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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.82 by elmex, Wed Jan 3 02:30:52 2007 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
36player *
47player *find_player(const char *plname) 37find_player (const char *plname)
48{ 38{
49 player *pl; 39 for_all_players (pl)
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 41 return pl;
54 }; 42
55 return NULL; 43 return 0;
56} 44}
57 45
58player* find_player_partial_name( const char* plname ) 46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
59 { 63 {
60 player* pl; 64 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 68 size += strlen (buf);
69 }
70 70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
72 { 97 {
73 if ( found ) 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 99 break;
100 }
75 101
76 found = pl; 102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
77 } 148 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 149 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 150 size += strlen (buf);
170 } 151 }
171 }
172 152 }
153
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 156 close_and_delete (fp, comp);
179} 157}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0,
234 sizeof(player) - offsetof(player, ob));
235
236 /* There are some elements we want initialized to non zero value -
237 * we deal with that below this point.
238 */
239 p->party=NULL;
240 p->outputs_sync=16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice;
243 p->Swap_First = -1;
244
245#ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247#endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301}
302
303 158
304/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void
305static void set_first_map(object *op) 161set_first_map (object *op)
306{ 162{
307 strcpy(op->contr->maplevel, first_map_path); 163 op->contr->maplevel = first_map_path;
308 op->x = -1; 164 op->x = -1;
309 op->y = -1; 165 op->y = -1;
310 enter_exit(op, NULL);
311} 166}
312 167
168void
169player::enter_map ()
170{
171 object *tmp = object::create ();
172
173 EXIT_PATH (tmp) = maplevel;
174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
312 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point.
314 */
315 outputs_sync = 16; /* Every 2 seconds */
316 outputs_count = 8; /* Keeps present behaviour */
317 unapply = unapply_nochoice;
318
319 savebed_map = first_map_path; /* Init. respawn position */
320
321 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal;
325 petmode = pet_normal;
326 listening = 10;
327 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */
330 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
313/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 391 * All we can really get in this is some settings like host and display
315 * mode. 392 * mode.
316 */ 393 */
394player *
395player::create ()
396{
397 player *pl = new player;
317 398
318int add_player(NewSocket *ns) { 399 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 400 set_first_map (pl->ob);
333 401
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 402 return pl;
341} 403}
342 404
343/* 405/*
344 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 408 * Note: there MUST be at least one player archetype!
347 */ 409 */
410archetype *
348archetype *get_player_archetype(archetype* at) 411get_player_archetype (archetype *at)
349{ 412{
350 archetype *start = at; 413 archetype *start = at;
414
351 for (;;) { 415 for (;;)
416 {
352 if (at==NULL || at->next==NULL) 417 if (at == NULL || at->next == NULL)
353 at=first_archetype; 418 at = first_archetype;
354 else 419 else
355 at=at->next; 420 at = at->next;
421
356 if(at->clone.type==PLAYER) 422 if (at->clone.type == PLAYER)
357 return at; 423 return at;
424
358 if (at == start) { 425 if (at == start)
426 {
359 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 428 exit (-1);
361 } 429 }
362 } 430 }
363} 431}
364 432
365 433object *
366object *get_nearest_player(object *mon) { 434get_nearest_player (object *mon)
435{
367 object *op = NULL; 436 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 437 objectlink *ol;
370 unsigned lastdist; 438 unsigned lastdist;
371 rv_vector rv; 439 rv_vector rv;
372 440
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 441 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
442 {
374 /* We should not find free objects on this friendly list, but it 443 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 444 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 445 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 446 * list is also free, so encapsulate this in a while loop.
378 */ 447 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 448 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
449 {
380 object *tmp=ol->ob; 450 object *tmp = ol->ob;
381 451
382 /* Can't do much more other than log the fact, because the object 452 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 453 * itself will have been cleared.
384 */ 454 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 455 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 456 ol = ol->next;
387 remove_friendly_object(tmp); 457 remove_friendly_object (tmp);
388 if (!ol) return op; 458 if (!ol)
389 } 459 return op;
460 }
390 461
391 /* Remove special check for player from this. First, it looks to cause 462 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 463 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 464 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 465 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 466 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 467 * on_same_map check, as can_detect_enemy also does this
397 */ 468 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 469 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 470 continue;
400 471
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
410 op=pl->ob; 473 {
474 op = ol->ob;
411 lastdist=rv.distance; 475 lastdist = rv.distance;
476 }
412 } 477 }
413 } 478
414 } 479 for_all_players (pl)
480 if (can_detect_enemy (mon, pl->ob, &rv))
481 if (lastdist > rv.distance)
482 {
483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
415#if 0 487#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 488 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 489#endif
418 return op; 490 return op;
419} 491}
420 492
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 493/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 494 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 495 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 511 * is probably not a good thing.
440 */ 512 */
441#define MAX_SPACES 50 513#define MAX_SPACES 50
442
443 514
444/* 515/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 531 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 532 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 533 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 534 * is blocking itself.
464 */ 535 */
536int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 537path_to_player (object *mon, object *pl, unsigned mindiff)
538{
466 rv_vector rv; 539 rv_vector rv;
467 sint16 x,y; 540 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 541 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 542 maptile *m, *lastmap;
470 543
471 get_rangevector(mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
472 545
473 if (rv.distance<mindiff) return 0; 546 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 547 return 0;
726}
727 548
728void confirm_password(object *op) { 549 x = mon->x;
550 y = mon->y;
551 m = mon->map;
552 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
555 /* If we can't solve it within the search distance, return now. */
556 if (diff > max)
557 return 0;
558 while (diff > 1 && max > 0)
559 {
560 lastx = x;
561 lasty = y;
562 lastmap = m;
563 x = lastx + freearr_x[dir];
564 y = lasty + freearr_y[dir];
729 565
730 op->contr->write_buf[0]='\0'; 566 mflags = get_map_flags (m, &m, x, y, &x, &y);
731 op->contr->state=ST_CONFIRM_PASSWORD; 567 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733}
734 568
569 /* Space is blocked - try changing direction a little */
570 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
571 && (m == mon->map && blocked_link (mon, m, x, y))))
572 {
573 /* recalculate direction from last good location. Possible
574 * we were not traversing ideal location before.
575 */
576 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
577 if (rv.direction != dir)
578 {
579 /* OK - says direction should be different - lets reset the
580 * the values so it will try again.
581 */
582 x = lastx;
583 y = lasty;
584 m = lastmap;
585 dir = firstdir = rv.direction;
586 }
587 else
588 {
589 /* direct path is blocked - try taking a side step to
590 * either the left or right.
591 * Note increase the values in the loop below to be
592 * more than -1/1 respectively will mean the monster takes
593 * bigger detour. Have to be careful about these values getting
594 * too big (3 or maybe 4 or higher) as the monster may just try
595 * stepping back and forth
596 */
597 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598 {
599 if (i == 0)
600 continue; /* already did this, so skip it */
601 /* Use lastdir here - otherwise,
602 * since the direction that the creature should move in
603 * may change, you could get infinite loops.
604 * ie, player is northwest, but monster can only
605 * move west, so it does that. It goes some distance,
606 * gets blocked, finds that it should move north,
607 * can't do that, but now finds it can move east, and
608 * gets back to its original point. lastdir contains
609 * the last direction the creature has successfully
610 * moved.
611 */
612
613 x = lastx + freearr_x[absdir (lastdir + i)];
614 y = lasty + freearr_y[absdir (lastdir + i)];
615 m = lastmap;
616 mflags = get_map_flags (m, &m, x, y, &x, &y);
617 if (mflags & P_OUT_OF_MAP)
618 continue;
619 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
620 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
621 continue;
622 if (mflags & P_BLOCKSVIEW)
623 continue;
624
625 if (m == mon->map && blocked_link (mon, m, x, y))
626 break;
627 }
628 /* go through entire loop without finding a valid
629 * sidestep to take - thus, no valid path.
630 */
631 if (i == (DETOUR_AMOUNT + 1))
632 return 0;
633 diff--;
634 lastdir = dir;
635 max--;
636 if (!firstdir)
637 firstdir = dir + i;
638 } /* else check alternate directions */
639 } /* if blocked */
640 else
641 {
642 /* we moved towards creature, so diff is less */
643 diff--;
644 max--;
645 lastdir = dir;
646 if (!firstdir)
647 firstdir = dir;
648 }
649 if (diff <= 1)
650 {
651 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance.
653 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
656 }
657 if (diff > max)
658 return 0;
659 }
660 /* If we reached the max, didn't find a direction in time */
661 if (!max)
662 return 0;
663
664 return firstdir;
665}
666
667void
668give_initial_items (object *pl, treasurelist * items)
669{
670 object *op, *next = NULL;
671
672 if (pl->randomitems != NULL)
673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674
675 for (op = pl->inv; op; op = next)
676 {
677 next = op->below;
678
679 /* Forces get applied per default, unless they have the
680 * flag "neutral" set. Sorry but I can't think of a better way
681 */
682 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
683 SET_FLAG (op, FLAG_APPLIED);
684
685 /* we never give weapons/armour if these cannot be used
686 * by this player due to race restrictions
687 */
688 if (pl->type == PLAYER)
689 {
690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
691 (op->type == ARMOUR || op->type == BOOTS ||
692 op->type == CLOAK || op->type == HELMET ||
693 op->type == SHIELD || op->type == GLOVES ||
694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
695 {
696 op->destroy ();
697 continue;
698 }
699 }
700
701 /* This really needs to be better - we should really give
702 * a substitute spellbook. The problem is that we don't really
703 * have a good idea what to replace it with (need something like
704 * a first level treasurelist for each skill.)
