ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 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 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->pl = 0;
291 this->ns = 0;
292 }
293
294 deactivate ();
295}
296
297// the need for this function can be explained
298// by load_object not returning the object
299void
300player::set_object (object *op)
301{
302 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */
304
305 ob->speed_left = 0.5;
306 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312}
313
314player::player ()
315{
235 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 317 * we deal with that below this point.
237 */ 318 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 322
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 323 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 */
258 324
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10; 325 gen_sp_armour = 10;
264 p->last_speed= -1; 326 last_speed = -1;
265 p->shoottype=range_none; 327 shoottype = range_none;
266 p->bowtype=bow_normal; 328 bowtype = bow_normal;
267 p->petmode=pet_normal; 329 petmode = pet_normal;
268 p->listening=10; 330 listening = 10;
269 p->usekeys=containers; 331 usekeys = containers;
270 p->last_weapon_sp= -1; 332 last_weapon_sp = -1;
271 p->peaceful=1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
272 p->do_los=1; 334 do_los = 1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275 335
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, 336 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
285 * at zero. 339 * at zero.
286 */ 340 */
287 for (i=0; i < NUM_SKILLS; i++) { 341 for (int i = 0; i < NUM_SKILLS; i++)
288 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 343
290 }
291 for (i=0; i < NROFATTACKS; i++) { 344 for (int i = 0; i < NROFATTACKS; i++)
292 p->last_resist[i] = -1; 345 last_resist[i] = -1;
293 } 346
294 p->last_stats.exp = -1; 347 last_stats.exp = -1;
295 p->last_weight = (uint32)-1; 348 last_weight = (uint32) - 1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 349}
301 350
302 351void
303/* This loads the first map an puts the player on it. */ 352player::do_destroy ()
304static void set_first_map(object *op)
305{ 353{
306 strcpy(op->contr->maplevel, first_map_path); 354 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 355
356 attachable::do_destroy ();
357
358 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy ();
362 }
363}
364
365player::~player ()
366{
367 /* Clear item stack */
368 free (stack_items);
369}
370
312/* Tries to add player on the connection passwd in ns. 371/* 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 372 * All we can really get in this is some settings like host and display
314 * mode. 373 * mode.
315 */ 374 */
375player *
376player::create ()
377{
378 player *pl = new player;
316 379
317int add_player(NewSocket *ns) { 380 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); 381 set_first_map (pl->ob);
332 382
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; 383 return pl;
340} 384}
341 385
342/* 386/*
343 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 389 * Note: there MUST be at least one player archetype!
346 */ 390 */
391archetype *
347archetype *get_player_archetype(archetype* at) 392get_player_archetype (archetype *at)
348{ 393{
349 archetype *start = at; 394 archetype *start = at;
395
350 for (;;) { 396 for (;;)
397 {
351 if (at==NULL || at->next==NULL) 398 if (at == NULL || at->next == NULL)
352 at=first_archetype; 399 at = first_archetype;
353 else 400 else
354 at=at->next; 401 at = at->next;
402
355 if(at->clone.type==PLAYER) 403 if (at->clone.type == PLAYER)
356 return at; 404 return at;
405
357 if (at == start) { 406 if (at == start)
407 {
358 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 409 exit (-1);
360 } 410 }
361 } 411 }
362} 412}
363 413
364 414object *
365object *get_nearest_player(object *mon) { 415get_nearest_player (object *mon)
416{
366 object *op = NULL; 417 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 418 objectlink *ol;
369 unsigned lastdist; 419 unsigned lastdist;
370 rv_vector rv; 420 rv_vector rv;
371 421
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 {
373 /* We should not find free objects on this friendly list, but it 424 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 425 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 426 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 427 * list is also free, so encapsulate this in a while loop.
377 */ 428 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 429 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
430 {
379 object *tmp=ol->ob; 431 object *tmp = ol->ob;
380 432
381 /* Can't do much more other than log the fact, because the object 433 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 434 * itself will have been cleared.
383 */ 435 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 437 ol = ol->next;
386 remove_friendly_object(tmp); 438 remove_friendly_object (tmp);
387 if (!ol) return op; 439 if (!ol)
388 } 440 return op;
441 }
389 442
390 /* Remove special check for player from this. First, it looks to cause 443 /* 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 444 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 445 * 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 446 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 447 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 448 * on_same_map check, as can_detect_enemy also does this
396 */ 449 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 450 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 451 continue;
399 452
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) { 453 if (lastdist > rv.distance)
409 op=pl->ob; 454 {
455 op = ol->ob;
410 lastdist=rv.distance; 456 lastdist = rv.distance;
457 }
411 } 458 }
412 } 459
413 } 460 for_all_players (pl)
461 if (can_detect_enemy (mon, pl->ob, &rv))
462 if (lastdist > rv.distance)
463 {
464 op = pl->ob;
465 lastdist = rv.distance;
466 }
467
414#if 0 468#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 470#endif
417 return op; 471 return op;
418} 472}
419 473
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 474/* 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 475 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 476 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 490 * 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 491 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 492 * is probably not a good thing.
439 */ 493 */
440#define MAX_SPACES 50 494#define MAX_SPACES 50
441
442 495
443/* 496/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * 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 498 * 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 499 * 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. 512 * 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, 513 * 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 514 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 515 * is blocking itself.
463 */ 516 */
517int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 518path_to_player (object *mon, object *pl, unsigned mindiff)
519{
465 rv_vector rv; 520 rv_vector rv;
466 sint16 x,y; 521 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 522 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 523 maptile *m, *lastmap;
469 524
470 get_rangevector(mon, pl, &rv, 0); 525 get_rangevector (mon, pl, &rv, 0);
471 526
472 if (rv.distance<mindiff) return 0; 527 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; 528 return 0;
725}
726 529
727void confirm_password(object *op) { 530 x = mon->x;
531 y = mon->y;
532 m = mon->map;
533 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
536 /* If we can't solve it within the search distance, return now. */
537 if (diff > max)
538 return 0;
539 while (diff > 1 && max > 0)
540 {
541 lastx = x;
542 lasty = y;
543 lastmap = m;
544 x = lastx + freearr_x[dir];
545 y = lasty + freearr_y[dir];
728 546
729 op->contr->write_buf[0]='\0'; 547 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 548 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}
733 549
550 /* Space is blocked - try changing direction a little */
551 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
552 && (m == mon->map && blocked_link (mon, m, x, y))))
553 {
554 /* recalculate direction from last good location. Possible
555 * we were not traversing ideal location before.
556 */
557 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
558 if (rv.direction != dir)
559 {
560 /* OK - says direction should be different - lets reset the
561 * the values so it will try again.
562 */
563 x = lastx;
564 y = lasty;
565 m = lastmap;
566 dir = firstdir = rv.direction;
567 }
568 else
569 {
570 /* direct path is blocked - try taking a side step to
571 * either the left or right.
572 * Note increase the values in the loop below to be
573 * more than -1/1 respectively will mean the monster takes
574 * bigger detour. Have to be careful about these values getting
575 * too big (3 or maybe 4 or higher) as the monster may just try
576 * stepping back and forth
577 */
578 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
579 {
580 if (i == 0)
581 continue; /* already did this, so skip it */
582 /* Use lastdir here - otherwise,
583 * since the direction that the creature should move in
584 * may change, you could get infinite loops.
585 * ie, player is northwest, but monster can only
586 * move west, so it does that. It goes some distance,
587 * gets blocked, finds that it should move north,
588 * can't do that, but now finds it can move east, and
589 * gets back to its original point. lastdir contains
590 * the last direction the creature has successfully
591 * moved.
592 */
593
594 x = lastx + freearr_x[absdir (lastdir + i)];
595 y = lasty + freearr_y[absdir (lastdir + i)];
596 m = lastmap;
597 mflags = get_map_flags (m, &m, x, y, &x, &y);
598 if (mflags & P_OUT_OF_MAP)
599 continue;
600 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
601 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
602 continue;
603 if (mflags & P_BLOCKSVIEW)
604 continue;
605
606 if (m == mon->map && blocked_link (mon, m, x, y))
607 break;
608 }
609 /* go through entire loop without finding a valid
610 * sidestep to take - thus, no valid path.
611 */
612 if (i == (DETOUR_AMOUNT + 1))
613 return 0;
614 diff--;
615 lastdir = dir;
616 max--;
617 if (!firstdir)
618 firstdir = dir + i;
619 } /* else check alternate directions */
620 } /* if blocked */
621 else
622 {
623 /* we moved towards creature, so diff is less */
624 diff--;
625 max--;
626 lastdir = dir;
627 if (!firstdir)
628 firstdir = dir;
629 }
630 if (diff <= 1)
631 {
632 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance.
