 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2842 * difference.
2790 */ 2843 */
2791 if (this_stat>=-50) { 2844 if (this_stat >= -50)
2845 {
2792 change_attr_value(&(dep->stats), i, -1); 2846 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2847 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2848 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2849 op->update_stats ();
2796 lost_a_stat = 1; 2850 lost_a_stat = 1;
2797 } 2851 }
2798 } 2852 }
2853 }
2799 } 2854 }
2800 }
2801 /* If no stat lost, tell the player. */ 2855 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2856 if (!lost_a_stat)
2803 { 2857 {
2804 /* determine_god() seems to not work sometimes... why is this? 2858 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2859 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2860 const char *god = determine_god (op);
2861
2807 if (god && (strcmp(god, "none"))) 2862 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2863 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" 2864 else
2810 " you.", god); 2865 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 } 2866 }
2867#else
2868 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2869#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 2870
2819 /* Put a gravestone up where the character 'almost' died. List the 2871 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2872 * exp loss on the stone.
2821 */ 2873 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2874 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2875 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2876 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2877 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2878 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2879 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" 2880 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; 2881 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2882 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2883
2836 /**************************************/ 2884 /**************************************/
2837 /* */ 2885 /* */
2838 /* Subtract the experience points, */ 2886 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2887 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2888 /* food, and reset HP's... */
2841 /* */ 2889 /* */
2842 /**************************************/ 2890 /**************************************/
2843 2891
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2892 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2893 /* restore player */
2846 at = find_archetype("poisoning"); 2894 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2895 tmp = present_arch_in_ob (at, op);
2896
2848 if (tmp) { 2897 if (tmp)
2849 remove_ob(tmp); 2898 {
2850 free_object(tmp); 2899 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2900 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2901 }
2853 2902
2854 at = find_archetype("confusion"); 2903 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2904 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2905 if (tmp)
2857 remove_ob(tmp); 2906 {
2858 free_object(tmp); 2907 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2908 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2909 }
2910
2861 cure_disease(op,0); /* remove any disease */ 2911 cure_disease (op, 0); /* remove any disease */
2862 2912
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2913 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2914 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2915 if (op->stats.food < 100)
2916 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2917 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2918 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2919 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2920
2870 /* 2921 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2922 * 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 2923 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2924 * in the map.
2874 */ 2925 */
2875 2926
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2927 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2928 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2929
2884 /****************************************/ 2930 /****************************************/
2885 /* */ 2931 /* */
2886 /* Move player to his current respawn- */ 2932 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2933 /* position (usually last savebed) */
2888 /* */ 2934 /* */
2889 /****************************************/ 2935 /****************************************/
2890 2936
2891 enter_player_savebed(op); 2937 enter_player_savebed (op);
2892 2938
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2939 op->contr->braced = 0;
2897 save_player(op,1);
2898 2940
2899 /* it is possible that the player has blown something up 2941 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2942 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2943 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2944 * on the space that might harm the player.
2903 */ 2945 */
2904 will_kill_again=0; 2946 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2947 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2948 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2949 will_kill_again |= tmp->attacktype;
2908 } 2950
2909 if (will_kill_again) { 2951 if (will_kill_again)
2952 {
2910 object *force; 2953 object *force;
2911 int at; 2954 int at;
2912 2955
2913 force=get_archetype(FORCE_NAME); 2956 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2957 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2958 force->speed = 0.1;
2916 force->speed_left=-5.0; 2959 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2960 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2961 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2962 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2963 force->resist[at] = 100;
2921 } 2964
2922 insert_ob_in_ob(force, op); 2965 insert_ob_in_ob (force, op);
2923 fix_player(op); 2966 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2967
2968 }
2969
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2970 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} 2971}
2999 2972
3000 2973void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2974loot_object (object *op)
2975{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2976 object *tmp, *tmp2, *next;
3003 2977
2978 if (op->container)
3004 if (op->container) { /* close open sack first */ 2979 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2980
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2981 for (tmp = op->inv; tmp; tmp = next)
2982 {
3009 next=tmp->below; 2983 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2984
3011 remove_ob(tmp); 2985 if (tmp->invisible)
2986 continue;
2987
2988 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2989 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2990 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 2991 { /* empty container to ground */
3015 } 2992 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2993 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2994 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2995 {
3018 if(tmp->nrof>1) { 2996 if (tmp->nrof > 1)
2997 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2998 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2999 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3000 insert_ob_in_map (tmp, op->map, NULL, 0);
3001 }
3002 else
3003 tmp->destroy ();
3004 }
3022 } else 3005 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3006 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3007 }
3027} 3008}
3028 3009
3029/* 3010/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3011 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3012 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3013 * was changed.