705 * remove duplicate skills also
706 */
707 if (op->type == SPELLBOOK || op->type == SKILL)
708 {
709 object *tmp;
710
711 for (tmp = op->below; tmp; tmp = tmp->below)
712 if (tmp->type == op->type && tmp->name == op->name)
713 break;
714
715 if (tmp)
716 {
717 op->destroy ();
718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
719 continue;
720 }
721
722 if (op->nrof > 1)
723 op->nrof = 1;
724 }
725
726 if (op->type == SPELLBOOK && op->inv)
727 {
728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 }
730
731 /* Give starting characters identified, uncursed, and undamned
732 * items. Just don't identify gold or silver, or it won't be
733 * merged properly.
734 */
735 if (need_identify (op))
736 {
737 SET_FLAG (op, FLAG_IDENTIFIED);
738 CLEAR_FLAG (op, FLAG_CURSED);
739 CLEAR_FLAG (op, FLAG_DAMNED);
740 }
741 if (op->type == SPELL)
742 {
743 op->destroy ();
744 continue;
745 }
746 else if (op->type == SKILL)
747 {
748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
749 op->stats.exp = 0;
750 op->level = 1;
751 }
752 /* lock all 'normal items by default */
753 else
754 SET_FLAG (op, FLAG_INV_LOCKED);
755 } /* for loop of objects in player inv */
756
757 /* Need to set up the skill pointers */
758 link_player_skills (pl);
759}
760
761void
735void get_party_password(object *op, partylist *party) { 762get_party_password (object *op, partylist *party)
763{
736 if (party == NULL) { 764 if (party == NULL)
765 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 766 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 767 return;
739 } 768 }
769
740 op->contr->write_buf[0]='\0'; 770 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 773 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 774}
745
746 775
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 776/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
777static int
748int roll_stat(void) { 778roll_stat (void)
779{
749 int a[4],i,j,k; 780 int a[4], i, j, k;
750 781
751 for(i=0;i<4;i++) 782 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 783 a[i] = (int) RANDOM () % 6 + 1;
753 784
754 for(i=0,j=0,k=7;i<4;i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 786 if (a[i] < k)
756 k=a[i],j=i; 787 k = a[i], j = i;
757 788
758 for(i=0,k=0;i<4;i++) { 789 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 790 if (i != j)
760 k+=a[i]; 791 k += a[i];
761 } 792
762 return k; 793 return k;
763} 794}
764 795
765void roll_stats(object *op) { 796void
766 int sum=0; 797object::roll_stats ()
767 int i = 0, j = 0; 798{
768 int statsort[7]; 799 int statsort [7];
769 800
801 for (;;)
770 do { 802 {
771 op->stats.Str=roll_stat(); 803 int sum = 0;
772 op->stats.Dex=roll_stat(); 804 for (int i = 7; i--; )
773 op->stats.Int=roll_stat(); 805 sum += statsort [i] = roll_stat ();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
783 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 813
792 /* a quick and dirty bubblesort? */
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
811 821
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 822 stats.exp = 0;
823 op->stats.ac=0; 823 stats.ac = 0;
824 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
825 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
828 834
829 fix_player(op); 835 contr->orig_stats = stats;
836 }
837}
838
839void
840object::swap_stats (int a, int b)
841{
842 int tmp = get_attr_value (&contr->orig_stats, a);
843 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
844 set_attr_value (&contr->orig_stats, b, tmp);
845
846 stats.Str = contr->orig_stats.Str;
847 stats.Dex = contr->orig_stats.Dex;
848 stats.Con = contr->orig_stats.Con;
849 stats.Int = contr->orig_stats.Int;
850 stats.Wis = contr->orig_stats.Wis;
851 stats.Pow = contr->orig_stats.Pow;
852 stats.Cha = contr->orig_stats.Cha;
853
854 //TODO: the following code looks so borked and should, at the very least,
855 // be merged with the similar code in roll_stats
856 stats.ac = 0;
857
858 level = 1;
859 stats.exp = 0;
860 stats.ac = 0;
861
830 op->stats.hp = op->stats.maxhp; 862 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 863 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 864 stats.grace = stats.maxgrace;
865
866 if (contr)
867 {
868 contr->levhp[1] = 9;
869 contr->levsp[1] = 6;
870 contr->levgrace[1] = 3;
871
833 op->contr->orig_stats=op->stats; 872 contr->orig_stats = stats;
873 }
834} 874}
835 875
836void Roll_Again(object *op) 876static void
877start_info (object *op)
837{ 878{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
846 880
847 if ( op->contr->Swap_First == -1 ) { 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 885}
955 886
956/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
960 * not the class. 891 * not the class.
961 */ 892 */
962 893int
963int key_change_class(object *op, char key) 894key_change_class (object *op, char key)
964{ 895{
965 int tmp_loop; 896 int tmp_loop;
966 897
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') { 898 if (key == 'd' || key == 'D')
899 {
973 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
974 901
975 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 904
979 /* Lauwenmark : Here we handle the BORN global event */ 905 treasurelist *tl = find_treasurelist ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
981 908
982 /* Lauwenmark : We then generate a LOGIN event */ 909 INVOKE_PLAYER (BIRTH, op->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 910 INVOKE_PLAYER (LOGIN, op->contr);
911
984 op->contr->state=ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
985 913
986 if (op->msg) { 914 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 915 op->msg = NULL;
989 }
990 916
991 /* We create this now because some of the unique maps will need it 917 /* We create this now because some of the unique maps will need it
992 * to save here. 918 * to save here.
993 */ 919 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 921 make_path_to_file (buf);
996 922
997#ifdef AUTOSAVE 923#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks; 924 op->contr->last_save_tick = pticks;
999#endif 925#endif
1000 start_info(op); 926 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 928 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 929 link_player_skills (op);
1004 esrv_send_inventory(op, op); 930 esrv_send_inventory (op, op);
1005 fix_player(op); 931 op->update_stats ();
1006 932
1007 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1008 * is one for this race 934 * is one for this race
1009 */ 935 */
1010 if(*first_map_ext_path) { 936 if (*first_map_ext_path)
937 {
1011 object *tmp; 938 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 940
1015 first_map_ext_path, op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 942 tmp = object::create ();
1017 EXIT_PATH(tmp) = add_string(mapname); 943 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded; 946 op->enter_exit (tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1022 * default initial map */ 948 * default initial map */
1023 free_object(tmp); 949 tmp->destroy ();
950 }
1024 } else { 951 else
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029 953
954 return 0;
955 }
956
1030 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1032 */ 959 */
1033 960
1034 tmp_loop = 0; 961 tmp_loop = 0;
1035 while(!tmp_loop) { 962 while (!tmp_loop)
1036 const char *name = add_string (op->name); 963 {
964 shstr name = op->name;
1037 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1038 remove_statbonus(op); 966
1039 remove_ob (op); 967 op->remove_statbonus ();
968 op->remove ();
1040 op->arch = get_player_archetype(op->arch); 969 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
971 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 973 op->name = op->name_pl = name;
1044 op->name = name; 974 op->x = x;
1045 free_string(op->name_pl); 975 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 977 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 978 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 979 op->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op); 980 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 981 }
982
1058 update_object(op,UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 984 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 985 op->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 988 op->stats.grace = 0;
989
1064 if (op->msg) 990 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 993 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0; 994 return 0;
1068} 995}
1069 996
997int
1070int key_confirm_quit(object *op, char key) 998key_confirm_quit (object *op, char key)
1071{ 999{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1075 op->contr->state=ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1077 return 1; 1004 return 1;
1078 } 1005 }
1079 1006
1080 /* Lauwenmark : Here we handle the REMOVE global event */ 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1081 execute_global_event(EVENT_REMOVE, op); 1008 INVOKE_PLAYER (QUIT, op->contr);
1009
1010 op->contr->enable_save = false;
1011
1082 terminate_all_pets(op); 1012 terminate_all_pets (op);
1083 leave_map(op); 1013 op->remove ();
1084 op->direction=0; 1014 op->direction = 0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1015 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1086 "%s quits the game.",op->name);
1087 1016
1088 strcpy(op->contr->killer,"quit"); 1017 strcpy (op->contr->killer, "quit");
1089 check_score(op); 1018 check_score (op);
1090 op->contr->party=NULL; 1019 op->contr->party = 0;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1093 1022
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1; 1023 return 1;
1112} 1024}
1113 1025
1026void
1114void flee_player(object *op) { 1027flee_player (object *op)
1028{
1115 int dir,diff; 1029 int dir, diff;
1116 rv_vector rv; 1030 rv_vector rv;
1117 1031
1118 if(op->stats.hp < 0) { 1032 if (op->stats.hp < 0)
1033 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 1034 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 1035 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 1036 return;
1122 } 1037 }
1123 1038
1124 if(op->enemy==NULL) { 1039 if (op->enemy == NULL)
1040 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1041 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 1043 return;
1128 } 1044 }
1129 1045
1130 /* Seen some crashes here. Since we don't store an 1046 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 1047 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 1048 * actual enemy, and the object is recycled.
1133 */ 1049 */
1134 if (op->enemy->map == NULL) { 1050 if (op->enemy->map == NULL)
1051 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 1052 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 1053 op->enemy = NULL;
1137 return; 1054 return;
1138 } 1055 }
1139 1056
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1057 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1058 {
1141 op->enemy=NULL; 1059 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1061 return;
1144 } 1062 }
1063
1145 get_rangevector(op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1146 1065
1147 dir=absdir(4+rv.direction); 1066 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1067 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1068 {
1069 int m = 1 - (RANDOM () & 2);
1070
1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1072 return;
1073 }
1074
1155 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1077 op->enemy = NULL;
1158} 1078}
1159 1079
1160 1080
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1081/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1082 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1083 * stop.