634 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
637 }
638 if (diff > max)
639 return 0;
640 }
641 /* If we reached the max, didn't find a direction in time */
642 if (!max)
643 return 0;
644
645 return firstdir;
646}
647
648void
649give_initial_items (object *pl, treasurelist * items)
650{
651 object *op, *next = NULL;
652
653 if (pl->randomitems != NULL)
654 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
655
656 for (op = pl->inv; op; op = next)
657 {
658 next = op->below;
659
660 /* Forces get applied per default, unless they have the
661 * flag "neutral" set. Sorry but I can't think of a better way
662 */
663 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
664 SET_FLAG (op, FLAG_APPLIED);
665
666 /* we never give weapons/armour if these cannot be used
667 * by this player due to race restrictions
668 */
669 if (pl->type == PLAYER)
670 {
671 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
672 (op->type == ARMOUR || op->type == BOOTS ||
673 op->type == CLOAK || op->type == HELMET ||
674 op->type == SHIELD || op->type == GLOVES ||
675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
676 {
677 op->destroy ();
678 continue;
679 }
680 }
681
682 /* This really needs to be better - we should really give
683 * a substitute spellbook. The problem is that we don't really
684 * have a good idea what to replace it with (need something like
685 * a first level treasurelist for each skill.)
686 * remove duplicate skills also
687 */
688 if (op->type == SPELLBOOK || op->type == SKILL)
689 {
690 object *tmp;
691
692 for (tmp = op->below; tmp; tmp = tmp->below)
693 if (tmp->type == op->type && tmp->name == op->name)
694 break;
695
696 if (tmp)
697 {
698 op->destroy ();
699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
700 continue;
701 }
702
703 if (op->nrof > 1)
704 op->nrof = 1;
705 }
706
707 if (op->type == SPELLBOOK && op->inv)
708 {
709 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
710 }
711
712 /* Give starting characters identified, uncursed, and undamned
713 * items. Just don't identify gold or silver, or it won't be
714 * merged properly.
715 */
716 if (need_identify (op))
717 {
718 SET_FLAG (op, FLAG_IDENTIFIED);
719 CLEAR_FLAG (op, FLAG_CURSED);
720 CLEAR_FLAG (op, FLAG_DAMNED);
721 }
722 if (op->type == SPELL)
723 {
724 op->destroy ();
725 continue;
726 }
727 else if (op->type == SKILL)
728 {
729 SET_FLAG (op, FLAG_CAN_USE_SKILL);
730 op->stats.exp = 0;
731 op->level = 1;
732 }
733 /* lock all 'normal items by default */
734 else
735 SET_FLAG (op, FLAG_INV_LOCKED);
736 } /* for loop of objects in player inv */
737
738 /* Need to set up the skill pointers */
739 link_player_skills (pl);
740}
741
742void
734void get_party_password(object *op, partylist *party) { 743get_party_password (object *op, partylist *party)
744{
735 if (party == NULL) { 745 if (party == NULL)
746 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 748 return;
738 } 749 }
750
739 op->contr->write_buf[0]='\0'; 751 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 755}
744
745 756
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
758static int
747int roll_stat(void) { 759roll_stat (void)
760{
748 int a[4],i,j,k; 761 int a[4], i, j, k;
749 762
750 for(i=0;i<4;i++) 763 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 764 a[i] = (int) RANDOM () % 6 + 1;
752 765
753 for(i=0,j=0,k=7;i<4;i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 767 if (a[i] < k)
755 k=a[i],j=i; 768 k = a[i], j = i;
756 769
757 for(i=0,k=0;i<4;i++) { 770 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 771 if (i != j)
759 k+=a[i]; 772 k += a[i];
760 } 773
761 return k; 774 return k;
762} 775}
763 776
764void roll_stats(object *op) { 777void
765 int sum=0; 778object::roll_stats ()
766 int i = 0, j = 0; 779{
767 int statsort[7]; 780 int statsort [7];
768 781
782 for (;;)
769 do { 783 {
770 op->stats.Str=roll_stat(); 784 int sum = 0;
771 op->stats.Dex=roll_stat(); 785 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 786 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);
781 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
782 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 793 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;
790 794
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]; 795 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
810 802
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; 803 stats.exp = 0;
822 op->stats.ac=0; 804 stats.ac = 0;
823 805
806 stats.hp = stats.maxhp;
807 stats.sp = stats.maxsp;
808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
824 op->contr->levhp[1] = 9; 812 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 813 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 814 contr->levgrace[1] = 3;
827 815
828 fix_player(op); 816 contr->orig_stats = stats;
817 }
818}
819
820void
821object::swap_stats (int a, int b)
822{
823 int tmp = get_attr_value (&contr->orig_stats, a);
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826
827 stats.Str = contr->orig_stats.Str;
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
829 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
831 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
832 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
833} 855}
834 856
835void Roll_Again(object *op) 857static void
858start_info (object *op)
836{ 859{
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]; 860 char buf[MAX_BUF];
845 861
846 if ( op->contr->Swap_First == -1 ) { 862 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); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 864 //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); 865 //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} 866}
954 867
955/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
959 * not the class. 872 * not the class.
960 */ 873 */
961 874int
962int key_change_class(object *op, char key) 875key_change_class (object *op, char key)
963{ 876{
964 int tmp_loop; 877 int tmp_loop;
965 878
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 879 if (key == 'd' || key == 'D')
880 {
972 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
973 882
974 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 885
886 treasurelist *tl = find_treasurelist ("starting_wealth");
887 if (tl)
888 create_treasure (tl, op, 0, 0, 0);
889
978 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
980 892
981 op->contr->state=ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
982 894
983 if (op->msg) { 895 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 896 op->msg = NULL;
986 }
987 897
988 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
989 * to save here. 899 * to save here.
990 */ 900 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 902 make_path_to_file (buf);
993 903
994#ifdef AUTOSAVE 904#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 905 op->contr->last_save_tick = pticks;
996#endif 906#endif
997 start_info(op); 907 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 909 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 910 link_player_skills (op);
1001 esrv_send_inventory(op, op); 911 esrv_send_inventory (op, op);
1002 fix_player(op); 912 op->update_stats ();
1003 913
1004 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1005 * is one for this race 915 * is one for this race
1006 */ 916 */
1007 if(*first_map_ext_path) { 917 if (*first_map_ext_path)
918 {
1008 object *tmp; 919 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 921
1012 first_map_ext_path, op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 923 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 924 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1019 * default initial map */ 929 * default initial map */
1020 free_object(tmp); 930 tmp->destroy ();
931 }
1021 } else { 932 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 934
935 return 0;
936 }
937
1027 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1029 */ 940 */
1030 941
1031 tmp_loop = 0; 942 tmp_loop = 0;
1032 while(!tmp_loop) { 943 while (!tmp_loop)
1033 const char *name = add_string (op->name); 944 {
945 shstr name = op->name;
1034 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1035 remove_statbonus(op); 947
1036 remove_ob (op); 948 op->remove_statbonus ();
949 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 950 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 951 op->arch->clone.copy_to (op);
1039 op->instantiate (); 952 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 954 op->name = op->name_pl = name;
1042 op->name = name; 955 op->x = x;
1043 free_string(op->name_pl); 956 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 */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 958 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 959 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 960 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 961 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 962 }
963
1056 update_object(op,UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 965 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 966 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 969 op->stats.grace = 0;
970
1062 if (op->msg) 971 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 974 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; 975 return 0;
1066} 976}
1067 977
1068int key_confirm_quit(object *op, char key) 978void
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) { 979flee_player (object *op)
980{
1114 int dir,diff; 981 int dir, diff;
1115 rv_vector rv; 982 rv_vector rv;
1116 983
1117 if(op->stats.hp < 0) { 984 if (op->stats.hp < 0)
985 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 986 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 988 return;
1121 } 989 }
1122 990
1123 if(op->enemy==NULL) { 991 if (op->enemy == NULL)
992 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 993 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 995 return;
1127 } 996 }
1128 997
1129 /* Seen some crashes here. Since we don't store an 998 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 999 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1000 * actual enemy, and the object is recycled.
1132 */ 1001 */
1133 if (op->enemy->map == NULL) { 1002 if (op->enemy->map == NULL)
1003 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1004 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1005 op->enemy = NULL;
1136 return; 1006 return;
1137 } 1007 }
1138 1008
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 {
1140 op->enemy=NULL; 1011 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1013 return;
1143 } 1014 }
1015
1144 get_rangevector(op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1145 1017
1146 dir=absdir(4+rv.direction); 1018 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1019 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 } 1020 {
1021 int m = 1 - (RANDOM () & 2);
1022
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 return;
1025 }
1026
1154 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1029 op->enemy = NULL;
1157} 1030}
1158 1031
1159 1032
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1033/* 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 1034 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1035 * stop.