3033 */ 3014 */
3034 3015
3016void
3035void fix_weight(void) { 3017fix_weight (void)
3036 player *pl; 3018{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3019 for_all_players (pl)
3020 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3021 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3022
3039 if(old == sum) 3023 if (old == sum)
3040 continue; 3024 continue;
3041 fix_player(pl->ob); 3025 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3026 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3027 }
3045} 3028}
3046 3029
3030void
3047void fix_luck(void) { 3031fix_luck (void)
3048 player *pl; 3032{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3033 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3034 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3035 pl->ob->change_luck (0);
3052} 3036}
3053
3054 3037
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3038/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3039 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3040 * just treat this as any other spell casting object.
3058 */ 3041 */
3059
3060void 3042void
3061cast_dust (object * op, object * throw_ob, int dir) 3043cast_dust (object *op, object *throw_ob, int dir)
3062{ 3044{
3063 object *skop, *spob; 3045 object *skop, *spob;
3064 3046
3065 skop = find_skill_by_name (op, throw_ob->skill); 3047 skop = find_skill_by_name (op, throw_ob->skill);
3066 3048
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3049 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3050 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3051 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3052 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3053 return;
3073 } 3054 }
3074 3055
3075 spob = throw_ob->inv; 3056 spob = throw_ob->inv;
3076 3057
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3058 // 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 3059 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3060 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3061 if (!spob)
3081 { 3062 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3063 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; 3064 return;
3085 } 3065 }
3086 3066
3087 if (op->type == PLAYER) 3067 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3068 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3069
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3070 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3071
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3072 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3073}
3096 3074
3075void
3097void make_visible (object *op) { 3076make_visible (object *op)
3077{
3098 op->hide = 0; 3078 op->hide = 0;
3099 op->invisible = 0; 3079 op->invisible = 0;
3100 if(op->type==PLAYER) { 3080 if (op->type == PLAYER)
3081 {
3101 op->contr->tmp_invis = 0; 3082 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3083 op->contr->invis_race = 0;
3103 } 3084 }
3104 update_object(op,UP_OBJ_FACE); 3085 update_object (op, UP_OBJ_FACE);
3105} 3086}
3106 3087
3088int
3107int is_true_undead(object *op) { 3089is_true_undead (object *op)
3090{
3108 object *tmp=NULL; 3091 object *tmp = NULL;
3109 3092
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3093 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3094 return 1;
3111 3095
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; 3096 return 0;
3117} 3097}
3118 3098
3119/* look at the surrounding terrain to determine 3099/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3100 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3101 * indicate greater hideability.
3122 */ 3102 */
3123 3103
3104int
3124int hideability(object *ob) { 3105hideability (object *ob)
3106{
3125 int i,level=0, mflag; 3107 int i, level = 0, mflag;
3126 sint16 x,y; 3108 sint16 x, y;
3127 3109
3128 if(!ob||!ob->map) return 0; 3110 if (!ob || !ob->map)
3111 return 0;
3129 3112
3130 /* so, on normal lighted maps, its hard to hide */ 3113 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3114 level = ob->map->darkness - 2;
3132 3115
3133 /* this also picks up whether the object is glowing. 3116 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3117 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3118 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3119 if (has_carried_lights (ob))
3120 level = -(10 + (2 * ob->map->darkness));
3137 3121
3138 /* scan through all nearby squares for terrain to hide in */ 3122 /* 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]) { 3123 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 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3125 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3126 if (mflag & P_OUT_OF_MAP)
3127 {
3128 continue;
3129 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3130 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3131 level += 2;
3144 else /* open terrain! */ 3132 else /* open terrain! */
3145 level -= 1; 3133 level -= 1;
3146 } 3134 }
3147 3135
3148#if 0 3136#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3137 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3138#endif
3151 return level; 3139 return level;
3152} 3140}
3153 3141
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3142/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3143 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3144 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3145 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3146 */
3159 3147
3148void
3160void do_hidden_move (object *op) { 3149do_hidden_move (object *op)
3150{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3151 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3152 object *skop;
3163 3153
3164 if(!op || !op->map) return; 3154 if (!op || !op->map)
3155 return;
3165 3156
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3157 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3158
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3159 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3160 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3161 if (!skop || num >= skop->level)
3162 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3163 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3164 make_visible (op);
3173 return; 3165 return;
3174 } else num += 20;
3175 } 3166 }
3167 else
3168 num += 20;
3169
3176 num += op->map->difficulty; 3170 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3171 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3172 num -= hide;
3173
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3174 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3175 {
3180 make_visible(op); 3176 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3177 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3178 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3179 }
3184 else if (op->type == PLAYER && skop) { 3180 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3181 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3182}
3188 3183
3189/* determine if who is standing near a hostile creature. */ 3184/* determine if who is standing near a hostile creature. */
3190 3185
3186int
3191int stand_near_hostile( object *who ) { 3187stand_near_hostile (object *who)
3188{
3192 object *tmp=NULL; 3189 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3190 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3191 maptile *m;
3195 sint16 x,y; 3192 sint16 x, y;
3196 3193
3197 if(!who) return 0; 3194 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; 3195 return 0;
3196
3197 if (who->type == PLAYER)
3198 player = 1;
3199
3200 else
3201 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3202
3203 /* search adjacent squares */
3204 for (i = 1; i < 9; i++)
3205 {
3206 x = who->x + freearr_x[i];
3207 y = who->y + freearr_y[i];
3208 m = who->map;
3209 mflags = get_map_flags (m, &m, x, y, &x, &y);
3210 /* space must be blocked if there is a monster. If not
3211 * blocked, don't need to check this space.