1164 */ 1084 */
1085int
1165int check_pick(object *op) { 1086check_pick (object *op)
1087{
1166 object *tmp, *next; 1088 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1089 int stop = 0;
1169 int j, k, wvratio; 1090 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1091 char putstring[128], tmpstr[16];
1171 1092
1172
1173 /* if you're flying, you cna't pick up anything */ 1093 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1094 if (op->move_type & MOVE_FLYING)
1175 return 1; 1095 return 1;
1176 1096
1177 op_tag = op->count;
1178
1179 next = op->below; 1097 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1098
1183 /* loop while there are items on the floor that are not marked as 1099 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1100 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1101 while (next && !next->destroyed ())
1186 { 1102 {
1187 tmp = next; 1103 tmp = next;
1188 next = tmp->below; 1104 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1105
1192 if (was_destroyed (op, op_tag)) 1106 if (op->destroyed ())
1193 return 0; 1107 return 0;
1194 1108
1195 if ( ! can_pick (op, tmp)) 1109 if (!can_pick (op, tmp))
1196 continue; 1110 continue;
1197 1111
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1113 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1114 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1115 pick_up (op, tmp);
1202 continue; 1116 continue;
1203 } 1117 }
1204 1118
1205 /* high not bit set? We're using the old autopickup model */ 1119 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1120 if (!(op->contr->mode & PU_NEWMODE))
1121 {
1207 switch (op->contr->mode) { 1122 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1123 {
1209 case 1: pick_up (op, tmp); 1124 case 0:
1210 return 1; 1125 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1126 case 1:
1212 return 0; 1127 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1128 return 1;
1214 case 4: pick_up (op, tmp); 1129 case 2:
1215 break; 1130 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1131 return 0;
1217 stop = 1; 1132 case 3:
1218 break; 1133 return 0; /* stop before pickup */
1219 case 6: 1134 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1135 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1136 break;
1222 pick_up(op, tmp); 1137 case 5:
1223 break; 1138 pick_up (op, tmp);
1139 stop = 1;
1140 break;
1141 case 6:
1142 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1143 pick_up (op, tmp);
1144 break;
1224 1145
1225 case 7: 1146 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1147 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1148 pick_up (op, tmp);
1228 break; 1149 break;
1229 1150
1230 default: 1151 default:
1231 /* use value density */ 1152 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1154 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1155 pick_up (op, tmp);
1235 >= op->contr->mode) 1156 }
1236 pick_up(op,tmp); 1157 }
1237 } 1158 else
1238 } 1159 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1160 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1161 if (op->contr->mode & PU_DEBUG)
1242 { 1162 {
1243 /* some debugging code to figure out item information */ 1163 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1164 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1167 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1170
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 }
1253 1173
1254 sprintf(putstring,"...flags: "); 1174 /* philosophy:
1255 for(k=0;k<4;k++) 1175 * It's easy to grab an item type from a pile, as long as it's
1256 { 1176 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1177 * and selections, select-items should be used. This is a
1258 { 1178 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1179 * example.
1260 { 1180 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1181 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1182 * convert to decimal and then 'pickup <#>
1263 } 1183 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1184
1185 /* the first two modes are exclusive: if NOTHING we return, if
1186 * STOP then we stop. All the rest are applied sequentially,
1187 * meaning if any test passes, the item gets picked up. */
1188
1189 /* if mode is set to pick nothing up, return */
1190
1191 if (op->contr->mode & PU_NOTHING)
1192 return 1;
1193
1194 /* if mode is set to stop when encountering objects, return */
1195 /* take STOP before INHIBIT since it doesn't actually pick
1196 * anything up */
1197
1198 if (op->contr->mode & PU_STOP)
1199 return 0;
1200
1201 /* useful for going into stores and not losing your settings... */
1202 /* and for battles wher you don't want to get loaded down while
1203 * fighting */
1204 if (op->contr->mode & PU_INHIBIT)
1205 return 1;
1206
1207 /* prevent us from turning into auto-thieves :) */
1208 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1209 continue;
1210
1211 /* ignore known cursed objects */
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1213 continue;
1214
1215 /* all food and drink if desired */
1216 /* question: don't pick up known-poisonous stuff? */
1217 if (op->contr->mode & PU_FOOD)
1218 if (tmp->type == FOOD)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_DRINK)
1225 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_POTION)
1232 if (tmp->type == POTION)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* spellbooks, skillscrolls and normal books/scrolls */
1239 if (op->contr->mode & PU_SPELLBOOK)
1240 if (tmp->type == SPELLBOOK)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_SKILLSCROLL)
1247 if (tmp->type == SKILLSCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 if (op->contr->mode & PU_READABLES)
1254 if (tmp->type == BOOK || tmp->type == SCROLL)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 /* wands/staves/rods/horns */
1261 if (op->contr->mode & PU_MAGIC_DEVICE)
1262 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* pick up all magical items */
1269 if (op->contr->mode & PU_MAGICAL)
1270 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_VALUABLES)
1277 {
1278 if (tmp->type == MONEY || tmp->type == GEM)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283 }
1284
1285 /* rings & amulets - talismans seems to be typed AMULET */
1286 if (op->contr->mode & PU_JEWELS)
1287 if (tmp->type == RING || tmp->type == AMULET)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 /* we don't forget dragon food */
1294 if (op->contr->mode & PU_FLESH)
1295 if (tmp->type == FLESH)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* bows and arrows. Bows are good for selling! */
1302 if (op->contr->mode & PU_BOW)
1303 if (tmp->type == BOW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 if (op->contr->mode & PU_ARROW)
1310 if (tmp->type == ARROW)
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 /* all kinds of armor etc. */
1317 if (op->contr->mode & PU_ARMOUR)
1318 if (tmp->type == ARMOUR)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_HELMET)
1325 if (tmp->type == HELMET)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_SHIELD)
1332 if (tmp->type == SHIELD)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_BOOTS)
1339 if (tmp->type == BOOTS)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_GLOVES)
1346 if (tmp->type == GLOVES)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 if (op->contr->mode & PU_CLOAK)
1353 if (tmp->type == CLOAK)
1354 {
1355 pick_up (op, tmp);
1356 continue;
1357 }
1358
1359 /* hoping to catch throwing daggers here */
1360 if (op->contr->mode & PU_MISSILEWEAPON)
1361 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1362 {
1363 pick_up (op, tmp);
1364 continue;
1365 }
1366
1367 /* careful: chairs and tables are weapons! */
1368 if (op->contr->mode & PU_ALLWEAPON)
1369 {
1370 if (tmp->type == WEAPON && tmp->name != NULL)
1371 {
1372 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1373 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1374 {
1375 pick_up (op, tmp);
1376 continue;
1377 }
1378 }
1379
1380 if (tmp->type == WEAPON && tmp->name == NULL)
1381 {
1382 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1383 {
1384 pick_up (op, tmp);
1385 continue;
1386 }
1387 }
1388 }
1389
1390 /* misc stuff that's useful */
1391 if (op->contr->mode & PU_KEY)
1392 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1393 {
1394 pick_up (op, tmp);
1395 continue;
1396 }
1397
1398 /* any of the last 4 bits set means we use the ratio for value
1399 * pickups */
1400 if (op->contr->mode & PU_RATIO)
1401 {
1402 /* use value density to decide what else to grab */
1403 /* >=7 was >= op->contr->mode */
1404 /* >=7 is the old standard setting. Now we take the last 4 bits
1405 * and multiply them by 5, giving 0..15*5== 5..75 */
1406 wvratio = (op->contr->mode & PU_RATIO) * 5;
1407 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1408 {
1409 pick_up (op, tmp);
1268#if 0 1410#if 0
1269 /* print the flags too */ 1411 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1412 if (tmp->name != NULL)
1271 { 1413 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1414 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1415 }
1274 { 1416 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1417 fprintf (stderr, "%s", tmp->arch->name);
1276 if(!((j+1)%4))fprintf(stderr," "); 1418 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1419 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1420#endif
1421 continue;
1422 }
1423 }
1424 } /* the new pickup model */
1281 } 1425 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1426
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1427 return !stop;
1445} 1428}
1446 1429
1447/* 1430/*
1448 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1432 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1433 * found object is returned.