1163 */ 1036 */
1037int
1164int check_pick(object *op) { 1038check_pick (object *op)
1039{
1165 object *tmp, *next; 1040 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1041 int stop = 0;
1168 int j, k, wvratio; 1042 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1043 char putstring[128], tmpstr[16];
1170 1044
1171
1172 /* if you're flying, you cna't pick up anything */ 1045 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1046 if (op->move_type & MOVE_FLYING)
1174 return 1; 1047 return 1;
1175 1048
1176 op_tag = op->count;
1177
1178 next = op->below; 1049 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1050
1182 /* loop while there are items on the floor that are not marked as 1051 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1052 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1053 while (next && !next->destroyed ())
1185 { 1054 {
1186 tmp = next; 1055 tmp = next;
1187 next = tmp->below; 1056 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1057
1191 if (was_destroyed (op, op_tag)) 1058 if (op->destroyed ())
1192 return 0; 1059 return 0;
1193 1060
1194 if ( ! can_pick (op, tmp)) 1061 if (!can_pick (op, tmp))
1195 continue; 1062 continue;
1196 1063
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1065 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1066 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1067 pick_up (op, tmp);
1201 continue; 1068 continue;
1202 } 1069 }
1203 1070
1204 /* high not bit set? We're using the old autopickup model */ 1071 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1072 if (!(op->contr->mode & PU_NEWMODE))
1073 {
1206 switch (op->contr->mode) { 1074 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1075 {
1208 case 1: pick_up (op, tmp); 1076 case 0:
1209 return 1; 1077 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1078 case 1:
1211 return 0; 1079 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1080 return 1;
1213 case 4: pick_up (op, tmp); 1081 case 2:
1214 break; 1082 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1083 return 0;
1216 stop = 1; 1084 case 3:
1217 break; 1085 return 0; /* stop before pickup */
1218 case 6: 1086 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1088 break;
1221 pick_up(op, tmp); 1089 case 5:
1222 break; 1090 pick_up (op, tmp);
1091 stop = 1;
1092 break;
1093 case 6:
1094 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1095 pick_up (op, tmp);
1096 break;
1223 1097
1224 case 7: 1098 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1099 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1100 pick_up (op, tmp);
1227 break; 1101 break;
1228 1102
1229 default: 1103 default:
1230 /* use value density */ 1104 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1105 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1106 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1107 pick_up (op, tmp);
1234 >= op->contr->mode) 1108 }
1235 pick_up(op,tmp); 1109 }
1236 } 1110 else
1237 } 1111 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1112 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1113 if (op->contr->mode & PU_DEBUG)
1241 { 1114 {
1242 /* some debugging code to figure out item information */ 1115 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1116 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1118 &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)))); 1119 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1121 &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)))); 1122
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 }
1252 1125
1253 sprintf(putstring,"...flags: "); 1126 /* philosophy:
1254 for(k=0;k<4;k++) 1127 * It's easy to grab an item type from a pile, as long as it's
1255 { 1128 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1129 * and selections, select-items should be used. This is a
1257 { 1130 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1131 * example.
1259 { 1132 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1133 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1134 * convert to decimal and then 'pickup <#>
1262 } 1135 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 1136
1137 /* the first two modes are exclusive: if NOTHING we return, if
1138 * STOP then we stop. All the rest are applied sequentially,
1139 * meaning if any test passes, the item gets picked up. */
1140
1141 /* if mode is set to pick nothing up, return */
1142
1143 if (op->contr->mode & PU_NOTHING)
1144 return 1;
1145
1146 /* if mode is set to stop when encountering objects, return */
1147 /* take STOP before INHIBIT since it doesn't actually pick
1148 * anything up */
1149
1150 if (op->contr->mode & PU_STOP)
1151 return 0;
1152
1153 /* useful for going into stores and not losing your settings... */
1154 /* and for battles wher you don't want to get loaded down while
1155 * fighting */
1156 if (op->contr->mode & PU_INHIBIT)
1157 return 1;
1158
1159 /* prevent us from turning into auto-thieves :) */
1160 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1161 continue;
1162
1163 /* ignore known cursed objects */
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1165 continue;
1166
1167 /* all food and drink if desired */
1168 /* question: don't pick up known-poisonous stuff? */
1169 if (op->contr->mode & PU_FOOD)
1170 if (tmp->type == FOOD)
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_DRINK)
1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_POTION)
1184 if (tmp->type == POTION)
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 /* spellbooks, skillscrolls and normal books/scrolls */
1191 if (op->contr->mode & PU_SPELLBOOK)
1192 if (tmp->type == SPELLBOOK)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_SKILLSCROLL)
1199 if (tmp->type == SKILLSCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_READABLES)
1206 if (tmp->type == BOOK || tmp->type == SCROLL)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 /* wands/staves/rods/horns */
1213 if (op->contr->mode & PU_MAGIC_DEVICE)
1214 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 /* pick up all magical items */
1221 if (op->contr->mode & PU_MAGICAL)
1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_VALUABLES)
1229 {
1230 if (tmp->type == MONEY || tmp->type == GEM)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235 }
1236
1237 /* rings & amulets - talismans seems to be typed AMULET */
1238 if (op->contr->mode & PU_JEWELS)
1239 if (tmp->type == RING || tmp->type == AMULET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 /* we don't forget dragon food */
1246 if (op->contr->mode & PU_FLESH)
1247 if (tmp->type == FLESH)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* bows and arrows. Bows are good for selling! */
1254 if (op->contr->mode & PU_BOW)
1255 if (tmp->type == BOW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 if (op->contr->mode & PU_ARROW)
1262 if (tmp->type == ARROW)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* all kinds of armor etc. */
1269 if (op->contr->mode & PU_ARMOUR)
1270 if (tmp->type == ARMOUR)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_HELMET)
1277 if (tmp->type == HELMET)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_SHIELD)
1284 if (tmp->type == SHIELD)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_BOOTS)
1291 if (tmp->type == BOOTS)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_GLOVES)
1298 if (tmp->type == GLOVES)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_CLOAK)
1305 if (tmp->type == CLOAK)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* hoping to catch throwing daggers here */
1312 if (op->contr->mode & PU_MISSILEWEAPON)
1313 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 /* careful: chairs and tables are weapons! */
1320 if (op->contr->mode & PU_ALLWEAPON)
1321 {
1322 if (tmp->type == WEAPON && tmp->name != NULL)
1323 {
1324 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330 }
1331
1332 if (tmp->type == WEAPON && tmp->name == NULL)
1333 {
1334 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339 }
1340 }
1341
1342 /* misc stuff that's useful */
1343 if (op->contr->mode & PU_KEY)
1344 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* any of the last 4 bits set means we use the ratio for value
1351 * pickups */
1352 if (op->contr->mode & PU_RATIO)
1353 {
1354 /* use value density to decide what else to grab */
1355 /* >=7 was >= op->contr->mode */
1356 /* >=7 is the old standard setting. Now we take the last 4 bits
1357 * and multiply them by 5, giving 0..15*5== 5..75 */
1358 wvratio = (op->contr->mode & PU_RATIO) * 5;
1359 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1360 {
1361 pick_up (op, tmp);
1267#if 0 1362#if 0
1268 /* print the flags too */ 1363 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1364 if (tmp->name != NULL)
1270 { 1365 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1366 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1367 }
1273 { 1368 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1369 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1370 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1371 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 1372#endif
1373 continue;
1374 }
1375 }
1376 } /* the new pickup model */
1280 } 1377 }
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 1378
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; 1379 return !stop;
1444} 1380}
1445 1381
1446/* 1382/*
1447 * Find an arrow in the inventory and after that 1383 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1384 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1385 * found object is returned.
1450 */ 1386 */
1387object *
1451object *find_arrow(object *op, const char *type) 1388find_arrow (object *op, const char *type)
1452{ 1389{
1453 object *tmp = NULL; 1390 object *tmp = NULL;
1454 1391
1455 for(op=op->inv; op; op=op->below) 1392 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1393 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); 1394 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1395 else if (op->type == ARROW && op->race == type)
1460 return op; 1396 return op;
1461 return tmp; 1397 return tmp;
1462} 1398}
1463 1399
1464/* 1400/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * 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 1402 * 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 1403 * 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. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1405 */
1470 1406
1407object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1408find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1409{
1473 object *tmp = NULL, *arrow, *ntmp; 1410 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1411 int attacknum, attacktype, betterby = 0, i;
1475 1412
1476 if (!type) 1413 if (!type)
1477 return NULL; 1414 return NULL;
1478 1415
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1416 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1417 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1419 {
1420 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1421 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1422 if (i > betterby)
1485 tmp = ntmp; 1423 {
1486 betterby = i; 1424 tmp = ntmp;
1487 } 1425 betterby = i;
1426 }
1427 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1428 else if (arrow->type == ARROW && arrow->race == type)
1429 {
1489 /* allways prefer assasination/slaying */ 1430 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1432 {
1492 if (arrow->attacktype & AT_DEATH) { 1433 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1434 {
1494 return arrow; 1435 *better = 100;
1495 } else { 1436 return arrow;
1496 tmp = arrow; 1437 }
1438 else
1439 {
1440 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1441 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1442 }
1499 } else { 1443 }
1444 else
1445 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 {
1501 attacktype = 1<<attacknum; 1448 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1449 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) { 1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1451 {
1452 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1454 }
1507 } 1455 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1457 {
1458 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1459 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1460 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1462 {
1463 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1464 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1465 }
1466 }
1467 }
1516 } 1468 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1469 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1470 return find_arrow (op, type);
1521 1471
1522 *better = betterby; 1472 *better = betterby;
1523 return tmp; 1473 return tmp;
1524} 1474}
1525 1475
1526/* looks in a given direction, finds the first valid target, and calls 1476/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1477 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1478 * op = the shooter
1529 * type = bow->race 1479 * type = bow->race
1530 * dir = fire direction 1480 * dir = fire direction
1531 */ 1481 */
1532 1482
1483object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1484pick_arrow_target (object *op, const char *type, int dir)
1534{ 1485{
1535 object *tmp = NULL; 1486 object *tmp = NULL;
1536 mapstruct *m; 1487 maptile *m;
1537 int i, mflags, found, number; 1488 int i, mflags, found, number;
1538 sint16 x, y; 1489 sint16 x, y;
1539 1490
1540 if (op->map == NULL) 1491 if (op->map == NULL)
1541 return find_arrow(op, type); 1492 return find_arrow (op, type);
1542 1493
1543 /* do a dex check */ 1494 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1495 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))) 1496 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1497 return find_arrow (op, type);
1547 1498
1548 m = op->map; 1499 m = op->map;
1549 x = op->x; 1500 x = op->x;
1550 y = op->y; 1501 y = op->y;
1551 1502
1552 /* find the first target */ 1503 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1504 for (i = 0, found = 0; i < 20; i++)
1505 {
1554 x += freearr_x[dir]; 1506 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1507 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1508 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 {
1558 tmp = NULL; 1511 tmp = NULL;
1559 break; 1512 break;
1513 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1514 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1517 * perhaps a bad assumption.