3212 */
3213 if (mflags & P_OUT_OF_MAP)
3214 continue;
3215 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3216 continue;
3217
3218 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3219 {
3220 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if (tmp->type == PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding */
3225 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 return 0;
3227} 3231}
3228 3232
3229/* check the player los field for viewability of the 3233/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3234 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3235 * 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. 3242 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3243 * -b.t.
3240 * This function is now map tiling safe. 3244 * This function is now map tiling safe.
3241 */ 3245 */
3242 3246
3247int
3243int player_can_view (object *pl,object *op) { 3248player_can_view (object *pl, object *op)
3249{
3244 rv_vector rv; 3250 rv_vector rv;
3245 int dx,dy; 3251 int dx, dy;
3246 3252
3247 if(pl->type!=PLAYER) { 3253 if (pl->type != PLAYER)
3254 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3255 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; 3256 return -1;
3274 op = op->more;
3275 } 3257 }
3258
3259 if (!pl || !op)
3276 return 0; 3260 return 0;
3261
3262 op = op->head_ ();
3263
3264 get_rangevector (pl, op, &rv, 0x1);
3265
3266 /* starting with the 'head' part, lets loop
3267 * through the object and find if it has any
3268 * part that is in the los array but isnt on
3269 * a blocked los square.
3270 * we use the archetype to figure out offsets.
3271 */
3272 while (op)
3273 {
3274 dx = rv.distance_x + op->arch->clone.x;
3275 dy = rv.distance_y + op->arch->clone.y;
3276
3277 /* only the viewable area the player sees is updated by LOS
3278 * code, so we need to restrict ourselves to that range of values
3279 * for any meaningful values.
3280 */
3281 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3282 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3283 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3284 return 1;
3285 op = op->more;
3286 }
3287 return 0;
3277} 3288}
3278 3289
3279/* routine for both players and monsters. We call this when 3290/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3291 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3292 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3293 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3294 * return 0.
3284 */ 3295 */
3296int
3285int action_makes_visible (object *op) { 3297action_makes_visible (object *op)
3298{
3286 3299
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3300 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3301 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3302 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3303 return 0;
3290 3304
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3305 if (op->contr && op->contr->tmp_invis == 0)
3306 return 0;
3292 3307
3293 /* If monsters, they should become visible */ 3308 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3309 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3310 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3311 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3312 return 1;
3297 } 3313 }
3298 } 3314 }
3299 return 0; 3315 return 0;
3300} 3316}
3301 3317
3302/* op_on_battleground - checks if the given object op (usually 3318/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3319 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3320 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3321 * -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 3322 * 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 3323 * 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 3324 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3325 */
3326int
3310int op_on_battleground (object *op, int *x, int *y) { 3327op_on_battleground (object *op, int *x, int *y)
3328{
3311 object *tmp; 3329 object *tmp;
3312 3330
3313 /* A battleground-tile needs the following attributes to be valid: 3331 /* 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), 3332 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3333 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3334 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3335 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3336 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3337 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3338 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3339 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3340 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3341 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3342 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3343 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3344 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3345 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3346 {
3326 object *invtmp; 3347 object *invtmp;
3348
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3349 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3350 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3351 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3352 {
3353 if (x != NULL && y != NULL)
3354 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3355 return 1;
3356 }
3357 }
3358 }
3330 if (x != NULL && y != NULL) 3359 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3360 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3361 return 1;
3333 } 3362 }
3334 } 3363 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3364 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3365 /* If we got here, did not find a battleground */
3343 return 0; 3366 return 0;
3344} 3367}
3345 3368
3346/* 3369/*
3350 * attributes: 3373 * attributes:
3351 * object *who the dragon player 3374 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3375 * int atnr the attack-number of the ability focus
3353 * int level ability level 3376 * int level ability level
3354 */ 3377 */
3378void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3379dragon_ability_gain (object *who, int atnr, int level)
3380{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3381 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3382 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3383 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3384 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3385 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3386 int i = 0, j = 0;
3362 3387
3363 /* get the appropriate treasurelist */ 3388 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3389 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3390 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3391 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3392 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3393 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3394 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3395 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3396 trlist = find_treasurelist ("dragon_ability_poison");