1451 */ 1434 */
1435object *
1452object *find_arrow(object *op, const char *type) 1436find_arrow (object *op, const char *type)
1453{ 1437{
1454 object *tmp = NULL; 1438 object *tmp = NULL;
1455 1439
1456 for(op=op->inv; op; op=op->below) 1440 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1442 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1443 else if (op->type == ARROW && op->race == type)
1461 return op; 1444 return op;
1462 return tmp; 1445 return tmp;
1463} 1446}
1464 1447
1465/* 1448/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1449 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1450 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1451 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1452 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1453 */
1471 1454
1455object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1456find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1457{
1474 object *tmp = NULL, *arrow, *ntmp; 1458 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1459 int attacknum, attacktype, betterby = 0, i;
1476 1460
1477 if (!type) 1461 if (!type)
1478 return NULL; 1462 return NULL;
1479 1463
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1464 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1465 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1466 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1467 {
1468 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1469 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1470 if (i > betterby)
1486 tmp = ntmp; 1471 {
1487 betterby = i; 1472 tmp = ntmp;
1488 } 1473 betterby = i;
1474 }
1475 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1476 else if (arrow->type == ARROW && arrow->race == type)
1477 {
1490 /* allways prefer assasination/slaying */ 1478 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1479 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1480 {
1493 if (arrow->attacktype & AT_DEATH) { 1481 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1482 {
1495 return arrow; 1483 *better = 100;
1496 } else { 1484 return arrow;
1497 tmp = arrow; 1485 }
1486 else
1487 {
1488 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1489 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1490 }
1500 } else { 1491 }
1492 else
1493 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 {
1502 attacktype = 1<<attacknum; 1496 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1498 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1499 {
1500 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1501 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1502 }
1508 } 1503 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1505 {
1506 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1507 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1508 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1510 {
1511 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1512 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1513 }
1514 }
1515 }
1517 } 1516 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1517 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1518 return find_arrow (op, type);
1522 1519
1523 *better = betterby; 1520 *better = betterby;
1524 return tmp; 1521 return tmp;
1525} 1522}
1526 1523
1527/* looks in a given direction, finds the first valid target, and calls 1524/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1525 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1526 * op = the shooter
1530 * type = bow->race 1527 * type = bow->race
1531 * dir = fire direction 1528 * dir = fire direction
1532 */ 1529 */
1533 1530
1531object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1535{ 1533{
1536 object *tmp = NULL; 1534 object *tmp = NULL;
1537 mapstruct *m; 1535 maptile *m;
1538 int i, mflags, found, number; 1536 int i, mflags, found, number;
1539 sint16 x, y; 1537 sint16 x, y;
1540 1538
1541 if (op->map == NULL) 1539 if (op->map == NULL)
1542 return find_arrow(op, type); 1540 return find_arrow (op, type);
1543 1541
1544 /* do a dex check */ 1542 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1543 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1544 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1545 return find_arrow (op, type);
1548 1546
1549 m = op->map; 1547 m = op->map;
1550 x = op->x; 1548 x = op->x;
1551 y = op->y; 1549 y = op->y;
1552 1550
1553 /* find the first target */ 1551 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1552 for (i = 0, found = 0; i < 20; i++)
1553 {
1555 x += freearr_x[dir]; 1554 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1555 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1556 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 {
1559 tmp = NULL; 1559 tmp = NULL;
1560 break; 1560 break;
1561 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1562 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1563 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1564 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1565 * perhaps a bad assumption.
1564 */ 1566 */
1565 tmp = NULL; 1567 tmp = NULL;
1566 break; 1568 break;
1567 } 1569 }
1568 if (mflags & P_IS_ALIVE) { 1570 if (mflags & P_IS_ALIVE)
1571 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1572 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1573 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1574 {
1572 break; 1575 found++;
1573 } 1576 break;
1577 }
1574 if (found) 1578 if (found)
1575 break; 1579 break;
1576 } 1580 }
1577 } 1581 }
1578 if (tmp == NULL) 1582 if (tmp == NULL)
1579 return find_arrow(op, type); 1583 return find_arrow (op, type);
1580 1584
1581 if (tmp->head) 1585 if (tmp->head)
1582 tmp = tmp->head; 1586 tmp = tmp->head;
1583 1587
1584 return find_better_arrow(op, tmp, type, &i); 1588 return find_better_arrow (op, tmp, type, &i);
1585} 1589}
1586 1590
1587/* 1591/*
1588 * Creature fires a bow - op can be monster or player. Returns 1592 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1593 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1596 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1597 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1598 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1599 * player fire modes.
1596 */ 1600 */
1601int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1602fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1603{
1600 object *left, *bow; 1604 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1605 int bowspeed, mflags;
1603 mapstruct *m; 1606 maptile *m;
1604 1607
1605 if (!dir) { 1608 if (!dir)
1609 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1610 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1611 return 0;
1608 } 1612 }
1613
1609 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1611 else { 1616 else
1617 {
1612 for(bow=op->inv; bow; bow=bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1619 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1620 * don't need to switch back and forth between bows and weapons.
1615 */ 1621 */
1616 if(bow->type==BOW) 1622 if (bow->type == BOW)
1617 break; 1623 break;
1618 1624
1619 if (!bow) { 1625 if (!bow)
1626 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1628 return 0;
1622 } 1629 }
1623 } 1630 }
1631
1624 if( !bow->race || !bow->skill) { 1632 if (!bow->race || !bow->skill)
1633 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1634 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1635 return 0;
1627 } 1636 }
1628 1637
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1639
1631 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1634 if (bowspeed < 1) 1644 if (bowspeed < 1)
1635 bowspeed = 1; 1645 bowspeed = 1;
1636 1646
1637 if (arrow == NULL) { 1647 if (arrow == NULL)
1648 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1649 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 {
1639 if (op->type == PLAYER) 1651 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1653 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1654 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1656 return 0;
1646 } 1657 }
1647 } 1658 }
1659
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1661 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1662 return 0;
1651 } 1663
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1665 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1666 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1667 return 0;
1655 } 1668 }
1656 1669
1657 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1671 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1672 {
1673 arrow->destroy ();
1674 return 0;
1675 }
1663 1676
1664 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1679 if (!arrow)
1680 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1682 return 0;
1670 return 0;
1671 } 1683 }
1672 set_owner(arrow, op); 1684
1673 if (arrow->skill) free_string(arrow->skill); 1685 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1686 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1687 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1688
1680 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1690 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1692 op->update_stats ();
1683 } 1693 }
1684 1694
1685 SET_ANIMATION(arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1691 1701
1692 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1703 * added to the damage. I think the strength bonus is more proper.
1694 */ 1704 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1705
1706 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1707
1700 /* update the speed */ 1708 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1710 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1711
1706 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1710 1714
1711 if (op->type == PLAYER) { 1715 if (op->type == PLAYER)
1716 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1719 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1720
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1722 }
1723 else
1724 {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1725 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level; 1726 arrow->level = op->level;
1723 } 1727 }
1728
1724 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1726 if (bow->slaying != NULL) 1732 if (bow->slaying)
1727 arrow->slaying = add_string(bow->slaying); 1733 arrow->slaying = bow->slaying;
1728 1734
1729 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1737
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1738 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1739 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1740
1737 if (!was_destroyed(arrow, tag)) 1741 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1742 move_arrow (arrow);
1739 1743
1740 if (op->type == PLAYER) { 1744 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1745 {
1746 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1747 esrv_del_item (op->contr, left->count);
1743 else 1748 else
1744 esrv_send_item(op, left); 1749 esrv_send_item (op, left);
1745 } 1750 }
1751
1746 return 1; 1752 return 1;
1747} 1753}
1748 1754
1749/* Special fire code for players - this takes into 1755/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1756 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1757 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1758 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1759 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1760 * hence the function name.
1755 */ 1761 */
1762int
1756int player_fire_bow(object *op, int dir) 1763player_fire_bow (object *op, int dir)
1757{ 1764{
1758 int ret=0, wcmod=0; 1765 int ret = 0, wcmod = 0;
1759 1766
1760 if (op->contr->bowtype == bow_bestarrow) { 1767 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1768 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1769 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1770 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1771 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1772 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1774 wcmod = -1;
1775
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1777 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1778 else if (op->contr->bowtype == bow_threewide)
1779 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1780 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1781 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1782 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1783 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1784 else if (op->contr->bowtype == bow_spreadshot)
1785 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1786 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1787 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1789
1778 } else { 1790 }
1791 else
1792 {
1779 /* Simple case */ 1793 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1795 }
1782 return ret; 1796 return ret;
1783} 1797}
1784 1798
1785 1799
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1800/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1801 * Broken apart from 'fire' to keep it more readable.
1788 */ 1802 */
1803void
1789void fire_misc_object(object *op, int dir) 1804fire_misc_object (object *op, int dir)
1790{ 1805{
1791 object *item; 1806 object *item;
1792 1807
1793 if (!op->contr->ranges[range_misc]) { 1808 if (!op->contr->ranges[range_misc])
1809 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1811 return;
1796 } 1812 }
1797 1813
1798 item = op->contr->ranges[range_misc]; 1814 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1815 if (!item->inv)
1816 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1817 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1818 return;
1802 } 1819 }
1803 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1804 if(item->stats.food<=0) { 1822 if (item->stats.food <= 0)
1823 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 1826 return;
1808 } 1827 }
1828 }
1809 } else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1830 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 1834 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1836 else
1815 else 1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1838 return;
1819 } 1839 }
1820 } 1840 }
1821 1841
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1842 if (cast_spell (op, item, dir, item->inv, NULL))
1843 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1844 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1845 if (item->type == WAND)
1846 {
1825 if (!(--item->stats.food)) { 1847 if (!(--item->stats.food))
1826 object *tmp; 1848 {
1827 if (item->arch) { 1849 object *tmp;
1850
1851 if (item->arch)
1852 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1830 item->speed = 0; 1855 item->set_speed (0);
1831 update_ob_speed(item); 1856 }
1832 } 1857
1833 if ((tmp=is_player_inv(item))) 1858 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1860 }
1836 } 1861 }
1837 else if (item->type == ROD || item->type==HORN) { 1862 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1863 drain_rod_charge (item);
1839 }
1840 } 1864 }
1841} 1865}
1842 1866
1843/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1844 */ 1868 */
1869void
1845void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1846 int spellcost=0; 1872 int spellcost = 0;
1847 1873
1848 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1850 1877
1851 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1852 case range_none: 1880 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 1881 return;
1889 default: 1882
1883 case range_bow:
1884 player_fire_bow (op, dir);
1885 return;
1886
1887 case range_magic: /* Casting spells */
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889 return;
1890
1891 case range_misc:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 1919 return;
1892 } 1920 }
1893} 1921}
1894 1922
1895 1923
1896 1924
1903 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1906 */ 1934 */
1907 1935
1936object *
1908object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1909{ 1938{
1910 object *tmp,*key; 1939 object *tmp, *key;
1911 1940
1912 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1914 1944
1915 /* First, lets try to find a key in the top level inventory */ 1945 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1918 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1920 */ 1952 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1954 break;
1923 } 1955 }
1924 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1957 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1958 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1959 * a key, return
1928 */ 1960 */
1929 if (!tmp) { 1961 if (!tmp)
1962 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1931 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1970 }
1971 }
1972 if (!tmp)
1973 return NULL;
1934 } 1974 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1975 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1976 * see if we actually want to use it
1940 */ 1977 */
1941 if (pl!=container) { 1978 if (pl != container)
1979 {
1942 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1944 /* cases where this fails: 1983 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1985 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1948 * containers can be used. 1987 * containers can be used.