1563 */ 1518 */
1564 tmp = NULL; 1519 tmp = NULL;
1565 break; 1520 break;
1566 } 1521 }
1567 if (mflags & P_IS_ALIVE) { 1522 if (mflags & P_IS_ALIVE)
1523 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1524 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1526 {
1571 break; 1527 found++;
1572 } 1528 break;
1529 }
1573 if (found) 1530 if (found)
1574 break; 1531 break;
1575 } 1532 }
1576 } 1533 }
1577 if (tmp == NULL) 1534 if (tmp == NULL)
1578 return find_arrow(op, type); 1535 return find_arrow (op, type);
1579 1536
1580 if (tmp->head) 1537 if (tmp->head)
1581 tmp = tmp->head; 1538 tmp = tmp->head;
1582 1539
1583 return find_better_arrow(op, tmp, type, &i); 1540 return find_better_arrow (op, tmp, type, &i);
1584} 1541}
1585 1542
1586/* 1543/*
1587 * Creature fires a bow - op can be monster or player. Returns 1544 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1545 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1548 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1549 * 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 1550 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1551 * player fire modes.
1595 */ 1552 */
1553int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1555{
1599 object *left, *bow; 1556 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1557 int bowspeed, mflags;
1602 mapstruct *m; 1558 maptile *m;
1603 1559
1604 if (!dir) { 1560 if (!dir)
1561 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1563 return 0;
1607 } 1564 }
1565
1608 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1610 else { 1568 else
1569 {
1611 for(bow=op->inv; bow; bow=bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1571 /* 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. 1572 * don't need to switch back and forth between bows and weapons.
1614 */ 1573 */
1615 if(bow->type==BOW) 1574 if (bow->type == BOW)
1616 break; 1575 break;
1617 1576
1618 if (!bow) { 1577 if (!bow)
1578 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1580 return 0;
1621 } 1581 }
1622 } 1582 }
1583
1623 if( !bow->race || !bow->skill) { 1584 if (!bow->race || !bow->skill)
1585 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1587 return 0;
1626 } 1588 }
1627 1589
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1591
1630 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1633 if (bowspeed < 1) 1596 if (bowspeed < 1)
1634 bowspeed = 1; 1597 bowspeed = 1;
1635 1598
1636 if (arrow == NULL) { 1599 if (arrow == NULL)
1600 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1601 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 {
1638 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1604 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 */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1606 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1608 return 0;
1645 } 1609 }
1646 } 1610 }
1611
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1613 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1614 return 0;
1650 } 1615
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1617 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1618 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1619 return 0;
1654 } 1620 }
1655 1621
1656 /* this should not happen, but sometimes does */ 1622 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1623 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1624 {
1625 arrow->destroy ();
1626 return 0;
1627 }
1662 1628
1663 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1631 if (!arrow)
1632 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1634 return 0;
1669 return 0;
1670 } 1635 }
1671 set_owner(arrow, op); 1636
1672 if (arrow->skill) free_string(arrow->skill); 1637 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1638 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1639 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1640
1679 if (op->type == PLAYER) { 1641 if (op->type == PLAYER)
1642 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1644 op->update_stats ();
1682 } 1645 }
1683 1646
1684 SET_ANIMATION(arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1690 1653
1691 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1655 * added to the damage. I think the strength bonus is more proper.
1693 */ 1656 */
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 1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659
1699 /* update the speed */ 1660 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1662 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 1663
1705 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1709 1666
1710 if (op->type == PLAYER) { 1667 if (op->type == PLAYER)
1668 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1671 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 1672
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1674 }
1675 else
1676 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1677 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; 1678 arrow->level = op->level;
1722 } 1679 }
1680
1723 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1683
1725 if (bow->slaying != NULL) 1684 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1685 arrow->slaying = bow->slaying;
1727 1686
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1689
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1692
1736 if (!was_destroyed(arrow, tag)) 1693 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1694 move_arrow (arrow);
1738 1695
1739 if (op->type == PLAYER) { 1696 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1697 {
1698 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1742 else 1700 else
1743 esrv_send_item(op, left); 1701 esrv_send_item (op, left);
1744 } 1702 }
1703
1745 return 1; 1704 return 1;
1746} 1705}
1747 1706
1748/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1708 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1709 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1710 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1711 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1712 * hence the function name.
1754 */ 1713 */
1714int
1755int player_fire_bow(object *op, int dir) 1715player_fire_bow (object *op, int dir)
1756{ 1716{
1757 int ret=0, wcmod=0; 1717 int ret = 0, wcmod = 0;
1758 1718
1759 if (op->contr->bowtype == bow_bestarrow) { 1719 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1720 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1721 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); 1722 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1726 wcmod = -1;
1727
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1729 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1730 else if (op->contr->bowtype == bow_threewide)
1731 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 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)]); 1733 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)]); 1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1736 else if (op->contr->bowtype == bow_spreadshot)
1737 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1738 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); 1739 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); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1741
1777 } else { 1742 }
1743 else
1744 {
1778 /* Simple case */ 1745 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1747 }
1781 return ret; 1748 return ret;
1782} 1749}
1783 1750
1784 1751
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1787 */ 1754 */
1755void
1788void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1789{ 1757{
1790 object *item; 1758 object *item;
1791 1759
1792 if (!op->contr->ranges[range_misc]) { 1760 if (!op->contr->ranges[range_misc])
1761 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1763 return;
1795 } 1764 }
1796 1765
1797 item = op->contr->ranges[range_misc]; 1766 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1767 if (!item->inv)
1768 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1769 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1770 return;
1801 } 1771 }
1802 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1803 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1775 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1776 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)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1778 return;
1807 } 1779 }
1780 }
1808 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1786 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1787 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)); 1788 else
1814 else 1789 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; 1790 return;
1818 } 1791 }
1819 } 1792 }
1820 1793
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1797 if (item->type == WAND)
1798 {
1824 if (!(--item->stats.food)) { 1799 if (!(--item->stats.food))
1825 object *tmp; 1800 {
1826 if (item->arch) { 1801 object *tmp;
1802
1803 if (item->arch)
1804 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
1829 item->speed = 0; 1807 item->set_speed (0);
1830 update_ob_speed(item); 1808 }
1831 } 1809
1832 if ((tmp=is_player_inv(item))) 1810 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1812 }
1835 } 1813 }
1836 else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1815 drain_rod_charge (item);
1838 }
1839 } 1816 }
1840} 1817}
1841 1818
1842/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1843 */ 1820 */
1821void
1844void fire(object *op,int dir) { 1822fire (object *op, int dir)
1823{
1845 int spellcost=0; 1824 int spellcost = 0;
1846 1825
1847 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1827 if (action_makes_visible (op))
1828 make_visible (op);
1849 1829
1850 switch(op->contr->shoottype) { 1830 switch (op->contr->shoottype)
1831 {
1851 case range_none: 1832 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; 1833 return;
1888 default: 1834
1835 case range_bow:
1836 player_fire_bow (op, dir);
1837 return;
1838
1839 case range_magic: /* Casting spells */
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1841 return;
1842
1843 case range_misc:
1844 fire_misc_object (op, dir);
1845 return;
1846
1847 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return;
1863 }
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1871 return;
1891 } 1872 }
1892} 1873}
1893 1874
1894 1875
1895 1876
1902 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1905 */ 1886 */
1906 1887
1888object *
1907object * find_key(object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
1908{ 1890{
1909 object *tmp,*key; 1891 object *tmp, *key;
1910 1892
1911 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1894 if (container->inv == NULL)
1895 return NULL;
1913 1896
1914 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1899 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1917 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
1919 */ 1904 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1906 break;
1922 } 1907 }
1923 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1909 /* 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 1910 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1911 * a key, return
1927 */ 1912 */
1928 if (!tmp) { 1913 if (!tmp)
1914 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1916 {
1930 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1918 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1919 {
1920 if ((key = find_key (pl, tmp, door)) != NULL)
1921 return key;
1922 }
1923 }
1924 if (!tmp)
1925 return NULL;
1933 } 1926 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1927 /* 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 1928 * see if we actually want to use it
1939 */ 1929 */
1940 if (pl!=container) { 1930 if (pl != container)
1931 {
1941 /* Only let players use keys in containers */ 1932 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1933 if (!pl->contr)
1934 return NULL;
1943 /* cases where this fails: 1935 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1936 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1937 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1938 * If the container is not active, return now since only active
1947 * containers can be used. 1939 * containers can be used.