3372 3397
3373 if (trlist == NULL || who->type != PLAYER) 3398 if (trlist == NULL || who->type != PLAYER)
3374 return; 3399 return;
3375 3400
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3401 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3402
3378 3403 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3404 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3405 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3406 return;
3382 } 3407 }
3383 3408
3384 /* everything seems okay - now bring on the gift: */ 3409 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3410 item = &(tr->item->clone);
3386 3411
3387 if (item->type == SPELL) { 3412 if (item->type == SPELL)
3413 {
3388 if (check_spell_known (who, item->name)) 3414 if (check_spell_known (who, item->name))
3389 return; 3415 return;
3390 3416
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3417 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); 3418 do_learn_spell (who, item, 0);
3393 return; 3419 return;
3394 } 3420 }
3395 3421
3396 /* grant direct spell */ 3422 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3423 if (item->type == SPELLBOOK)
3424 {
3398 if (!item->inv) { 3425 if (!item->inv)
3426 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3427 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3428 return;
3402 } 3429 }
3403 if (check_spell_known (who, item->inv->name)) 3430 if (check_spell_known (who, item->inv->name))
3404 return; 3431 return;
3405 if (item->invisible) { 3432 if (item->invisible)
3433 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3434 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); 3435 do_learn_spell (who, item->inv, 0);
3408 return; 3436 return;
3409 } 3437 }
3410 } 3438 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3439 else if (item->type == SKILL_TOOL && item->invisible)
3440 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3441 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3442 {
3413 3443
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3444 /* 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 3445 * 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, 3446 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3447 * but not all of them, he gets nothing.
3418 */ 3448 */
3419 if (!(skop->attacktype & item->attacktype)) { 3449 if (!(skop->attacktype & item->attacktype))
3450 {
3420 /* Give new attacktype */ 3451 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3452 skop->attacktype |= item->attacktype;
3422 3453
3423 /* always add physical if there's none */ 3454 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3455 skop->attacktype |= AT_PHYSICAL;
3425 3456
3426 if (item->msg != NULL) 3457 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3458 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3459
3429 /* Give player new face */ 3460 /* Give player new face */
3430 if (item->animation_id) { 3461 if (item->animation_id)
3462 {
3431 who->face = skop->face; 3463 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3464 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3465 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3466 who->last_anim = 0;
3435 who->state = 0; 3467 who->state = 0;
3436 animate_object(who, who->direction); 3468 animate_object (who, who->direction);
3437 } 3469 }
3470 }
3471 }
3438 } 3472 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3473 else if (item->type == FORCE)
3474 {
3442 /* forces in the treasurelist can alter the player's stats */ 3475 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3476 object *skin;
3477
3444 /* first get the dragon skin force */ 3478 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3479 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3480 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3481 ;
3448 3482
3483 if (!skin)
3484 return;
3485
3449 /* adding new spellpath attunements */ 3486 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3487 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3488 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3489 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3490
3453 /* print message */ 3491 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3492 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3493 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3494 {
3457 if (j) 3495 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3496 {
3459 else 3497 if (j)
3460 j = 1; 3498 strcat (buf, " and ");
3499 else
3500 j = 1;
3461 strcat(buf, spellpathnames[i]); 3501 strcat (buf, spellpathnames[i]);
3462 } 3502 }
3463 } 3503 }
3464 strcat(buf,"."); 3504 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3505 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3506 }
3467 3507
3468 /* evtl. adding flags: */ 3508 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3509 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3510 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3511 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3512 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3513 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3514 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3515
3476 /* print message if there is one */ 3516 /* print message if there is one */
3477 if (item->msg != NULL) 3517 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3518 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3519 }
3520 else
3479 } 3521 {
3480 else {
3481 /* generate misc. treasure */ 3522 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3523 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3524 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); 3525 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3526 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3527 esrv_send_item (who, tmp);
3487 } 3528 }
3488} 3529}
3489 3530
3490/** 3531/**
3491 * Unready an object for a player. This function does nothing if the object was 3532 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3533 * not readied.
3493 */ 3534 */
3535void
3494void player_unready_range_ob(player *pl, object *ob) { 3536player_unready_range_ob (player *pl, object *ob)
3537{
3495 rangetype i; 3538 rangetype i;
3496 3539
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3540 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3541 {
3498 if (pl->ranges[i] == ob) { 3542 if (pl->ranges[i] == ob)
3543 {
3499 pl->ranges[i] = NULL; 3544 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3545 if (pl->shoottype == i)
3546 {
3501 pl->shoottype = range_none; 3547 pl->shoottype = range_none;
3502 } 3548 }
3503 } 3549 }
3504 } 3550 }
3505} 3551}

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