1949 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1953 * 1992 *
1954 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1955 * all the others. 1994 * all the others.
1956 */ 1995 */
1957 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1999 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 2002 return NULL;
1966 } 2003 }
1967 } 2004 }
1968 return tmp; 2005 return tmp;
1969} 2006}
1970 2007
1971/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1974 * 0 otherwise 2011 * 0 otherwise
1975 */ 2012 */
2013static int
1976static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1977{ 2015{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1982 */ 2019 */
1983 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1984 2021
1985 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1986 if (key) { 2023 if (key)
2024 {
1987 object *container=key->env; 2025 object *container = key->env;
1988 2026
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op);
1992 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 } 2035 }
1995 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1997 "You open the door with the %s", query_short_name(key)); 2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1999 } 2040 }
2000 /* Do this after we print the message */ 2041 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
2003 if (container != op) 2044 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
2006 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
2007 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2052 return 1;
2010 } 2053 }
2011 return 0; 2054 return 0;
2012} 2055}
2013 2056
2014/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2019 */ 2062 */
2020 2063void
2021void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2022{ 2065{
2023 object *tmp, *mon, *tpl; 2066 object *tmp, *mon;
2024 sint16 nx, ny; 2067 sint16 nx, ny;
2025 int on_battleground; 2068 int on_battleground;
2026 mapstruct *m; 2069 maptile *m;
2027 2070
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2071 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2072 ny = freearr_y[dir] + op->y;
2032 2073
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2034 2075
2035 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2080 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2081 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2082 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2083 * move_ob uses.
2043 */ 2084 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2046 m = get_map_from_coord(tpl->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */ 2090 if (!m)
2048 } 2091 return; /* Don't think this should happen */
2049 else m =tpl->map; 2092 }
2050 2093 else
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2053 return; 2099 return;
2054 } 2100 }
2055 2101
2056 mon = NULL; 2102 mon = 0;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2106 * on the space
2061 */ 2107 */
2062 while (tmp!=NULL) { 2108 while (tmp)
2109 {
2063 if (tmp == op) { 2110 if (tmp == op)
2064 tmp=tmp->above; 2111 {
2065 continue; 2112 tmp = tmp->above;
2066 } 2113 continue;
2114 }
2115
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2117 {
2069 break; 2118 mon = tmp;
2070 } 2119 break;
2120 }
2121
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2123 mon = tmp;
2124
2073 tmp=tmp->above; 2125 tmp = tmp->above;
2074 } 2126 }
2075 2127
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2129 return; /* into a wall */
2078 2130
2079 if(mon->head != NULL) 2131 if (mon->head)
2080 mon = mon->head; 2132 mon = mon->head;
2081 2133
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2135 if (player_attack_door (op, mon))
2136 return;
2084 2137
2085 /* The following deals with possibly attacking peaceful 2138 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2139 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2140 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2141 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2142 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2143 * and thus will not push them.
2091 */ 2144 */
2092 2145
2093 /* If the creature is a pet, push it even if the player is not 2146 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2147 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2096 */ 2149 */
2097 if ((op->type==PLAYER) 2150 if ((op->type == PLAYER)
2098#if COZY_SERVER 2151#if COZY_SERVER
2099 && 2152 &&
2100 ( 2153 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2155#else
2106 && get_owner(mon)==op 2156 && mon->owner == op
2107#endif 2157#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2159 {
2110 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2161 if (op->contr->braced)
2162 return;
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2164 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2115 return; 2167 return;
2116 } 2168 }
2117 2169
2118 /* in certain circumstances, you shouldn't attack friendly 2170 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2171 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2172 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2173 * attack them either.
2122 */ 2174 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2128#else 2182#else
2129 op->contr->peaceful && 2183 op->contr->peaceful &&
2130#endif 2184#endif
2131 !on_battleground 2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2132 )) { 2188 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2190 (void) push_ob (mon, dir, op);
2136 } else { 2191 }
2192 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2138 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141 2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2142 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2200 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2201 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2146 recursive_roll(mon,dir,op); 2204 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2205 if (action_makes_visible (op))
2148 } 2206 make_visible (op);
2207 }
2149 2208
2150 /* Any generic living creature. Including things like doors. 2209 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2210 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2211 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2212 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2213 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2214 */
2156 2215
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2218 {
2160 2219
2161 /* If the player hasn't hit something this tick, and does 2220 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2221 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2222 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2223 * incurred a 1 tick offset.
2165 */ 2224 */
2166 if (!op->contr->has_hit) { 2225 if (!op->contr->has_hit)
2226 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2228
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2230 }
2171 2231
2172 skill_attack(mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2173 2233
2174 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2237 * the wiz.
2178 */ 2238 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2240 {
2181 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2242
2182 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2184 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2185 } 2246 }
2186 if(action_makes_visible(op)) make_visible(op); 2247
2187 } 2248 if (action_makes_visible (op))
2249 make_visible (op);
2250 }
2188 } /* if player should attack something */ 2251 } /* if player should attack something */
2189} 2252}
2190 2253
2254int
2191int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2192 int pick; 2257 int pick;
2193 object *transport = op->contr->transport;
2194 2258
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2257} 2302}
2258 2303
2259/* This is similar to handle_player, below, but is only used by the 2304/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2305 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2306 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2307 * the new speed values for commands.
2263 * 2308 *
2264 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2265 */ 2310 */
2311int
2266int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2267{ 2313{
2268 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2269 op->invisible = 1000; 2316 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2273 */ 2320 */
2274 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2322 op->invisible--;
2275 } 2323 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2277 op->invisible--; 2326 op->invisible--;
2278 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2279 make_visible(op); 2329 make_visible (op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2331 }
2282 } 2332 }
2283 2333
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2285 flee_player(op); 2336 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2337 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2288 op->speed_left--; 2340 op->speed_left--;
2289 return 0; 2341 return 0;
2290 } 2342 }
2291 } 2343 }
2292 2344
2293 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2297 */ 2349 */
2298 if (op->contr->ranges[range_golem] && 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2302 op->contr->golem_count = 0;
2303 }
2304 2352
2305 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2355 * called, so we recheck it here.
2308 */ 2356 */
2309 HandleClient(&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2310 if (op->speed_left<0) return 0; 2359 if (op->speed_left < 0)
2311
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2313 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--;
2315
2316 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff.
2319 */
2320 move_player(op, op->direction);
2321 if (op->speed_left>0) return 1;
2322 else return 0;
2323 }
2324 return 0; 2360 return 0;
2325}
2326 2361
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction);
2372 if (op->speed_left > 0)
2373 return 1;
2374 else
2375 return 0;
2376 }
2377
2378 return 0;
2379}
2380
2381int
2327int save_life(object *op) { 2382save_life (object *op)
2328 object *tmp; 2383{
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op,
2337 "Your %s vibrates violently, then evaporates.",
2338 query_name(tmp));
2339 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count);
2341 remove_ob(tmp);
2342 free_object(tmp);
2343 CLEAR_FLAG(op, FLAG_LIFESAVE);
2344 if(op->stats.hp<0)
2345 op->stats.hp = op->stats.maxhp;
2346 if(op->stats.food<0)
2347 op->stats.food = 999;
2348 fix_player(op);
2349 return 1;
2350 }
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */
2354 return 0; 2385 return 0;
2386
2387 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2388 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2389 {
2390 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2391 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2392
2393 if (op->contr)
2394 esrv_del_item (op->contr, tmp->count);
2395
2396 tmp->destroy ();
2397 CLEAR_FLAG (op, FLAG_LIFESAVE);
2398
2399 if (op->stats.hp < 0)
2400 op->stats.hp = op->stats.maxhp;
2401
2402 if (op->stats.food < 0)
2403 op->stats.food = 999;
2404
2405 op->update_stats ();
2406 return 1;
2407 }
2408
2409 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2410 CLEAR_FLAG (op, FLAG_LIFESAVE);
2411 enter_player_savebed (op); /* bring him home. */
2412 return 0;
2355} 2413}
2356 2414
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2415/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2416 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2417 * function will descend into containers. op is the object to start the search
2360 * from. 2418 * from.
2361 */ 2419 */
2420void
2362void remove_unpaid_objects(object *op, object *env) 2421remove_unpaid_objects (object *op, object *env)
2363{ 2422{
2364 object *next; 2423 object *next;
2365 2424
2366 while (op) { 2425 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2426 {
2368 * we remove object 'op' 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2428
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2430 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2433
2434 op->insert_at (env);
2435 }
2436 else if (op->inv)
2437 remove_unpaid_objects (op->inv, env);
2438
2439 op = next;
2440 }
2441}
2383 2442
2384/* 2443/*
2385 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2447 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2448 * but there isn't one in the server directory.