1948 * If we only search keyrings and the container does not have 1940 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1941 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1942 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1943 * inv must have been an container and must have been active.
1952 * 1944 *
1953 * Change the color so that the message doesn't disappear with 1945 * Change the color so that the message doesn't disappear with
1954 * all the others. 1946 * all the others.
1955 */ 1947 */
1956 if (pl->contr->usekeys == key_inventory || 1948 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1949 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1951 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 1953 "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; 1954 return NULL;
1965 } 1955 }
1966 } 1956 }
1967 return tmp; 1957 return tmp;
1968} 1958}
1969 1959
1970/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1962 * such that the caller should not do anything more,
1973 * 0 otherwise 1963 * 0 otherwise
1974 */ 1964 */
1965static int
1975static int player_attack_door(object *op, object *door) 1966player_attack_door (object *op, object *door)
1976{ 1967{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* 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 - 1969 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
1981 */ 1971 */
1982 object *key=find_key(op, op, door); 1972 object *key = find_key (op, op, door);
1983 1973
1984 /* IF we found a key, do some extra work */ 1974 /* IF we found a key, do some extra work */
1985 if (key) { 1975 if (key)
1976 {
1986 object *container=key->env; 1977 object *container = key->env;
1987 1978
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 1980 if (action_makes_visible (op))
1981 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 1984 if (door->type == DOOR)
1985 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 1987 }
1994 else if(door->type==LOCKED_DOOR) { 1988 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1989 {
1996 "You open the door with the %s", query_short_name(key)); 1990 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 ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1998 } 1992 }
1999 /* Do this after we print the message */ 1993 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 1994 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 1995 /* Need to update the weight the container the key was in */
2002 if (container != op) 1996 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 1997 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 1998 return 1; /* Nothing more to do below */
1999 }
2005 } else if (door->type==LOCKED_DOOR) { 2000 else if (door->type == LOCKED_DOOR)
2001 {
2006 /* Might as well return now - no other way to open this */ 2002 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2004 return 1;
2009 } 2005 }
2010 return 0; 2006 return 0;
2011} 2007}
2012 2008
2013/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2018 */ 2014 */
2019 2015void
2020void move_player_attack(object *op, int dir) 2016move_player_attack (object *op, int dir)
2021{ 2017{
2022 object *tmp, *mon, *tpl; 2018 object *tmp, *mon;
2023 sint16 nx, ny; 2019 sint16 nx, ny;
2024 int on_battleground; 2020 int on_battleground;
2025 mapstruct *m; 2021 maptile *m;
2026 2022
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2023 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2024 ny = freearr_y[dir] + op->y;
2031 2025
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2033 2027
2034 /* If braced, or can't move to the square, and it is not out of the 2028 /* 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 2029 * 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 2030 * 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 2031 * 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 2032 * 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 2033 * 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 2034 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2035 * move_ob uses.
2042 */ 2036 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2037 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 2038 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2039 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");*/ 2040 {
2041 m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2049 return;
2053 }
2054 2050
2055 mon = NULL; 2051 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* 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. 2053 * 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 2054 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2055 * on the space
2060 */ 2056 */
2061 while (tmp!=NULL) { 2057 while (tmp)
2058 {
2062 if (tmp == op) { 2059 if (tmp == op)
2063 tmp=tmp->above; 2060 {
2064 continue; 2061 tmp = tmp->above;
2065 } 2062 continue;
2063 }
2064
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2066 {
2068 break; 2067 mon = tmp;
2069 } 2068 break;
2069 }
2070
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2072 mon = tmp;
2073
2072 tmp=tmp->above; 2074 tmp = tmp->above;
2073 } 2075 }
2074 2076
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2078 return; /* into a wall */
2077 2079
2078 if(mon->head != NULL) 2080 if (mon->head)
2079 mon = mon->head; 2081 mon = mon->head;
2080 2082
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2084 if (player_attack_door (op, mon))
2085 return;
2083 2086
2084 /* The following deals with possibly attacking peaceful 2087 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2088 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2089 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2090 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2091 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2092 * and thus will not push them.
2090 */ 2093 */
2091 2094
2092 /* If the creature is a pet, push it even if the player is not 2095 /* 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 2096 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2095 */ 2098 */
2096 if ((op->type==PLAYER) 2099 if ((op->type == PLAYER)
2097#if COZY_SERVER 2100#if COZY_SERVER
2098 && 2101 &&
2099 ( 2102 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2104#else
2105 && get_owner(mon)==op 2105 && mon->owner == op
2106#endif 2106#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2108 {
2109 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2110 if (op->contr->braced)
2111 return;
2112
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2114 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2114 return; 2118 return;
2115 } 2119 }
2116 2120
2117 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2124 * attack them either.
2121 */ 2125 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2129 (op->contr->peaceful
2130 || (mon->type == PLAYER
2131 && mon->contr->
2132 peaceful)) &&
2127#else 2133#else
2128 op->contr->peaceful && 2134 op->contr->peaceful &&
2129#endif 2135#endif
2130 !on_battleground 2136 !on_battleground))
2137 {
2138 if (!op->contr->braced)
2131 )) { 2139 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2141 push_ob (mon, dir, op);
2135 } else { 2142 }
2143 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2141 /* If the object is a boulder or other rollable object, then 2150 /* 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. 2151 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2152 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2145 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2147 } 2157 make_visible (op);
2158 }
2148 2159
2149 /* Any generic living creature. Including things like doors. 2160 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2161 * 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: 2162 * 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 2163 * 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. 2164 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2165 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2168 {
2159 2169
2160 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2171 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2172 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2173 * incurred a 1 tick offset.
2164 */ 2174 */
2165 if (!op->contr->has_hit) { 2175 if (!op->contr->has_hit)
2176 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2178
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2180 }
2170 2181
2171 skill_attack(mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2172 2183
2173 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2187 * the wiz.
2177 */ 2188 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2189 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)) { 2190 {
2180 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2192
2181 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2184 } 2196 }
2185 if(action_makes_visible(op)) make_visible(op); 2197
2186 } 2198 if (action_makes_visible (op))
2199 make_visible (op);
2200 }
2187 } /* if player should attack something */ 2201 } /* if player should attack something */
2188} 2202}
2189 2203
2204int
2190int move_player(object *op,int dir) { 2205move_player (object *op, int dir)
2206{
2191 int pick; 2207 int pick;
2192 object *transport = op->contr->transport;
2193 2208
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2209 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; 2210 return 0;
2211
2212 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9))
2214 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0;
2217 }
2218
2219 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2222
2223 op->facing = dir;
2224
2225 if (op->hide)
2226 do_hidden_move (op);
2227
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ;
2230 else if (op->contr->fire_on)
2231 fire (op, dir);
2232 else
2233 {
2234 move_player_attack (op, dir);
2235 pick = check_pick (op);
2236 }
2237
2238 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing.
2240 */
2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 op->direction = dir;
2243 else
2244 op->direction = 0;
2245
2246 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities
2248 * for players.
2249 */
2250 animate_object (op, op->facing);
2251 return 0;
2256} 2252}
2257 2253
2258/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2255 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2257 * the new speed values for commands.
2262 * 2258 *
2263 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2264 */ 2260 */
2261int
2265int handle_newcs_player(object *op) 2262handle_newcs_player (object *op)
2266{ 2263{
2267 if (op->contr->hidden) { 2264 if (op->contr->hidden)
2265 {
2268 op->invisible = 1000; 2266 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2267 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2268 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2269 * alternate it here for it to work correctly.
2272 */ 2270 */
2273 if (pticks & 2) op->invisible--; 2271 if (pticks & 2)
2272 op->invisible--;
2274 } 2273 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2276 op->invisible--; 2276 op->invisible--;
2277 if(!op->invisible) { 2277 if (!op->invisible)
2278 {
2278 make_visible(op); 2279 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2281 }
2281 } 2282 }
2282 2283
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2284 if (QUERY_FLAG (op, FLAG_SCARED))
2285 {
2284 flee_player(op); 2286 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2287 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 {
2287 op->speed_left--; 2290 op->speed_left--;
2288 return 0; 2291 return 0;
2289 } 2292 }
2290 } 2293 }
2291 2294
2292 /* I've been seeing crashes where the golem has been destroyed, but 2295 /* 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 2296 * 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 2297 * 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. 2298 * put this in a a workaround to clean up the golem pointer.