2390 */ 2449 */
2450char *
2391char *gravestone_text (object *op) 2451gravestone_text (object *op)
2392{ 2452{
2393 static char buf2[MAX_BUF]; 2453 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2454 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2455 time_t now = time (NULL);
2396 2456
2397 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2460 else
2401 sprintf (buf, "%s\n", op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2464 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2466 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2467 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2468 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2469
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2471 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2472 if (op->type == PLAYER)
2473 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2476 strcat (buf2, buf);
2414 } 2477 }
2478
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2418 return buf2; 2483 return buf2;
2419} 2484}
2420 2485
2421 2486void
2422
2423void do_some_living(object *op) { 2487do_some_living (object *op)
2488{
2424 int last_food=op->stats.food; 2489 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2490 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2491 int over_hp, over_sp, over_grace;
2427 int i; 2492 int i;
2428 int rate_hp = 1200; 2493 int rate_hp = 1200;
2429 int rate_sp = 2500; 2494 int rate_sp = 2500;
2430 int rate_grace = 2000; 2495 int rate_grace = 2000;
2431 const int max_hp = 1; 2496 const int max_hp = 1;
2432 const int max_sp = 1; 2497 const int max_sp = 1;
2433 const int max_grace = 1; 2498 const int max_grace = 1;
2434 2499
2435 if (op->contr->outputs_sync) { 2500 if (op->contr->outputs_sync)
2501 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2505 }
2441 2506
2442 if(op->contr->state==ST_PLAYING) { 2507 if (op->contr->ns->state == ST_PLAYING)
2443 2508 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2511 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2513 else
2514 {
2449 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2517 }
2518
2452 if(op->contr->gen_sp >= 0 ) 2519 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2521 else
2522 {
2455 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2525 }
2526
2458 if(op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2529 else
2530 {
2461 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2533 }
2464 2534
2465 /* Regenerate Spell Points */ 2535 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2537 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2538 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2539 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2540 {
2541 op->stats.sp++;
2470 /* dms do not consume food */ 2542 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2544 {
2545 op->stats.food--;
2473 if(op->contr->digestion<0) 2546 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2549 op->stats.food = last_food;
2550 }
2551 }
2552
2553 if (max_sp > 1)
2554 {
2555 over_sp = (gen_sp + 10) / rate_sp;
2556 if (over_sp > 0)
2557 {
2558 if (op->stats.sp < op->stats.maxsp)
2559 {
2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2563 op->stats.sp--;
2564
2565 if (op->stats.sp > op->stats.maxsp)
2566 op->stats.sp = op->stats.maxsp;
2567 }
2568 op->last_sp = 0;
2569 }
2570 else
2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 }
2573 else
2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 } 2575 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2576
2499 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2579 if (--op->last_grace < 0)
2580 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2583
2584 if (max_grace > 1)
2585 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2587 if (over_grace > 0)
2507 op->stats.sp += over_grace 2588 {
2589 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2590 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2591 op->last_grace = 0;
2510 } else { 2592 }
2593 else
2594 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2595 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2596 }
2513 } else { 2597 }
2598 else
2599 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2601 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2602 /* wearing stuff doesn't detract from grace generation. */
2517 } 2603 }
2518 2604
2519 /* Regenerate Hit Points */ 2605 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2606 if (--op->last_heal < 0)
2607 {
2521 if(op->stats.hp<op->stats.maxhp) { 2608 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2609 {
2610 op->stats.hp++;
2523 /* dms do not consume food */ 2611 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2612 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2613 {
2614 op->stats.food--;
2526 if(op->contr->digestion<0) 2615 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2618 op->stats.food = last_food;
2619 }
2620 }
2621
2622 if (max_hp > 1)
2623 {
2624 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2625 if (over_hp > 0)
2626 {
2627 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2628 op->last_heal = 0;
2629 }
2630 else
2631 {
2632 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2633 }
2634 }
2635 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 }
2531 } 2639 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2640
2547 /* Digestion */ 2641 /* Digestion */
2548 if(--op->last_eat<0) { 2642 if (--op->last_eat < 0)
2643 {
2549#ifdef COZY_SERVER 2644#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2645 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2646 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2647#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2648 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2649#endif
2557 2650
2558 if(op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2652 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2653 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2562 /* dms do not consume food */ 2656 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2658 op->stats.food--;
2565 } 2659 }
2566 2660
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2662 {
2663 object *tmp, *flesh = 0;
2569 2664
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2666 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2668 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2671 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2672 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2674 break;
2577 } 2675 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2676 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2677 flesh = tmp;
2580 } /* end of for loop */ 2678 } /* End if paid for object */
2679 } /* end of for loop */
2680
2581 /* If player is still starving, it means they don't have any food, so 2681 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2682 * eat flesh instead.
2583 */ 2683 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2685 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2686 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2687 manual_apply (op, flesh, 0);
2587 } 2688 }
2588 } /* end if player is starving */ 2689 }
2589 2690
2590 while(op->stats.food<0&&op->stats.hp>0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2592 2693
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2694 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2695 kill_player (op);
2696 }
2595} 2697}
2596
2597
2598 2698
2599/* If the player should die (lack of hp, food, etc), we call this. 2699/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2700 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2702 * file.
2603 */ 2703 */
2704void
2604void kill_player(object *op) 2705kill_player (object *op)
2605{ 2706{
2606 char buf[MAX_BUF]; 2707 char buf[MAX_BUF];
2607 int x,y,i; 2708 int x, y;
2709
2710 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2711 maptile *map; /* this is for resurrection */
2712
2609 int z; 2713 /* int z;
2610 int num_stats_lose; 2714 int num_stats_lose;
2611 int lost_a_stat; 2715 int lost_a_stat;
2612 int lose_this_stat; 2716 int lose_this_stat;
2613 int this_stat; 2717 int this_stat; */
2614 int will_kill_again; 2718 int will_kill_again;
2615 archetype *at; 2719 archetype *at;
2616 object *tmp; 2720 object *tmp;
2617 2721
2618 if(save_life(op)) 2722 if (save_life (op))
2619 return; 2723 return;
2620 2724
2621 2725
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2726 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2727 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2728 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2729 */
2626 if (op_on_battleground(op, &x, &y)) { 2730 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2731 {
2628 "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2733 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2734
2631
2632 /* restore player */ 2735 /* restore player */
2633 at = find_archetype("poisoning"); 2736 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2738 {
2636 remove_ob(tmp); 2739 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2741 }
2640 2742
2641 at = find_archetype("confusion"); 2743 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2745 {
2644 remove_ob(tmp); 2746 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2748 }
2648 2749
2649 cure_disease(op,0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2752 if (op->stats.food <= 0)
2652 2753 op->stats.food = 999;
2754
2653 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2757 {
2657 sprintf(buf,"%s's finger",op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2759 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2761 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2763 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2767 }
2768
2670 /* teleport defeated player to new destination*/ 2769 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2771 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2772 return;
2773 }
2679 2774
2775 INVOKE_PLAYER (DEATH, op->contr);
2776
2680 command_kill_pets (op, 0); 2777 command_kill_pets (op, 0);
2681 2778
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2779 if (op->stats.food < 0)
2780 {
2685 if (op->contr->explore) { 2781 if (op->contr->explore)
2782 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2783 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2688 op->stats.food=999; 2785 op->stats.food = 999;
2689 return; 2786 return;
2690 } 2787 }
2691 sprintf(buf,"%s starved to death.",op->name); 2788 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2789 strcpy (op->contr->killer, "starvation");
2790 }
2791 else
2693 } 2792 {
2694 else {
2695 if (op->contr->explore) { 2793 if (op->contr->explore)
2794 {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2699 return; 2798 return;
2700 } 2799 }
2701 sprintf(buf,"%s died.",op->name); 2800 sprintf (buf, "%s died.", &op->name);
2702 } 2801 }
2802
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2804
2705 /* save the map location for corpse, gravestone*/ 2805 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2806 x = op->x;
2807 y = op->y;
2808 map = op->map;
2707 2809
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2811 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2812 * See the config.h file for a little more in depth detail about this.
2713 */ 2813 */
2714 2814
2715 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2817 * of death.
2718 */ 2818 */
2719#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2820 if (settings.balanced_stat_loss)
2821 {
2721 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2823 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2824 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2827 little bit harder. */
2727 /* GD */ 2828 /* GD */
2728 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2830 num_stats_lose = 1;
2730 else 2831 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2833 }
2834 else
2733 num_stats_lose = 1; 2835 num_stats_lose = 1;
2734 } 2836
2735 lost_a_stat = 0; 2837 lost_a_stat = 0;
2736 2838
2737 for (z=0; z<num_stats_lose; z++) { 2839 for (z = 0; z < num_stats_lose; z++)
2840 {
2738 i = RANDOM() % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
2739 2842
2740 if (settings.stat_loss_on_death) { 2843 if (settings.stat_loss_on_death)
2844 {
2741 /* Pick a random stat and take a point off it. Tell the player 2845 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2846 * what he lost.
2743 */ 2847 */
2744 change_attr_value(&(op->stats), i,-1); 2848 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2849 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2853 lost_a_stat = 1;
2750 } else { 2854 }
2855 else
2856 {
2751 /* deplete a stat */ 2857 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2858 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2754 2863 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2864 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2865 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2866 }
2788 if (lose_this_stat) { 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
2869 {
2870 /* GD */
2871 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2872 this_stat = get_attr_value (&(dep->stats), i);
2873 if (this_stat < 0)
2874 {
2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2876 int keep_chance = this_stat * this_stat;
2877
2878 /* Yes, I am paranoid. Sue me. */
2879 if (keep_chance < 1)
2880 keep_chance = 1;
2881
2882 /* There is a maximum depletion total per level. */
2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2884 {
2885 lose_this_stat = 0;
2886 /* Take loss chance vs keep chance to see if we
2887 retain the stat. */
2888 }
2889 else
2890 {
2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2892 lose_this_stat = 0;
2893 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2894 this_stat, keep_chance, loss_chance,
2895 lose_this_stat?"LOSE":"KEEP"); */
2896 }
2897 }
2898 }
2899
2900 if (lose_this_stat)
2901 {
2902 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2903 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2904 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2905 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2906 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2907 * difference.