2296 */ 2299 */
2297 if (op->contr->ranges[range_golem] && 2300 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; 2301 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2302
2304 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2305 * called, so we recheck it here.
2307 */ 2306 */
2308 HandleClient(&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2308 return 1;
2310 2309
2310 if (op->speed_left > 0)
2311 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2312 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2315 op->speed_left--;
2314 2316
2315 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2318 */ 2320 */
2319 move_player(op, op->direction); 2321 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2322
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2321 else return 0; 2327 return 0;
2322 } 2328}
2329
2330int
2331save_life (object *op)
2332{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2334 return 0;
2324}
2325 2335
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) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op, 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2336 "Your %s vibrates violently, then evaporates.", 2341
2337 query_name(tmp));
2338 if (op->contr) 2342 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2344
2341 free_object(tmp); 2345 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2343 if(op->stats.hp<0) 2348 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2345 if(op->stats.food<0) 2351 if (op->stats.food < 0)
2346 op->stats.food = 999; 2352 op->stats.food = 999;
2347 fix_player(op); 2353
2354 op->update_stats ();
2348 return 1; 2355 return 1;
2349 } 2356 }
2357
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2361 return 0;
2354} 2362}
2355 2363
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2364/* 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 2365 * 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 2366 * function will descend into containers. op is the object to start the search
2359 * from. 2367 * from.
2360 */ 2368 */
2369void
2361void remove_unpaid_objects(object *op, object *env) 2370remove_unpaid_objects (object *op, object *env)
2362{ 2371{
2363 object *next; 2372 object *next;
2364 2373
2365 while (op) { 2374 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2375 {
2367 * we remove object 'op' 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2377
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2379 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2381 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 2382
2383 op->insert_at (env);
2384 }
2385 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env);
2387
2388 op = next;
2389 }
2390}
2382 2391
2383/* 2392/*
2384 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2396 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2397 * but there isn't one in the server directory.
2389 */ 2398 */
2399char *
2390char *gravestone_text (object *op) 2400gravestone_text (object *op)
2391{ 2401{
2392 static char buf2[MAX_BUF]; 2402 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2403 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2404 time_t now = time (NULL);
2395 2405
2396 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2409 else
2400 sprintf (buf, "%s\n", op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2413 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2416 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2420 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2421 if (op->type == PLAYER)
2422 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2425 strcat (buf2, buf);
2413 } 2426 }
2427
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2417 return buf2; 2432 return buf2;
2418} 2433}
2419 2434
2420 2435void
2421
2422void do_some_living(object *op) { 2436do_some_living (object *op)
2437{
2423 int last_food=op->stats.food; 2438 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2439 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2440 int over_hp, over_sp, over_grace;
2426 int i; 2441 int i;
2427 int rate_hp = 1200; 2442 int rate_hp = 1200;
2428 int rate_sp = 2500; 2443 int rate_sp = 2500;
2429 int rate_grace = 2000; 2444 int rate_grace = 2000;
2430 const int max_hp = 1; 2445 const int max_hp = 1;
2431 const int max_sp = 1; 2446 const int max_sp = 1;
2432 const int max_grace = 1; 2447 const int max_grace = 1;
2433 2448
2434 if (op->contr->outputs_sync) { 2449 if (op->contr->outputs_sync)
2450 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2452 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]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2454 }
2440 2455
2441 if(op->contr->state==ST_PLAYING) { 2456 if (op->contr->ns->state == ST_PLAYING)
2442 2457 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2460 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2462 else
2463 {
2448 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2466 }
2467
2451 if(op->contr->gen_sp >= 0 ) 2468 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2470 else
2471 {
2454 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2474 }
2475
2457 if(op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2478 else
2479 {
2460 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2482 }
2463 2483
2464 /* Regenerate Spell Points */ 2484 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2487 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) { 2488 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2489 {
2490 op->stats.sp++;
2469 /* dms do not consume food */ 2491 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2493 {
2494 op->stats.food--;
2472 if(op->contr->digestion<0) 2495 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2497 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; 2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2524 }
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 2525
2498 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2528 if (--op->last_grace < 0)
2529 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2532
2533 if (max_grace > 1)
2534 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2536 if (over_grace > 0)
2506 op->stats.sp += over_grace 2537 {
2538 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; 2539 + (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; 2540 op->last_grace = 0;
2509 } else { 2541 }
2542 else
2543 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2545 }
2512 } else { 2546 }
2547 else
2548 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2550 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2551 /* wearing stuff doesn't detract from grace generation. */
2516 } 2552 }
2517 2553
2518 /* Regenerate Hit Points */ 2554 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2555 if (--op->last_heal < 0)
2556 {
2520 if(op->stats.hp<op->stats.maxhp) { 2557 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2558 {
2559 op->stats.hp++;
2522 /* dms do not consume food */ 2560 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2561 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2562 {
2563 op->stats.food--;
2525 if(op->contr->digestion<0) 2564 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2566 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; 2567 op->stats.food = last_food;
2568 }
2569 }
2570
2571 if (max_hp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2577 op->last_heal = 0;
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2583 }
2584 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 }
2530 } 2588 }
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 2589
2546 /* Digestion */ 2590 /* Digestion */
2547 if(--op->last_eat<0) { 2591 if (--op->last_eat < 0)
2592 {
2548#ifdef COZY_SERVER 2593#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2596#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2597 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 2598#endif
2556 2599
2557 if(op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2602 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2561 /* dms do not consume food */ 2605 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2607 op->stats.food--;
2564 } 2608 }
2565 2609
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2611 {
2612 object *tmp, *flesh = 0;
2568 2613
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2615 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2617 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2621 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2623 break;
2576 } 2624 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2625 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2626 flesh = tmp;
2579 } /* end of for loop */ 2627 } /* End if paid for object */
2628 } /* end of for loop */
2629
2580 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2631 * eat flesh instead.
2582 */ 2632 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2636 manual_apply (op, flesh, 0);
2586 } 2637 }
2587 } /* end if player is starving */ 2638 }
2588 2639
2589 while(op->stats.food<0&&op->stats.hp>0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2591 2642
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2644 kill_player (op);
2645 }
2594} 2646}
2595
2596
2597 2647
2598/* If the player should die (lack of hp, food, etc), we call this. 2648/* 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 2649 * 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 2650 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2651 * file.
2602 */ 2652 */
2653void
2603void kill_player(object *op) 2654kill_player (object *op)
2604{ 2655{
2605 char buf[MAX_BUF]; 2656 char buf[MAX_BUF];
2606 int x,y,i; 2657 int x, y;
2658
2659 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2660 maptile *map; /* this is for resurrection */
2661
2608 int z; 2662 /* int z;
2609 int num_stats_lose; 2663 int num_stats_lose;
2610 int lost_a_stat; 2664 int lost_a_stat;
2611 int lose_this_stat; 2665 int lose_this_stat;
2612 int this_stat; 2666 int this_stat; */
2613 int will_kill_again; 2667 int will_kill_again;
2614 archetype *at; 2668 archetype *at;
2615 object *tmp; 2669 object *tmp;
2616 2670
2617 if(save_life(op)) 2671 if (save_life (op))
2618 return; 2672 return;
2619 2673
2620 2674
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2675 /* 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. 2676 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2677 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2678 */
2625 if (op_on_battleground(op, &x, &y)) { 2679 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2680 {
2627 "You have been defeated in combat!"); 2681 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, 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2683
2630
2631 /* restore player */ 2684 /* restore player */
2632 at = find_archetype("poisoning"); 2685 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2687 {
2635 remove_ob(tmp); 2688 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2690 }
2639 2691
2640 at = find_archetype("confusion"); 2692 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2694 {
2643 remove_ob(tmp); 2695 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2697 }
2647 2698
2648 cure_disease(op,0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2701 if (op->stats.food <= 0)
2651 2702 op->stats.food = 999;
2703
2652 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2706 {
2656 sprintf(buf,"%s's finger",op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2708 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2712 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2716 }
2717
2669 /* teleport defeated player to new destination*/ 2718 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2720 op->contr->braced = 0;
2672 return; 2721 return;
2673 } 2722 }
2674 2723
2675 INVOKE_PLAYER (DEATH, op->contr); 2724 INVOKE_PLAYER (DEATH, op->contr);
2676 2725
2677 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2678 2727
2679 if(op->stats.food<0) { 2728 if (op->stats.food < 0)
2680 if (op->contr->explore) { 2729 {
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); 2730 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2731 strcpy (op->contr->killer, "starvation");
2688 } 2732 }
2689 else { 2733 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); 2734 sprintf (buf, "%s died.", &op->name);
2697 } 2735
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2737
2700 /* save the map location for corpse, gravestone*/ 2738 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2739 x = op->x;
2740 y = op->y;
2741 map = op->map;
2702 2742
2703
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2744 * 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. 2745 * See the config.h file for a little more in depth detail about this.
2708 */ 2746 */
2709 2747
2710 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2750 * of death.
2713 */ 2751 */
2714#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2753 if (settings.balanced_stat_loss)
2754 {
2716 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2757 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2760 little bit harder. */
2722 /* GD */ 2761 /* GD */
2723 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2763 num_stats_lose = 1;
2725 else 2764 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2766 }
2767 else
2728 num_stats_lose = 1; 2768 num_stats_lose = 1;
2729 } 2769
2730 lost_a_stat = 0; 2770 lost_a_stat = 0;
2731 2771
2732 for (z=0; z<num_stats_lose; z++) { 2772 for (z = 0; z < num_stats_lose; z++)
2773 {
2733 i = RANDOM() % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
2734 2775
2735 if (settings.stat_loss_on_death) { 2776 if (settings.stat_loss_on_death)
2777 {
2736 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2779 * what he lost.
2738 */ 2780 */
2739 change_attr_value(&(op->stats), i,-1); 2781 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2782 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2786 lost_a_stat = 1;
2745 } else { 2787 }
2788 else
2789 {
2746 /* deplete a stat */ 2790 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2791 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2749 2796 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2797 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2798 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 2799 }
2783 if (lose_this_stat) { 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
2802 {
2803 /* GD */
2804 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2805 this_stat = get_attr_value (&(dep->stats), i);
2806 if (this_stat < 0)
2807 {
2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2809 int keep_chance = this_stat * this_stat;
2810
2811 /* Yes, I am paranoid. Sue me. */
2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2817 {
2818 lose_this_stat = 0;
2819 /* Take loss chance vs keep chance to see if we
2820 retain the stat. */
2821 }
2822 else
2823 {
2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
2829 }
2830 }
2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2836 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2837 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2838 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2839 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2840 * difference.
2790 */ 2841 */
2791 if (this_stat>=-50) { 2842 if (this_stat >= -50)
2843 {
2792 change_attr_value(&(dep->stats), i, -1); 2844 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2845 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2847 op->update_stats ();
2796 lost_a_stat = 1; 2848 lost_a_stat = 1;
2797 } 2849 }
2798 } 2850 }
2851 }
2799 } 2852 }
2800 }
2801 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2854 if (!lost_a_stat)
2803 { 2855 {
2804 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2857 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2858 const char *god = determine_god (op);
2859
2807 if (god && (strcmp(god, "none"))) 2860 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2861 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" 2862 else
2810 " you.", god); 2863 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 } 2864 }
2865#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2867#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 2868
2819 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2870 * exp loss on the stone.
2821 */ 2871 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2874 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2876 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2877 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" 2878 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; 2879 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2881
2836 /**************************************/ 2882 /**************************************/
2837 /* */ 2883 /* */
2838 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
2841 /* */ 2887 /* */
2842 /**************************************/ 2888 /**************************************/
2843 2889
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2890 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2891 /* restore player */
2846 at = find_archetype("poisoning"); 2892 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2894
2848 if (tmp) { 2895 if (tmp)
2849 remove_ob(tmp); 2896 {
2850 free_object(tmp); 2897 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2899 }
2853 2900
2854 at = find_archetype("confusion"); 2901 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2902 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2903 if (tmp)
2857 remove_ob(tmp); 2904 {
2858 free_object(tmp); 2905 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2907 }
2908
2861 cure_disease(op,0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
2862 2910
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2912 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2918
2870 /* 2919 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2920 * 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 2921 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2922 * in the map.
2874 */ 2923 */
2875 2924
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2925 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 2927
2884 /****************************************/ 2928 /****************************************/
2885 /* */ 2929 /* */
2886 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
2888 /* */ 2932 /* */
2889 /****************************************/ 2933 /****************************************/
2890 2934
2891 enter_player_savebed(op); 2935 enter_player_savebed (op);
2892 2936
2893 /* Save the player before inserting the force to reduce
2894 * chance of abuse.
2895 */
2896 op->contr->braced=0; 2937 op->contr->braced = 0;
2897 save_player(op,1);
2898 2938
2899 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 2942 * on the space that might harm the player.
2903 */ 2943 */
2904 will_kill_again=0; 2944 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
2908 } 2948
2909 if (will_kill_again) { 2949 if (will_kill_again)
2950 {
2910 object *force; 2951 object *force;
2911 int at; 2952 int at;
2912 2953
2913 force=get_archetype(FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 2956 force->speed = 0.1;
2916 force->speed_left=-5.0; 2957 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 2959 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 2961 force->resist[at] = 100;
2921 } 2962
2922 insert_ob_in_ob(force, op); 2963 insert_ob_in_ob (force, op);
2923 fix_player(op); 2964 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 2965
2966 }
2967
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2968 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} 2969}
2999 2970
3000 2971void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 2972loot_object (object *op)
2973{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 2974 object *tmp, *tmp2, *next;
3003 2975
2976 if (op->container)
3004 if (op->container) { /* close open sack first */ 2977 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 2978
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2979 for (tmp = op->inv; tmp; tmp = next)
2980 {
3009 next=tmp->below; 2981 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2982
3011 remove_ob(tmp); 2983 if (tmp->invisible)
2984 continue;
2985
2986 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 2988 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 2989 { /* empty container to ground */
3015 } 2990 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2991 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2993 {
3018 if(tmp->nrof>1) { 2994 if (tmp->nrof > 1)
2995 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 2997 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 }
3000 else
3001 tmp->destroy ();
3002 }
3022 } else 3003 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3005 }
3027} 3006}
3028 3007
3029/* 3008/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3011 * was changed.
3033 */ 3012 */
3034 3013
3014void
3035void fix_weight(void) { 3015fix_weight (void)
3036 player *pl; 3016{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3017 for_all_players (pl)
3018 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3020
3039 if(old == sum) 3021 if (old == sum)
3040 continue; 3022 continue;
3041 fix_player(pl->ob); 3023 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3025 }
3045} 3026}
3046 3027
3028void
3047void fix_luck(void) { 3029fix_luck (void)
3048 player *pl; 3030{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3031 for_all_players (pl)
3050 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3033 pl->ob->change_luck (0);
3052} 3034}
3053
3054 3035
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3058 */ 3039 */
3059
3060void 3040void
3061cast_dust (object * op, object * throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3062{ 3042{
3063 object *skop, *spob; 3043 object *skop, *spob;
3064 3044
3065 skop = find_skill_by_name (op, throw_ob->skill); 3045 skop = find_skill_by_name (op, throw_ob->skill);
3066 3046
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3047 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3048 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3049 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3050 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3051 return;
3073 } 3052 }
3074 3053
3075 spob = throw_ob->inv; 3054 spob = throw_ob->inv;
3076 3055
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3056 // 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 3057 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3058 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3059 if (!spob)
3081 { 3060 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3061 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; 3062 return;
3085 } 3063 }
3086 3064
3087 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3066 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3067
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3069
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3070 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3071}
3096 3072
3073void
3097void make_visible (object *op) { 3074make_visible (object *op)
3075{
3098 op->hide = 0; 3076 op->hide = 0;
3099 op->invisible = 0; 3077 op->invisible = 0;
3100 if(op->type==PLAYER) { 3078 if (op->type == PLAYER)
3079 {
3101 op->contr->tmp_invis = 0; 3080 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3081 op->contr->invis_race = 0;
3103 } 3082 }
3104 update_object(op,UP_OBJ_FACE); 3083 update_object (op, UP_OBJ_FACE);
3105} 3084}
3106 3085
3086int
3107int is_true_undead(object *op) { 3087is_true_undead (object *op)
3088{
3108 object *tmp=NULL; 3089 object *tmp = NULL;
3109 3090
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1;
3111 3093
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; 3094 return 0;
3117} 3095}
3118 3096
3119/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3099 * indicate greater hideability.
3122 */ 3100 */
3123 3101
3102int
3124int hideability(object *ob) { 3103hideability (object *ob)
3104{
3125 int i,level=0, mflag; 3105 int i, level = 0, mflag;
3126 sint16 x,y; 3106 sint16 x, y;
3127 3107
3128 if(!ob||!ob->map) return 0; 3108 if (!ob || !ob->map)
3109 return 0;
3129 3110
3130 /* so, on normal lighted maps, its hard to hide */ 3111 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3112 level = ob->map->darkness - 2;
3132 3113
3133 /* this also picks up whether the object is glowing. 3114 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3115 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3116 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3117 if (has_carried_lights (ob))
3118 level = -(10 + (2 * ob->map->darkness));
3137 3119
3138 /* scan through all nearby squares for terrain to hide in */ 3120 /* 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]) { 3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3124 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue;
3127 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3129 level += 2;
3144 else /* open terrain! */ 3130 else /* open terrain! */
3145 level -= 1; 3131 level -= 1;
3146 } 3132 }
3147 3133
3148#if 0 3134#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3135 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3136#endif
3151 return level; 3137 return level;
3152} 3138}
3153 3139
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3140/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3141 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3142 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3143 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3144 */
3159 3145
3146void
3160void do_hidden_move (object *op) { 3147do_hidden_move (object *op)
3148{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3150 object *skop;
3163 3151
3164 if(!op || !op->map) return; 3152 if (!op || !op->map)
3153 return;
3165 3154
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3156
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3158 if (op->type == PLAYER && op->contr->run_on)
3170 if(!skop || num >= skop->level) { 3159 if (!skop || num >= skop->level)
3160 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3162 make_visible (op);
3173 return; 3163 return;
3174 } else num += 20;
3175 } 3164 }
3165 else
3166 num += 20;
3167
3176 num += op->map->difficulty; 3168 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3170 num -= hide;
3171
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 {
3180 make_visible(op); 3174 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3175 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3177 }
3184 else if (op->type == PLAYER && skop) { 3178 else if (op->type == PLAYER && skop)
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 }
3187} 3180}
3188 3181
3189/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3190 3183
3184int
3191int stand_near_hostile( object *who ) { 3185stand_near_hostile (object *who)
3186{
3192 object *tmp=NULL; 3187 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3188 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3189 maptile *m;
3195 sint16 x,y; 3190 sint16 x, y;
3196 3191
3197 if(!who) return 0; 3192 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; 3193 return 0;
3194
3195 if (who->type == PLAYER)
3196 player = 1;
3197
3198 else
3199 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for (i = 1; i < 9; i++)
3203 {
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)
3212 continue;
3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3214 continue;
3215
3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 {
3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3219 return 1;
3220 else if (tmp->type == PLAYER)
3221 {
3222 /*don't let a hidden DM prevent you from hiding */
3223 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3224 return 1;
3225 }
3226 }
3227 }
3228 return 0;
3227} 3229}
3228 3230
3229/* check the player los field for viewability of the 3231/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3232 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3233 * 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. 3240 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3241 * -b.t.