2795 */ 2908 */
2796 if (this_stat>=-50) { 2909 if (this_stat >= -50)
2910 {
2797 change_attr_value(&(dep->stats), i, -1); 2911 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2912 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2914 op->update_stats ();
2801 lost_a_stat = 1; 2915 lost_a_stat = 1;
2802 } 2916 }
2803 } 2917 }
2918 }
2804 } 2919 }
2805 }
2806 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2921 if (!lost_a_stat)
2808 { 2922 {
2809 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2924 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2925 const char *god = determine_god (op);
2926
2812 if (god && (strcmp(god, "none"))) 2927 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2929 else
2815 " you.", god); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2931 }
2932#else
2933 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2934#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2935
2824 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2937 * exp loss on the stone.
2826 */ 2938 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2941 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2943 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2944 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);
2833 "who was killed\n" 2945 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2946 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2948
2841 /**************************************/ 2949 /**************************************/
2842 /* */ 2950 /* */
2843 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
2846 /* */ 2954 /* */
2847 /**************************************/ 2955 /**************************************/
2848 2956
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2957 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2958 /* restore player */
2851 at = find_archetype("poisoning"); 2959 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2960 tmp = present_arch_in_ob (at, op);
2961
2853 if (tmp) { 2962 if (tmp)
2854 remove_ob(tmp); 2963 {
2855 free_object(tmp); 2964 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2966 }
2858 2967
2859 at = find_archetype("confusion"); 2968 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2969 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2970 if (tmp)
2862 remove_ob(tmp); 2971 {
2863 free_object(tmp); 2972 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2974 }
2975
2866 cure_disease(op,0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
2867 2977
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2979 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2980 if (op->stats.food < 100)
2981 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2985
2875 /* 2986 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2987 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back 2988 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 2989 * in the map.
2879 */ 2990 */
2880 2991
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2992 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2994
2889 /****************************************/ 2995 /****************************************/
2890 /* */ 2996 /* */
2891 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
2893 /* */ 2999 /* */
2894 /****************************************/ 3000 /****************************************/
2895 3001
2896 enter_player_savebed(op); 3002 enter_player_savebed (op);
2897 3003
2898 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
2899 * chance of abuse. 3005 * chance of abuse.
2900 */ 3006 */
2901 op->contr->braced=0; 3007 op->contr->braced = 0;
2902 save_player(op,1); 3008 op->contr->save ();
2903 3009
2904 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 3013 * on the space that might harm the player.
2908 */ 3014 */
2909 will_kill_again=0; 3015 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3016 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
2913 } 3019
2914 if (will_kill_again) { 3020 if (will_kill_again)
3021 {
2915 object *force; 3022 object *force;
2916 int at; 3023 int at;
2917 3024
2918 force=get_archetype(FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 3027 force->speed = 0.1;
2921 force->speed_left=-5.0; 3028 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 3030 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 3032 force->resist[at] = 100;
2926 } 3033
2927 insert_ob_in_ob(force, op); 3034 insert_ob_in_ob (force, op);
2928 fix_player(op); 3035 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 3036
3037 }
3038
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 3040}
3004 3041
3005 3042void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 3043loot_object (object *op)
3044{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 3045 object *tmp, *tmp2, *next;
3008 3046
3047 if (op->container)
3009 if (op->container) { /* close open sack first */ 3048 esrv_apply_container (op, op->container); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 3049
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3050 for (tmp = op->inv; tmp; tmp = next)
3051 {
3014 next=tmp->below; 3052 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3053
3016 remove_ob(tmp); 3054 if (tmp->invisible)
3055 continue;
3056
3057 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 3059 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 3060 { /* empty container to ground */
3020 } 3061 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3062 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3064 {
3023 if(tmp->nrof>1) { 3065 if (tmp->nrof > 1)
3066 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 3068 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 3069 insert_ob_in_map (tmp, op->map, NULL, 0);
3070 }
3071 else
3072 tmp->destroy ();
3073 }
3027 } else 3074 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3076 }
3032} 3077}
3033 3078
3034/* 3079/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3080 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 3081 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 3082 * was changed.
3038 */ 3083 */
3039 3084
3085void
3040void fix_weight(void) { 3086fix_weight (void)
3041 player *pl; 3087{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3088 for_all_players (pl)
3089 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3091
3044 if(old == sum) 3092 if (old == sum)
3045 continue; 3093 continue;
3046 fix_player(pl->ob); 3094 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3096 }
3050} 3097}
3051 3098
3099void
3052void fix_luck(void) { 3100fix_luck (void)
3053 player *pl; 3101{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3102 for_all_players (pl)
3055 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 3104 pl->ob->change_luck (0);
3057} 3105}
3058
3059 3106
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3063 */ 3110 */
3064 3111void
3065void cast_dust (object *op, object *throw_ob, int dir) { 3112cast_dust (object *op, object *throw_ob, int dir)
3113{
3066 object *skop, *spob; 3114 object *skop, *spob;
3067 3115
3068 skop = find_skill_by_name(op, throw_ob->skill); 3116 skop = find_skill_by_name (op, throw_ob->skill);
3069 3117
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 3118 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 3119 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3120 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3121 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 3122 return;
3074 return;
3075 } 3123 }
3124
3076 spob = throw_ob->inv; 3125 spob = throw_ob->inv;
3126
3127 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3128 // not pass NULL to cast_spell (which did indeed check itself, but
3129 // errors should be reported as early as possible IMHO)
3130 if (!spob)
3131 {
3132 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3133 return;
3134 }
3135
3077 if (op->type==PLAYER && spob) 3136 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3137 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 3138
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 3140
3141 throw_ob->destroy ();
3142}
3143
3144void
3086void make_visible (object *op) { 3145make_visible (object *op)
3146{
3087 op->hide = 0; 3147 op->hide = 0;
3088 op->invisible = 0; 3148 op->invisible = 0;
3089 if(op->type==PLAYER) { 3149 if (op->type == PLAYER)
3150 {
3090 op->contr->tmp_invis = 0; 3151 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3152 op->contr->invis_race = 0;
3092 } 3153 }
3093 update_object(op,UP_OBJ_FACE); 3154 update_object (op, UP_OBJ_FACE);
3094} 3155}
3095 3156
3157int
3096int is_true_undead(object *op) { 3158is_true_undead (object *op)
3159{
3097 object *tmp=NULL; 3160 object *tmp = NULL;
3098 3161
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1;
3100 3164
3101 if(op->type==PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below)
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3105 return 0; 3165 return 0;
3106} 3166}
3107 3167
3108/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3170 * indicate greater hideability.
3111 */ 3171 */
3112 3172
3173int
3113int hideability(object *ob) { 3174hideability (object *ob)
3175{
3114 int i,level=0, mflag; 3176 int i, level = 0, mflag;
3115 sint16 x,y; 3177 sint16 x, y;
3116 3178
3117 if(!ob||!ob->map) return 0; 3179 if (!ob || !ob->map)
3180 return 0;
3118 3181
3119 /* so, on normal lighted maps, its hard to hide */ 3182 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3183 level = ob->map->darkness - 2;
3121 3184
3122 /* this also picks up whether the object is glowing. 3185 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3186 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3187 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3188 if (has_carried_lights (ob))
3189 level = -(10 + (2 * ob->map->darkness));
3126 3190
3127 /* scan through all nearby squares for terrain to hide in */ 3191 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3192 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3193 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3194 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3195 if (mflag & P_OUT_OF_MAP)
3196 {
3197 continue;
3198 }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3199 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3200 level += 2;
3133 else /* open terrain! */ 3201 else /* open terrain! */
3134 level -= 1; 3202 level -= 1;
3135 } 3203 }
3136 3204
3137#if 0 3205#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3206 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3207#endif
3140 return level; 3208 return level;
3141} 3209}
3142 3210
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3211/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3212 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3213 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3214 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3215 */
3148 3216
3217void
3149void do_hidden_move (object *op) { 3218do_hidden_move (object *op)
3219{
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3151 object *skop; 3221 object *skop;
3152 3222
3153 if(!op || !op->map) return; 3223 if (!op || !op->map)
3224 return;
3154 3225
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156 3227
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3228 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3229 if (op->type == PLAYER && op->contr->run_on)
3230 {
3159 if(!skop || num >= skop->level) { 3231 if (!skop || num >= skop->level)
3232 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3233 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3234 make_visible (op);
3162 return; 3235 return;
3163 } else num += 20; 3236 }
3237 else
3238 num += 20;
3164 } 3239 }
3165 num += op->map->difficulty; 3240 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3241 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3242 num -= hide;
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 {
3169 make_visible(op); 3245 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3246 if (op->type == PLAYER)
3171 "You moved out of hiding! You are visible!"); 3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3248 }
3173 else if (op->type == PLAYER && skop) { 3249 else if (op->type == PLAYER && skop)
3250 {
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3251 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 } 3252 }
3176} 3253}
3177 3254
3178/* determine if who is standing near a hostile creature. */ 3255/* determine if who is standing near a hostile creature. */
3179 3256
3257int
3180int stand_near_hostile( object *who ) { 3258stand_near_hostile (object *who)
3259{
3181 object *tmp=NULL; 3260 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3261 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3262 maptile *m;
3184 sint16 x,y; 3263 sint16 x, y;
3185 3264
3186 if(!who) return 0; 3265 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3266 return 0;
3267
3268 if (who->type == PLAYER)
3269 player = 1;
3270
3271 else
3272 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3273
3274 /* search adjacent squares */
3275 for (i = 1; i < 9; i++)
3276 {
3277 x = who->x + freearr_x[i];
3278 y = who->y + freearr_y[i];
3279 m = who->map;
3280 mflags = get_map_flags (m, &m, x, y, &x, &y);
3281 /* space must be blocked if there is a monster. If not
3282 * blocked, don't need to check this space.
3283 */
3284 if (mflags & P_OUT_OF_MAP)
3285 continue;
3286 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3287 continue;
3288
3289 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3290 {
3291 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3292 return 1;
3293 else if (tmp->type == PLAYER)
3294 {
3295 /*don't let a hidden DM prevent you from hiding */
3296 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3297 return 1;
3298 }
3299 }
3300 }
3301 return 0;
3216} 3302}
3217 3303
3218/* check the player los field for viewability of the 3304/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3305 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3306 * but we dont worry if the object isnt the top one in
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3313 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3314 * -b.t.
3229 * This function is now map tiling safe. 3315 * This function is now map tiling safe.
3230 */ 3316 */
3231 3317
3318int
3232int player_can_view (object *pl,object *op) { 3319player_can_view (object *pl, object *op)
3320{
3233 rv_vector rv; 3321 rv_vector rv;
3234 int dx,dy; 3322 int dx, dy;
3235 3323
3236 if(pl->type!=PLAYER) { 3324 if (pl->type != PLAYER)
3325 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3327 return -1;
3263 op = op->more;
3264 } 3328 }
3329
3330 if (!pl || !op)
3265 return 0; 3331 return 0;
3332
3333 op = op->head_ ();
3334
3335 get_rangevector (pl, op, &rv, 0x1);
3336
3337 /* starting with the 'head' part, lets loop
3338 * through the object and find if it has any
3339 * part that is in the los array but isnt on
3340 * a blocked los square.
3341 * we use the archetype to figure out offsets.
3342 */
3343 while (op)
3344 {
3345 dx = rv.distance_x + op->arch->clone.x;
3346 dy = rv.distance_y + op->arch->clone.y;
3347
3348 /* only the viewable area the player sees is updated by LOS
3349 * code, so we need to restrict ourselves to that range of values
3350 * for any meaningful values.
3351 */
3352 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3353 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3354 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3355 return 1;
3356 op = op->more;
3357 }
3358 return 0;
3266} 3359}
3267 3360
3268/* routine for both players and monsters. We call this when 3361/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3362 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3363 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3364 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3365 * return 0.
3273 */ 3366 */
3367int
3274int action_makes_visible (object *op) { 3368action_makes_visible (object *op)
3369{
3275 3370
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3371 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3372 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3373 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3374 return 0;
3279 3375
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3376 if (op->contr && op->contr->tmp_invis == 0)
3377 return 0;
3281 3378
3282 /* If monsters, they should become visible */ 3379 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3380 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3381 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3382 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3383 return 1;
3286 } 3384 }
3287 } 3385 }
3288 return 0; 3386 return 0;
3289} 3387}
3290 3388
3291/* op_on_battleground - checks if the given object op (usually 3389/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3390 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3391 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3392 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3393 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3394 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3395 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3396 */
3397int
3299int op_on_battleground (object *op, int *x, int *y) { 3398op_on_battleground (object *op, int *x, int *y)
3399{
3300 object *tmp; 3400 object *tmp;
3301 3401
3302 /* A battleground-tile needs the following attributes to be valid: 3402 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3403 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3404 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3405 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3406 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3407 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3408 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3409 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3410 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3411 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3412 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3413 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3414 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3415 /*before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3416 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3417 {
3315 object *invtmp; 3418 object *invtmp;
3419
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3420 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3421 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3422 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3423 {
3424 if (x != NULL && y != NULL)
3425 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3426 return 1;
3427 }
3428 }
3429 }
3319 if (x != NULL && y != NULL) 3430 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3431 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3321 return 1; 3432 return 1;
3322 } 3433 }
3323 } 3434 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3435 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */ 3436 /* If we got here, did not find a battleground */
3332 return 0; 3437 return 0;
3333} 3438}
3334 3439
3335/* 3440/*
3339 * attributes: 3444 * attributes:
3340 * object *who the dragon player 3445 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3446 * int atnr the attack-number of the ability focus
3342 * int level ability level 3447 * int level ability level
3343 */ 3448 */
3449void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3450dragon_ability_gain (object *who, int atnr, int level)
3451{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3452 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3453 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3454 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3455 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3456 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3457 int i = 0, j = 0;
3351 3458
3352 /* get the appropriate treasurelist */ 3459 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3460 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3461 trlist = find_treasurelist ("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3462 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3463 trlist = find_treasurelist ("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3464 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3465 trlist = find_treasurelist ("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3466 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3467 trlist = find_treasurelist ("dragon_ability_poison");
3361 3468
3362 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3363 return; 3470 return;
3364 3471
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3473
3367 3474 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3475 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3477 return;
3371 } 3478 }
3372 3479
3373 /* everything seems okay - now bring on the gift: */ 3480 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3481 item = &(tr->item->clone);
3375 3482
3376 if (item->type == SPELL) { 3483 if (item->type == SPELL)
3484 {
3377 if (check_spell_known (who, item->name)) 3485 if (check_spell_known (who, item->name))
3378 return; 3486 return;
3379 3487
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3488 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3489 do_learn_spell (who, item, 0);
3382 return; 3490 return;
3383 } 3491 }
3384 3492
3385 /* grant direct spell */ 3493 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3494 if (item->type == SPELLBOOK)
3495 {
3387 if (!item->inv) { 3496 if (!item->inv)
3497 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3498 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3499 return;
3391 } 3500 }
3392 if (check_spell_known (who, item->inv->name)) 3501 if (check_spell_known (who, item->inv->name))
3393 return; 3502 return;
3394 if (item->invisible) { 3503 if (item->invisible)
3504 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3505 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3506 do_learn_spell (who, item->inv, 0);
3397 return; 3507 return;
3398 } 3508 }
3399 } 3509 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3510 else if (item->type == SKILL_TOOL && item->invisible)
3511 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3512 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3513 {
3402 3514
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3515 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3516 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3517 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3518 * but not all of them, he gets nothing.
3407 */ 3519 */
3408 if (!(skop->attacktype & item->attacktype)) { 3520 if (!(skop->attacktype & item->attacktype))
3521 {
3409 /* Give new attacktype */ 3522 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3523 skop->attacktype |= item->attacktype;
3411 3524
3412 /* always add physical if there's none */ 3525 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3526 skop->attacktype |= AT_PHYSICAL;
3414 3527
3415 if (item->msg != NULL) 3528 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3529 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3530
3418 /* Give player new face */ 3531 /* Give player new face */
3419 if (item->animation_id) { 3532 if (item->animation_id)
3533 {
3420 who->face = skop->face; 3534 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3535 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3536 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3537 who->last_anim = 0;
3424 who->state = 0; 3538 who->state = 0;
3425 animate_object(who, who->direction); 3539 animate_object (who, who->direction);
3426 } 3540 }
3541 }
3542 }
3427 } 3543 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3544 else if (item->type == FORCE)
3545 {
3431 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3547 object *skin;
3548
3433 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3435 skin=skin->below); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3436 if (skin == NULL) return; 3552 ;
3437 3553
3554 if (!skin)
3555 return;
3556
3438 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3559 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3560 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3561
3442 /* print message */ 3562 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3563 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3564 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3565 {
3446 if (j) 3566 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3567 {
3448 else 3568 if (j)
3449 j = 1; 3569 strcat (buf, " and ");
3570 else
3571 j = 1;
3450 strcat(buf, spellpathnames[i]); 3572 strcat (buf, spellpathnames[i]);
3451 } 3573 }
3452 } 3574 }
3453 strcat(buf,"."); 3575 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3576 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3577 }
3456 3578
3457 /* evtl. adding flags: */ 3579 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3580 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3581 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3582 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3583 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3584 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3585 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3586
3465 /* print message if there is one */ 3587 /* print message if there is one */
3466 if (item->msg != NULL) 3588 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3589 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3590 }
3591 else
3468 } 3592 {
3469 else {
3470 /* generate misc. treasure */ 3593 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3594 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3595 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3596 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3597 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3598 esrv_send_item (who, tmp);
3476 } 3599 }
3477} 3600}
3478 3601
3479/** 3602/**
3480 * Unready an object for a player. This function does nothing if the object was 3603 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3604 * not readied.
3482 */ 3605 */
3606void
3483void player_unready_range_ob(player *pl, object *ob) { 3607player_unready_range_ob (player *pl, object *ob)
3608{
3484 rangetype i; 3609 rangetype i;
3485 3610
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3611 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3612 {
3487 if (pl->ranges[i] == ob) { 3613 if (pl->ranges[i] == ob)
3614 {
3488 pl->ranges[i] = NULL; 3615 pl->ranges[i] = NULL;
3489 if (pl->shoottype == i) { 3616 if (pl->shoottype == i)
3617 {
3490 pl->shoottype = range_none; 3618 pl->shoottype = range_none;
3491 } 3619 }
3492 } 3620 }
3493 } 3621 }
3494} 3622}

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