3240 * This function is now map tiling safe. 3242 * This function is now map tiling safe.
3241 */ 3243 */
3242 3244
3245int
3243int player_can_view (object *pl,object *op) { 3246player_can_view (object *pl, object *op)
3247{
3244 rv_vector rv; 3248 rv_vector rv;
3245 int dx,dy; 3249 int dx, dy;
3246 3250
3247 if(pl->type!=PLAYER) { 3251 if (pl->type != PLAYER)
3252 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3253 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; 3254 return -1;
3274 op = op->more;
3275 } 3255 }
3256
3257 if (!pl || !op)
3276 return 0; 3258 return 0;
3259
3260 op = op->head_ ();
3261
3262 get_rangevector (pl, op, &rv, 0x1);
3263
3264 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any
3266 * part that is in the los array but isnt on
3267 * a blocked los square.
3268 * we use the archetype to figure out offsets.
3269 */
3270 while (op)
3271 {
3272 dx = rv.distance_x + op->arch->clone.x;
3273 dy = rv.distance_y + op->arch->clone.y;
3274
3275 /* only the viewable area the player sees is updated by LOS
3276 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values.
3278 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1;
3283 op = op->more;
3284 }
3285 return 0;
3277} 3286}
3278 3287
3279/* routine for both players and monsters. We call this when 3288/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3289 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3290 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3291 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3292 * return 0.
3284 */ 3293 */
3294int
3285int action_makes_visible (object *op) { 3295action_makes_visible (object *op)
3296{
3286 3297
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3301 return 0;
3290 3302
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3303 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0;
3292 3305
3293 /* If monsters, they should become visible */ 3306 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3310 return 1;
3297 } 3311 }
3298 } 3312 }
3299 return 0; 3313 return 0;
3300} 3314}
3301 3315
3302/* op_on_battleground - checks if the given object op (usually 3316/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3317 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3318 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3319 * -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 3320 * 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 3321 * 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 3322 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3323 */
3324int
3310int op_on_battleground (object *op, int *x, int *y) { 3325op_on_battleground (object *op, int *x, int *y)
3326{
3311 object *tmp; 3327 object *tmp;
3312 3328
3313 /* A battleground-tile needs the following attributes to be valid: 3329 /* 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), 3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3332 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3333 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3334 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3336 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3341 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3342 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 {
3326 object *invtmp; 3345 object *invtmp;
3346
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3348 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3351 if (x != NULL && y != NULL)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3353 return 1;
3354 }
3355 }
3356 }
3330 if (x != NULL && y != NULL) 3357 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3359 return 1;
3333 } 3360 }
3334 } 3361 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3362 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3363 /* If we got here, did not find a battleground */
3343 return 0; 3364 return 0;
3344} 3365}
3345 3366
3346/* 3367/*
3350 * attributes: 3371 * attributes:
3351 * object *who the dragon player 3372 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3373 * int atnr the attack-number of the ability focus
3353 * int level ability level 3374 * int level ability level
3354 */ 3375 */
3376void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3377dragon_ability_gain (object *who, int atnr, int level)
3378{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3379 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3380 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3381 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3382 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3383 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3384 int i = 0, j = 0;
3362 3385
3363 /* get the appropriate treasurelist */ 3386 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3387 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3388 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3389 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3390 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3391 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3392 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3393 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3394 trlist = find_treasurelist ("dragon_ability_poison");
3372 3395
3373 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3374 return; 3397 return;
3375 3398
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3400
3378 3401 if (!tr || !tr->item)
3379 if (tr == NULL || tr->item == NULL) { 3402 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3404 return;
3382 } 3405 }
3383 3406
3384 /* everything seems okay - now bring on the gift: */ 3407 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3408 item = &(tr->item->clone);
3386 3409
3387 if (item->type == SPELL) { 3410 if (item->type == SPELL)
3411 {
3388 if (check_spell_known (who, item->name)) 3412 if (check_spell_known (who, item->name))
3389 return; 3413 return;
3390 3414
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3415 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); 3416 do_learn_spell (who, item, 0);
3393 return; 3417 return;
3394 } 3418 }
3395 3419
3396 /* grant direct spell */ 3420 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3421 if (item->type == SPELLBOOK)
3422 {
3398 if (!item->inv) { 3423 if (!item->inv)
3424 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3425 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3426 return;
3402 } 3427 }
3403 if (check_spell_known (who, item->inv->name)) 3428 if (check_spell_known (who, item->inv->name))
3404 return; 3429 return;
3405 if (item->invisible) { 3430 if (item->invisible)
3431 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3432 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); 3433 do_learn_spell (who, item->inv, 0);
3408 return; 3434 return;
3409 } 3435 }
3410 } 3436 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3437 else if (item->type == SKILL_TOOL && item->invisible)
3438 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3439 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3440 {
3413 3441
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3442 /* 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 3443 * 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, 3444 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3445 * but not all of them, he gets nothing.
3418 */ 3446 */
3419 if (!(skop->attacktype & item->attacktype)) { 3447 if (!(skop->attacktype & item->attacktype))
3448 {
3420 /* Give new attacktype */ 3449 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3450 skop->attacktype |= item->attacktype;
3422 3451
3423 /* always add physical if there's none */ 3452 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3453 skop->attacktype |= AT_PHYSICAL;
3425 3454
3426 if (item->msg != NULL) 3455 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3457
3429 /* Give player new face */ 3458 /* Give player new face */
3430 if (item->animation_id) { 3459 if (item->animation_id)
3460 {
3431 who->face = skop->face; 3461 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3462 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3463 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3464 who->last_anim = 0;
3435 who->state = 0; 3465 who->state = 0;
3436 animate_object(who, who->direction); 3466 animate_object (who, who->direction);
3437 } 3467 }
3468 }
3469 }
3438 } 3470 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3471 else if (item->type == FORCE)
3472 {
3442 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3474 object *skin;
3475
3444 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3479 ;
3448 3480
3481 if (!skin)
3482 return;
3483
3449 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3486 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3487 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3488
3453 /* print message */ 3489 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3490 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3491 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3492 {
3457 if (j) 3493 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3494 {
3459 else 3495 if (j)
3460 j = 1; 3496 strcat (buf, " and ");
3497 else
3498 j = 1;
3461 strcat(buf, spellpathnames[i]); 3499 strcat (buf, spellpathnames[i]);
3462 } 3500 }
3463 } 3501 }
3464 strcat(buf,"."); 3502 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3504 }
3467 3505
3468 /* evtl. adding flags: */ 3506 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3507 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3508 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3509 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3510 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3511 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3512 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3513
3476 /* print message if there is one */ 3514 /* print message if there is one */
3477 if (item->msg != NULL) 3515 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 }
3518 else
3479 } 3519 {
3480 else {
3481 /* generate misc. treasure */ 3520 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3521 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3522 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); 3523 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3524 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3487 } 3526 }
3488} 3527}
3489 3528
3490/** 3529/**
3491 * Unready an object for a player. This function does nothing if the object was 3530 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3531 * not readied.
3493 */ 3532 */
3533void
3494void player_unready_range_ob(player *pl, object *ob) { 3534player_unready_range_ob (player *pl, object *ob)
3535{
3495 rangetype i; 3536 rangetype i;
3496 3537
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3539 {
3498 if (pl->ranges[i] == ob) { 3540 if (pl->ranges[i] == ob)
3541 {
3499 pl->ranges[i] = NULL; 3542 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3543 if (pl->shoottype == i)
3544 {
3501 pl->shoottype = range_none; 3545 pl->shoottype = range_none;
3502 } 3546 }
3503 } 3547 }
3504 } 3548 }
3505} 3549}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines