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Comparing deliantra/server/server/player.C (file contents):
Revision 1.14 by root, Sun Sep 3 00:18:42 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 1.14 2006/09/03 00:18:42 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
36player *
47player *find_player(const char *plname) 37find_player (const char *plname)
48{ 38{
49 player *pl; 39 for_all_players (pl)
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 41 return pl;
54 }; 42
55 return NULL; 43 return 0;
56} 44}
57 45
58player* find_player_partial_name( const char* plname ) 46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
59 { 63 {
60 player* pl; 64 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 68 size += strlen (buf);
69 }
70 70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
72 { 97 {
73 if ( found ) 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 99 break;
100 }
75 101
76 found = pl; 102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
77 } 148 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 149 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 150 size += strlen (buf);
170 } 151 }
171 }
172 152 }
153
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 156 close_and_delete (fp, comp);
179} 157}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = new player;
208
209 /* This adds the player in the linked list. There is extra
210 * complexity here because we want to add the new player at the
211 * end of the list - there is in fact no compelling reason that
212 * that needs to be done except for things like output of
213 * 'who'.
214 */
215 player *tmp = first_player;
216 while(tmp!=NULL&&tmp->next!=NULL)
217 tmp=tmp->next;
218 if(tmp!=NULL)
219 tmp->next=p;
220 else
221 first_player=p;
222
223 p->next = NULL;
224 }
225
226 /* Clears basically the entire player structure except
227 * for next and socket.
228 */
229 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
230 p->attachable_init (); //HACK
231
232 /* There are some elements we want initialized to non zero value -
233 * we deal with that below this point.
234 */
235 p->party=NULL;
236 p->outputs_sync=16; /* Every 2 seconds */
237 p->outputs_count=8; /* Keeps present behaviour */
238 p->unapply = unapply_nochoice;
239 p->Swap_First = -1;
240
241#ifdef AUTOSAVE
242 p->last_save_tick = 9999999;
243#endif
244
245 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
246
247 op->contr=p; /* this aren't yet in archetype */
248 p->ob = op;
249 op->speed_left=0.5;
250 op->speed=1.0;
251 op->direction=5; /* So player faces south */
252 op->stats.wc=2;
253 op->run_away = 25; /* Then we panick... */
254 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
255
256 roll_stats(op);
257 p->state=ST_ROLL_STAT;
258 clear_los(op);
259
260 p->gen_sp_armour=10;
261 p->last_speed= -1;
262 p->shoottype=range_none;
263 p->bowtype=bow_normal;
264 p->petmode=pet_normal;
265 p->listening=10;
266 p->usekeys=containers;
267 p->last_weapon_sp= -1;
268 p->peaceful=1; /* default peaceful */
269 p->do_los=1;
270 p->explore=0;
271 p->no_shout=0; /* default can shout */
272
273 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
274 p->title[sizeof(p->title)-1] = '\0';
275 op->race = op->arch->clone.race;
276
277 CLEAR_FLAG(op,FLAG_READY_SKILL);
278
279 /* we need to clear these to -1 and not zero - otherwise,
280 * if a player quits and starts a new character, we wont
281 * send new values to the client, as things like exp start
282 * at zero.
283 */
284 for (i=0; i < NUM_SKILLS; i++) {
285 p->last_skill_exp[i] = -1;
286 p->last_skill_ob[i] = NULL;
287 }
288 for (i=0; i < NROFATTACKS; i++) {
289 p->last_resist[i] = -1;
290 }
291 p->last_stats.exp = -1;
292 p->last_weight = (uint32)-1;
293
294 p->socket.update_look=0;
295 p->socket.look_position=0;
296 return p;
297}
298
299 158
300/* 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
301static void set_first_map(object *op) 161set_first_map (object *op)
302{ 162{
303 strcpy(op->contr->maplevel, first_map_path); 163 op->contr->maplevel = first_map_path;
304 op->x = -1; 164 op->x = -1;
305 op->y = -1; 165 op->y = -1;
306 enter_exit(op, NULL);
307} 166}
308 167
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
309/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
310 * 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
311 * mode. 392 * mode.
312 */ 393 */
394player *
395player::create ()
396{
397 player *pl = new player;
313 398
314int add_player(NewSocket *ns) { 399 pl->set_object (arch_to_object (get_player_archetype (0)));
315 player *p;
316
317 p=get_player(NULL);
318 p->socket = *ns;
319 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
320 if(p->socket.faces_sent == NULL)
321 fatal(OUT_OF_MEMORY);
322 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 /* Needed because the socket we just copied over needs to be cleared.
324 * Note that this can result in a client reset if there is partial data
325 * on the uncoming socket.
326 */
327 p->socket.inbuf.len = 0;
328 set_first_map(p->ob); 400 set_first_map (pl->ob);
329 401
330 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
331 add_friendly_object(p->ob);
332 send_rules(p->ob);
333 send_news(p->ob);
334 display_motd(p->ob);
335 get_name(p->ob);
336 return 0; 402 return pl;
337} 403}
338 404
339/* 405/*
340 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
341 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
342 * Note: there MUST be at least one player archetype! 408 * Note: there MUST be at least one player archetype!
343 */ 409 */
410archetype *
344archetype *get_player_archetype(archetype* at) 411get_player_archetype (archetype *at)
345{ 412{
346 archetype *start = at; 413 archetype *start = at;
414
347 for (;;) { 415 for (;;)
416 {
348 if (at==NULL || at->next==NULL) 417 if (at == NULL || at->next == NULL)
349 at=first_archetype; 418 at = first_archetype;
350 else 419 else
351 at=at->next; 420 at = at->next;
421
352 if(at->clone.type==PLAYER) 422 if (at->clone.type == PLAYER)
353 return at; 423 return at;
424
354 if (at == start) { 425 if (at == start)
426 {
355 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
356 exit (-1); 428 exit (-1);
357 } 429 }
358 } 430 }
359} 431}
360 432
361 433object *
362object *get_nearest_player(object *mon) { 434get_nearest_player (object *mon)
435{
363 object *op = NULL; 436 object *op = NULL;
364 player *pl = NULL;
365 objectlink *ol; 437 objectlink *ol;
366 unsigned lastdist; 438 unsigned lastdist;
367 rv_vector rv; 439 rv_vector rv;
368 440
369 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 {
370 /* 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
371 * does periodically happen. Given that, lets deal with it. 444 * does periodically happen. Given that, lets deal with it.
372 * While unlikely, it is possible the next object on the friendly 445 * While unlikely, it is possible the next object on the friendly
373 * list is also free, so encapsulate this in a while loop. 446 * list is also free, so encapsulate this in a while loop.
374 */ 447 */
375 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 {
376 object *tmp=ol->ob; 450 object *tmp = ol->ob;
377 451
378 /* 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
379 * itself will have been cleared. 453 * itself will have been cleared.
380 */ 454 */
381 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");
382 ol = ol->next; 456 ol = ol->next;
383 remove_friendly_object(tmp); 457 remove_friendly_object (tmp);
458 if (!ol)
384 if (!ol) return op; 459 return op;
385 } 460 }
386 461
387 /* 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
388 * 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
389 * complicated method of state checking would be needed in any case - 464 * complicated method of state checking would be needed in any case -
390 * 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
391 * skip them over while waiting for confirmation. Remove 466 * skip them over while waiting for confirmation. Remove
392 * on_same_map check, as can_detect_enemy also does this 467 * on_same_map check, as can_detect_enemy also does this
393 */ 468 */
394 if (!can_detect_enemy(mon,ol->ob,&rv)) 469 if (!can_detect_enemy (mon, ol->ob, &rv))
395 continue; 470 continue;
396 471
397 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
473 {
398 op=ol->ob; 474 op = ol->ob;
399 lastdist=rv.distance; 475 lastdist = rv.distance;
400 } 476 }
401 } 477 }
402 for (pl=first_player; pl != NULL; pl=pl->next) { 478
479 for_all_players (pl)
403 if (can_detect_enemy(mon, pl->ob,&rv)) { 480 if (can_detect_enemy (mon, pl->ob, &rv))
404
405 if(lastdist>rv.distance) { 481 if (lastdist > rv.distance)
406 op=pl->ob;
407 lastdist=rv.distance;
408 }
409 } 482 {
410 } 483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
411#if 0 487#if 0
412 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)");
413#endif 489#endif
414 return op; 490 return op;
415} 491}
416 492
417/* 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
418 * 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
419 * detour a monster will take from the direction path when looking 495 * detour a monster will take from the direction path when looking
433 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
434 * 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
435 * is probably not a good thing. 511 * is probably not a good thing.
436 */ 512 */
437#define MAX_SPACES 50 513#define MAX_SPACES 50
438
439 514
440/* 515/*
441 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
442 * 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
443 * 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
456 * monster can in fact move one space in that direction. 531 * monster can in fact move one space in that direction.
457 * 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,
458 * 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
459 * is blocking itself. 534 * is blocking itself.
460 */ 535 */
536int
461int path_to_player(object *mon, object *pl, unsigned mindiff) { 537path_to_player (object *mon, object *pl, unsigned mindiff)
538{
462 rv_vector rv; 539 rv_vector rv;
463 sint16 x,y; 540 sint16 x, y;
464 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;
465 mapstruct *m ,*lastmap; 542 maptile *m, *lastmap;
466 543
467 get_rangevector(mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
468 545
469 if (rv.distance<mindiff) return 0; 546 if (rv.distance < mindiff)
547 return 0;
470 548
471 x=mon->x; 549 x = mon->x;
472 y=mon->y; 550 y = mon->y;
473 m=mon->map; 551 m = mon->map;
474 dir = rv.direction; 552 dir = rv.direction;
475 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
476 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
477 /* If we can't solve it within the search distance, return now. */ 555 /* If we can't solve it within the search distance, return now. */
478 if (diff>max) return 0; 556 if (diff > max)
557 return 0;
479 while (diff >1 && max>0) { 558 while (diff > 1 && max > 0)
559 {
480 lastx = x; 560 lastx = x;
481 lasty = y; 561 lasty = y;
482 lastmap = m; 562 lastmap = m;
483 x = lastx + freearr_x[dir]; 563 x = lastx + freearr_x[dir];
484 y = lasty + freearr_y[dir]; 564 y = lasty + freearr_y[dir];
485 565
486 mflags = get_map_flags(m, &m, x, y, &x, &y); 566 mflags = get_map_flags (m, &m, x, y, &x, &y);
487 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 567 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
488 568
489 /* Space is blocked - try changing direction a little */ 569 /* Space is blocked - try changing direction a little */
490 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 570 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
491 && (m == mon->map && blocked_link(mon, m, x, y)))) { 571 && (m == mon->map && blocked_link (mon, m, x, y))))
572 {
492 /* recalculate direction from last good location. Possible 573 /* recalculate direction from last good location. Possible
493 * we were not traversing ideal location before. 574 * we were not traversing ideal location before.
494 */ 575 */
495 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 576 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
496 if (rv.direction != dir) { 577 if (rv.direction != dir)
578 {
497 /* OK - says direction should be different - lets reset the 579 /* OK - says direction should be different - lets reset the
498 * the values so it will try again. 580 * the values so it will try again.
499 */ 581 */
500 x = lastx; 582 x = lastx;
501 y = lasty; 583 y = lasty;
502 m = lastmap; 584 m = lastmap;
503 dir = firstdir = rv.direction; 585 dir = firstdir = rv.direction;
586 }
504 } else { 587 else
588 {
505 /* direct path is blocked - try taking a side step to 589 /* direct path is blocked - try taking a side step to
506 * either the left or right. 590 * either the left or right.
507 * Note increase the values in the loop below to be 591 * Note increase the values in the loop below to be
508 * more than -1/1 respectively will mean the monster takes 592 * more than -1/1 respectively will mean the monster takes
509 * bigger detour. Have to be careful about these values getting 593 * bigger detour. Have to be careful about these values getting
510 * too big (3 or maybe 4 or higher) as the monster may just try 594 * too big (3 or maybe 4 or higher) as the monster may just try
511 * stepping back and forth 595 * stepping back and forth
512 */ 596 */
513 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 597 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598 {
599 if (i == 0)
514 if (i==0) continue; /* already did this, so skip it */ 600 continue; /* already did this, so skip it */
515 /* Use lastdir here - otherwise, 601 /* Use lastdir here - otherwise,
516 * since the direction that the creature should move in 602 * since the direction that the creature should move in
517 * may change, you could get infinite loops. 603 * may change, you could get infinite loops.
518 * ie, player is northwest, but monster can only 604 * ie, player is northwest, but monster can only
519 * move west, so it does that. It goes some distance, 605 * move west, so it does that. It goes some distance,
520 * gets blocked, finds that it should move north, 606 * gets blocked, finds that it should move north,
521 * can't do that, but now finds it can move east, and 607 * can't do that, but now finds it can move east, and
522 * gets back to its original point. lastdir contains 608 * gets back to its original point. lastdir contains
523 * the last direction the creature has successfully 609 * the last direction the creature has successfully
524 * moved. 610 * moved.
525 */ 611 */
526 612
527 x = lastx + freearr_x[absdir(lastdir+i)]; 613 x = lastx + freearr_x[absdir (lastdir + i)];
528 y = lasty + freearr_y[absdir(lastdir+i)]; 614 y = lasty + freearr_y[absdir (lastdir + i)];
529 m = lastmap; 615 m = lastmap;
530 mflags = get_map_flags(m, &m, x, y, &x, &y); 616 mflags = get_map_flags (m, &m, x, y, &x, &y);
531 if (mflags & P_OUT_OF_MAP) continue; 617 if (mflags & P_OUT_OF_MAP)
618 continue;
532 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 619 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
533 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 620 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
621 continue;
534 if (mflags & P_BLOCKSVIEW) continue; 622 if (mflags & P_BLOCKSVIEW)
623 continue;
535 624
536 if (m == mon->map && blocked_link(mon, m, x, y)) break; 625 if (m == mon->map && blocked_link (mon, m, x, y))
626 break;
537 } 627 }
538 /* go through entire loop without finding a valid 628 /* go through entire loop without finding a valid
539 * sidestep to take - thus, no valid path. 629 * sidestep to take - thus, no valid path.
540 */ 630 */
541 if (i==(DETOUR_AMOUNT+1)) 631 if (i == (DETOUR_AMOUNT + 1))
542 return 0; 632 return 0;
543 diff--; 633 diff--;
544 lastdir=dir; 634 lastdir = dir;
545 max--; 635 max--;
546 if (!firstdir) firstdir = dir+i; 636 if (!firstdir)
637 firstdir = dir + i;
547 } /* else check alternate directions */ 638 } /* else check alternate directions */
548 } /* if blocked */ 639 } /* if blocked */
549 else { 640 else
641 {
550 /* we moved towards creature, so diff is less */ 642 /* we moved towards creature, so diff is less */
551 diff--; 643 diff--;
552 max--; 644 max--;
553 lastdir=dir; 645 lastdir = dir;
646 if (!firstdir)
554 if (!firstdir) firstdir = dir; 647 firstdir = dir;
648 }
649 if (diff <= 1)
555 } 650 {
556 if (diff<=1) {
557 /* Recalculate diff (distance) because we may not have actually 651 /* Recalculate diff (distance) because we may not have actually
558 * headed toward player for entire distance. 652 * headed toward player for entire distance.
559 */ 653 */
560 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
561 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
562 } 656 }
563 if (diff>max) return 0; 657 if (diff > max)
658 return 0;
564 } 659 }
565 /* If we reached the max, didn't find a direction in time */ 660 /* If we reached the max, didn't find a direction in time */
566 if (!max) return 0; 661 if (!max)
662 return 0;
567 663
568 return firstdir; 664 return firstdir;
569} 665}
570 666
667void
571void give_initial_items(object *pl,treasurelist *items) { 668give_initial_items (object *pl, treasurelist * items)
669{
572 object *op,*next=NULL; 670 object *op, *next = NULL;
573 671
574 if(pl->randomitems!=NULL) 672 if (pl->randomitems != NULL)
575 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
576 674
577 for (op=pl->inv; op; op=next) { 675 for (op = pl->inv; op; op = next)
676 {
578 next = op->below; 677 next = op->below;
579 678
580 /* Forces get applied per default, unless they have the 679 /* Forces get applied per default, unless they have the
581 * flag "neutral" set. Sorry but I can't think of a better way 680 * flag "neutral" set. Sorry but I can't think of a better way
582 */ 681 */
583 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 682 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
584 SET_FLAG(op,FLAG_APPLIED); 683 SET_FLAG (op, FLAG_APPLIED);
585 684
586 /* we never give weapons/armour if these cannot be used 685 /* we never give weapons/armour if these cannot be used
587 * by this player due to race restrictions 686 * by this player due to race restrictions
588 */ 687 */
589 if (pl->type == PLAYER) { 688 if (pl->type == PLAYER)
689 {
590 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
591 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
592 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
593 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
594 op->type == BRACERS || op->type == GIRDLE)) || 694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
595 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
596 remove_ob (op);
597 free_object (op);
598 continue;
599 } 695 {
600 } 696 op->destroy ();
601
602 /* This really needs to be better - we should really give
603 * a substitute spellbook. The problem is that we don't really
604 * have a good idea what to replace it with (need something like
605 * a first level treasurelist for each skill.)
606 * remove duplicate skills also
607 */
608 if(op->type==SPELLBOOK || op->type == SKILL) {
609 object *tmp;
610
611 for (tmp=op->below; tmp; tmp=tmp->below)
612 if (tmp->type == op->type && tmp->name == op->name) break;
613
614 if (tmp) {
615 remove_ob(op);
616 free_object(op);
617 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
618 &tmp->name);
619 continue; 697 continue;
620 } 698 }
621 if (op->nrof > 1) op->nrof = 1; 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)
622 } 708 {
709 object *tmp;
623 710
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
624 if (op->type == SPELLBOOK && op->inv) { 726 if (op->type == SPELLBOOK && op->inv)
727 {
625 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
626 } 729 }
627 730
628 /* Give starting characters identified, uncursed, and undamned 731 /* Give starting characters identified, uncursed, and undamned
629 * items. Just don't identify gold or silver, or it won't be 732 * items. Just don't identify gold or silver, or it won't be
630 * merged properly. 733 * merged properly.
631 */ 734 */
632 if (need_identify(op)) { 735 if (need_identify (op))
736 {
633 SET_FLAG(op, FLAG_IDENTIFIED); 737 SET_FLAG (op, FLAG_IDENTIFIED);
634 CLEAR_FLAG(op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
635 CLEAR_FLAG(op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
740 }
741 if (op->type == SPELL)
636 } 742 {
637 if(op->type==SPELL) { 743 op->destroy ();
638 remove_ob(op);
639 free_object(op);
640 continue; 744 continue;
745 }
746 else if (op->type == SKILL)
641 } 747 {
642 else if(op->type==SKILL) {
643 SET_FLAG(op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
644 op->stats.exp = 0; 749 op->stats.exp = 0;
645 op->level = 1; 750 op->level = 1;
646 } 751 }
647 /* lock all 'normal items by default */ 752 /* lock all 'normal items by default */
753 else
648 else SET_FLAG(op, FLAG_INV_LOCKED); 754 SET_FLAG (op, FLAG_INV_LOCKED);
649 } /* for loop of objects in player inv */ 755 } /* for loop of objects in player inv */
650 756
651 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
652 link_player_skills(pl); 758 link_player_skills (pl);
653} 759}
654 760
655void get_name(object *op) { 761void
656 op->contr->write_buf[0]='\0';
657 op->contr->state=ST_GET_NAME;
658 send_query(&op->contr->socket,0,"What is your name?\n:");
659}
660
661void get_password(object *op) {
662 op->contr->write_buf[0]='\0';
663 op->contr->state=ST_GET_PASSWORD;
664 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
665}
666
667void play_again(object *op)
668{
669 op->contr->state=ST_PLAY_AGAIN;
670 op->chosen_skill = NULL;
671 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
672 /* a bit of a hack, but there are various places early in th
673 * player creation process that a user can quit (eg, roll
674 * stats) that isn't removing the player. Taking a quick
675 * look, there are many places that call play_again without
676 * removing the player - it probably makes more sense
677 * to leave it to play_again to remove the object in all
678 * cases.
679 */
680 if (!QUERY_FLAG(op, FLAG_REMOVED))
681 remove_ob(op);
682 /* Need to set this to null - otherwise, it could point to garbage,
683 * and draw() doesn't check to see if the player is removed, only if
684 * the map is null or not swapped out.
685 */
686 op->map = NULL;
687}
688
689
690int receive_play_again(object *op, char key)
691{
692 if(key=='q'||key=='Q') {
693 remove_friendly_object(op);
694 leave(op->contr,0); /* ericserver will draw the message */
695 return 2;
696 }
697 else if(key=='a'||key=='A') {
698 player *pl = op->contr;
699 shstr name = op->name;
700
701 remove_friendly_object(op);
702 free_object(op);
703 pl = get_player(pl);
704 op = pl->ob;
705 add_friendly_object(op);
706 op->contr->password[0]='~';
707 op->name = op->name_pl = 0;
708 /* Lets put a space in here */
709 new_draw_info(NDI_UNIQUE, 0, op, "\n");
710 get_name(op);
711 op->name = op->name_pl = name;
712 set_first_map(op);
713 } else {
714 /* user pressed something else so just ask again... */
715 play_again(op);
716 }
717 return 0;
718}
719
720void confirm_password(object *op) {
721
722 op->contr->write_buf[0]='\0';
723 op->contr->state=ST_CONFIRM_PASSWORD;
724 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
725}
726
727void get_party_password(object *op, partylist *party) { 762get_party_password (object *op, partylist *party)
763{
728 if (party == NULL) { 764 if (party == NULL)
765 {
729 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);
730 return; 767 return;
731 } 768 }
769
732 op->contr->write_buf[0]='\0'; 770 op->contr->write_buf[0] = '\0';
733 op->contr->state=ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
734 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
735 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:");
736} 774}
737
738 775
739/* 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
740int roll_stat(void) { 778roll_stat (void)
779{
741 int a[4],i,j,k; 780 int a[4], i, j, k;
742 781
743 for(i=0;i<4;i++) 782 for (i = 0; i < 4; i++)
744 a[i]=(int)RANDOM()%6+1; 783 a[i] = (int) RANDOM () % 6 + 1;
745 784
746 for(i=0,j=0,k=7;i<4;i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
747 if(a[i]<k) 786 if (a[i] < k)
748 k=a[i],j=i; 787 k = a[i], j = i;
749 788
750 for(i=0,k=0;i<4;i++) { 789 for (i = 0, k = 0; i < 4; i++)
751 if(i!=j) 790 if (i != j)
752 k+=a[i]; 791 k += a[i];
753 } 792
754 return k; 793 return k;
755} 794}
756 795
757void roll_stats(object *op) { 796void
758 int sum=0; 797object::roll_stats ()
759 int i = 0, j = 0; 798{
760 int statsort[7]; 799 int statsort [7];
761 800
801 for (;;)
762 do { 802 {
763 op->stats.Str=roll_stat(); 803 int sum = 0;
764 op->stats.Dex=roll_stat(); 804 for (int i = 7; i--; )
765 op->stats.Int=roll_stat(); 805 sum += statsort [i] = roll_stat ();
766 op->stats.Con=roll_stat();
767 op->stats.Wis=roll_stat();
768 op->stats.Pow=roll_stat();
769 op->stats.Cha=roll_stat();
770 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
771 op->stats.Con+op->stats.Wis+op->stats.Pow+
772 op->stats.Cha;
773 } while(sum<82||sum>116);
774 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
775 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
776 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
777 statsort[1] = op->stats.Dex;
778 statsort[2] = op->stats.Int;
779 statsort[3] = op->stats.Con;
780 statsort[4] = op->stats.Wis;
781 statsort[5] = op->stats.Pow;
782 statsort[6] = op->stats.Cha;
783 813
784 /* a quick and dirty bubblesort? */
785 do {
786 if (statsort[i] < statsort[i + 1]) {
787 j = statsort[i];
788 statsort[i] = statsort[i + 1];
789 statsort[i + 1] = j;
790 i = 0;
791 } else {
792 i++;
793 }
794 } while (i < 6);
795
796 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
797 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
798 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
799 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
800 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
801 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
802 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
803 821
804
805 op->contr->orig_stats.Str=op->stats.Str;
806 op->contr->orig_stats.Dex=op->stats.Dex;
807 op->contr->orig_stats.Int=op->stats.Int;
808 op->contr->orig_stats.Con=op->stats.Con;
809 op->contr->orig_stats.Wis=op->stats.Wis;
810 op->contr->orig_stats.Pow=op->stats.Pow;
811 op->contr->orig_stats.Cha=op->stats.Cha;
812
813 op->level=1;
814 op->stats.exp=0; 822 stats.exp = 0;
815 op->stats.ac=0; 823 stats.ac = 0;
816 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
817 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
818 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
819 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
820 834
821 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
822 op->stats.hp = op->stats.maxhp; 862 stats.hp = stats.maxhp;
823 op->stats.sp = op->stats.maxsp; 863 stats.sp = stats.maxsp;
824 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
825 op->contr->orig_stats=op->stats; 872 contr->orig_stats = stats;
873 }
826} 874}
827 875
828void Roll_Again(object *op) 876static void
877start_info (object *op)
829{ 878{
830 esrv_new_player(op->contr, 0);
831 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)? ");
832}
833
834void Swap_Stat(object *op,int Swap_Second)
835{
836 signed char tmp;
837 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
838 880
839 if ( op->contr->Swap_First == -1 ) { 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
840 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
841 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
842 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
843 return;
844 }
845
846 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
847
848 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
849 get_attr_value(&op->contr->orig_stats, Swap_Second));
850
851 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
852
853 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
854 new_draw_info(NDI_UNIQUE, 0,op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
855 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
856 op->stats.Dex = op->contr->orig_stats.Dex;
857 op->stats.Con = op->contr->orig_stats.Con;
858 op->stats.Int = op->contr->orig_stats.Int;
859 op->stats.Wis = op->contr->orig_stats.Wis;
860 op->stats.Pow = op->contr->orig_stats.Pow;
861 op->stats.Cha = op->contr->orig_stats.Cha;
862 op->stats.ac=0;
863
864 op->level=1;
865 op->stats.exp=0;
866 op->stats.ac=0;
867
868 op->contr->levhp[1] = 9;
869 op->contr->levsp[1] = 6;
870 op->contr->levgrace[1] = 3;
871
872 fix_player(op);
873 op->stats.hp = op->stats.maxhp;
874 op->stats.sp = op->stats.maxsp;
875 op->stats.grace = op->stats.maxgrace;
876 op->contr->orig_stats=op->stats;
877 op->contr->Swap_First=-1;
878}
879
880
881/* This code has been greatly reduced, because with set_attr_value
882 * and get_attr_value, the stats can be accessed just numeric
883 * ids. stat_trans is a table that translate the number entered
884 * into the actual stat. It is needed because the order the stats
885 * are displayed in the stat window is not the same as how
886 * the number's access that stat. The table does that translation.
887 */
888int key_roll_stat(object *op, char key)
889{
890 int keynum = key -'0';
891 char buf[MAX_BUF];
892 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
893
894 if (keynum>0 && keynum<=7) {
895 if (op->contr->Swap_First==-1) {
896 op->contr->Swap_First=stat_trans[keynum];
897 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
898 new_draw_info(NDI_UNIQUE, 0,op,buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
899 }
900 else
901 Swap_Stat(op,stat_trans[keynum]);
902
903 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
904 return 1;
905 }
906 switch (key) {
907 case 'n':
908 case 'N': {
909 SET_FLAG(op, FLAG_WIZ);
910 if(op->map==NULL) {
911 LOG(llevError,"Map == NULL in state 2\n");
912 break;
913 }
914
915#if 0
916 /* So that enter_exit will put us at startx/starty */
917 op->x= -1;
918
919 enter_exit(op,NULL);
920#endif
921 SET_ANIMATION(op, 2); /* So player faces south */
922 /* Enter exit adds a player otherwise */
923 add_statbonus(op);
924 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");
925 op->contr->state = ST_CHANGE_CLASS;
926 if (op->msg)
927 new_draw_info(NDI_BLUE, 0, op, op->msg);
928 return 0;
929 }
930 case 'y':
931 case 'Y':
932 roll_stats(op);
933 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
934 return 1;
935
936 case 'q':
937 case 'Q':
938 play_again(op);
939 return 1;
940
941 default:
942 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
943 return 0;
944 }
945 return 0;
946} 885}
947 886
948/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
949 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
950 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
951 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
952 * not the class. 891 * not the class.
953 */ 892 */
954 893int
955int key_change_class(object *op, char key) 894key_change_class (object *op, char key)
956{ 895{
957 int tmp_loop; 896 int tmp_loop;
958 897
959 if(key=='q'||key=='Q') {
960 remove_ob(op);
961 play_again(op);
962 return 0;
963 }
964 if(key=='d'||key=='D') { 898 if (key == 'd' || key == 'D')
899 {
965 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
966 901
967 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
968 esrv_new_player(op->contr, op->weight+op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
969 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
970 904
905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
908
971 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
972 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
973 911
974 op->contr->state=ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
975 913
976 if (op->msg) 914 if (op->msg)
977 op->msg=NULL; 915 op->msg = NULL;
978 916
979 /* 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
980 * to save here. 918 * to save here.
981 */ 919 */
982 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
983 make_path_to_file(buf); 921 make_path_to_file (buf);
984 922
985#ifdef AUTOSAVE 923#ifdef AUTOSAVE
986 op->contr->last_save_tick = pticks; 924 op->contr->last_save_tick = pticks;
987#endif 925#endif
988 start_info(op); 926 start_info (op);
989 CLEAR_FLAG(op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
990 give_initial_items(op,op->randomitems); 928 give_initial_items (op, op->randomitems);
991 link_player_skills(op); 929 link_player_skills (op);
992 esrv_send_inventory(op, op); 930 esrv_send_inventory (op, op);
993 fix_player(op); 931 op->update_stats ();
994 932
995 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
996 * is one for this race 934 * is one for this race
997 */ 935 */
998 if(*first_map_ext_path) { 936 if (*first_map_ext_path)
937 {
999 object *tmp; 938 object *tmp;
1000 mapstruct *oldmap = op->map;
1001 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1002 snprintf(mapname, MAX_BUF-1, "%s/%s", 940
1003 first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1004 tmp=get_object(); 942 tmp = object::create ();
1005 EXIT_PATH(tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1006 EXIT_X(tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1007 EXIT_Y(tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1008 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;
1009 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1010 * default initial map */ 948 * default initial map */
1011 free_object(tmp); 949 tmp->destroy ();
950 }
1012 } else { 951 else
1013 LOG(llevDebug,"first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1014 } 953
1015 return 0; 954 return 0;
1016 } 955 }
1017 956
1018 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1019 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1020 */ 959 */
1021 960
1022 tmp_loop = 0; 961 tmp_loop = 0;
1023 while(!tmp_loop) { 962 while (!tmp_loop)
963 {
1024 shstr name = op->name; 964 shstr name = op->name;
1025 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
966
1026 remove_statbonus(op); 967 op->remove_statbonus ();
1027 remove_ob (op); 968 op->remove ();
1028 op->arch = get_player_archetype(op->arch); 969 op->arch = get_player_archetype (op->arch);
1029 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1030 op->instantiate (); 971 op->instantiate ();
1031 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1032 op->name = op->name_pl = name; 973 op->name = op->name_pl = name;
1033 op->x = x; 974 op->x = x;
1034 op->y = y; 975 op->y = y;
1035 SET_ANIMATION(op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1036 insert_ob_in_map (op, op->map, op,0); 977 insert_ob_in_map (op, op->map, op, 0);
1037 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 978 assign (op->contr->title, op->arch->clone.name);
1038 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1039 add_statbonus(op); 979 op->add_statbonus ();
1040 tmp_loop=allowed_class(op); 980 tmp_loop = allowed_class (op);
1041 } 981 }
982
1042 update_object(op,UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1043 esrv_update_item(UPD_FACE,op,op); 984 esrv_update_item (UPD_FACE, op, op);
1044 fix_player(op); 985 op->update_stats ();
1045 op->stats.hp=op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1046 op->stats.sp=op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1047 op->stats.grace=0; 988 op->stats.grace = 0;
989
1048 if (op->msg) 990 if (op->msg)
1049 new_draw_info(NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
1050 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");
1051 return 0; 994 return 0;
1052} 995}
1053 996
997int
1054int key_confirm_quit(object *op, char key) 998key_confirm_quit (object *op, char key)
1055{ 999{
1056 char buf[MAX_BUF];
1057
1058 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1059 op->contr->state=ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1060 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1061 return 1; 1004 return 1;
1062 } 1005 }
1063 1006
1064 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1065 INVOKE_PLAYER (QUIT , op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1066 1009
1010 op->contr->enable_save = false;
1011
1067 terminate_all_pets(op); 1012 terminate_all_pets (op);
1068 leave_map(op); 1013 op->remove ();
1069 op->direction=0; 1014 op->direction = 0;
1070 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);
1071 "%s quits the game.", &op->name);
1072 1016
1073 strcpy(op->contr->killer,"quit"); 1017 strcpy (op->contr->killer, "quit");
1074 check_score(op); 1018 check_score (op);
1075 op->contr->party=NULL; 1019 op->contr->party = 0;
1076 if (settings.set_title == TRUE)
1077 op->contr->own_title[0]='\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1078 1022
1079 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1080 mapstruct *mp, *next;
1081
1082 /* We need to hunt for any per player unique maps in memory and
1083 * get rid of them. The trailing slash in the path is intentional,
1084 * so that players named 'Ab' won't match against players 'Abe' pathname
1085 */
1086 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1087 for (mp=first_map; mp!=NULL; mp=next) {
1088 next = mp->next;
1089 if (!strncmp(mp->path, buf, strlen(buf)))
1090 delete_map(mp);
1091 }
1092
1093 delete_character(op->name, 1);
1094 }
1095 play_again(op);
1096 return 1; 1023 return 1;
1097} 1024}
1098 1025
1026void
1099void flee_player(object *op) { 1027flee_player (object *op)
1028{
1100 int dir,diff; 1029 int dir, diff;
1101 rv_vector rv; 1030 rv_vector rv;
1102 1031
1103 if(op->stats.hp < 0) { 1032 if (op->stats.hp < 0)
1033 {
1104 LOG(llevDebug, "Fleeing player is dead.\n"); 1034 LOG (llevDebug, "Fleeing player is dead.\n");
1105 CLEAR_FLAG(op, FLAG_SCARED); 1035 CLEAR_FLAG (op, FLAG_SCARED);
1036 return;
1037 }
1038
1039 if (op->enemy == NULL)
1040 {
1041 LOG (llevDebug, "Fleeing player had no enemy.\n");
1042 CLEAR_FLAG (op, FLAG_SCARED);
1043 return;
1044 }
1045
1046 /* Seen some crashes here. Since we don't store an
1047 * op->enemy_count, it is possible that something destroys the
1048 * actual enemy, and the object is recycled.
1049 */
1050 if (op->enemy->map == NULL)
1051 {
1052 CLEAR_FLAG (op, FLAG_SCARED);
1053 op->enemy = NULL;
1054 return;
1055 }
1056
1057 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1058 {
1059 op->enemy = NULL;
1060 CLEAR_FLAG (op, FLAG_SCARED);
1061 return;
1062 }
1063
1064 get_rangevector (op, op->enemy, &rv, 0);
1065
1066 dir = absdir (4 + rv.direction);
1067 for (diff = 0; diff < 3; diff++)
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)))
1106 return; 1072 return;
1107 } 1073 }
1108 1074
1109 if(op->enemy==NULL) {
1110 LOG(llevDebug,"Fleeing player had no enemy.\n");
1111 CLEAR_FLAG(op, FLAG_SCARED);
1112 return;
1113 }
1114
1115 /* Seen some crashes here. Since we don't store an
1116 * op->enemy_count, it is possible that something destroys the
1117 * actual enemy, and the object is recycled.
1118 */
1119 if (op->enemy->map == NULL) {
1120 CLEAR_FLAG(op, FLAG_SCARED);
1121 op->enemy=NULL;
1122 return;
1123 }
1124
1125 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1126 op->enemy=NULL;
1127 CLEAR_FLAG(op, FLAG_SCARED);
1128 return;
1129 }
1130 get_rangevector(op, op->enemy, &rv, 0);
1131
1132 dir=absdir(4+rv.direction);
1133 for(diff=0;diff<3;diff++) {
1134 int m=1-(RANDOM()&2);
1135 if(move_ob(op,absdir(dir+diff*m),op)||
1136 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1137 return;
1138 }
1139 }
1140 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1141 CLEAR_FLAG(op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1142 op->enemy=NULL; 1077 op->enemy = NULL;
1143} 1078}
1144 1079
1145 1080
1146/* 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.
1147 * 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
1148 * stop. 1083 * stop.
1149 */ 1084 */
1085int
1150int check_pick(object *op) { 1086check_pick (object *op)
1087{
1151 object *tmp, *next; 1088 object *tmp, *next;
1152 tag_t next_tag=0, op_tag;
1153 int stop = 0; 1089 int stop = 0;
1154 int j, k, wvratio; 1090 int j, k, wvratio;
1155 char putstring[128], tmpstr[16]; 1091 char putstring[128], tmpstr[16];
1156 1092
1157
1158 /* if you're flying, you cna't pick up anything */ 1093 /* if you're flying, you cna't pick up anything */
1159 if (op->move_type & MOVE_FLYING) 1094 if (op->move_type & MOVE_FLYING)
1160 return 1; 1095 return 1;
1161 1096
1162 op_tag = op->count;
1163
1164 next = op->below; 1097 next = op->below;
1165 if (next)
1166 next_tag = next->count;
1167 1098
1168 /* 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
1169 * destroyed */ 1100 * destroyed */
1170 while (next && ! was_destroyed (next, next_tag)) 1101 while (next && !next->destroyed ())
1171 { 1102 {
1172 tmp = next; 1103 tmp = next;
1173 next = tmp->below; 1104 next = tmp->below;
1174 if (next)
1175 next_tag = next->count;
1176 1105
1177 if (was_destroyed (op, op_tag)) 1106 if (op->destroyed ())
1178 return 0; 1107 return 0;
1179 1108
1180 if ( ! can_pick (op, tmp)) 1109 if (!can_pick (op, tmp))
1181 continue; 1110 continue;
1182 1111
1183 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1184 { 1113 {
1185 if (item_matched_string (op, tmp, op->contr->search_str)) 1114 if (item_matched_string (op, tmp, op->contr->search_str))
1186 pick_up (op, tmp); 1115 pick_up (op, tmp);
1187 continue; 1116 continue;
1188 } 1117 }
1189 1118
1190 /* high not bit set? We're using the old autopickup model */ 1119 /* high not bit set? We're using the old autopickup model */
1191 if(!(op->contr->mode & PU_NEWMODE)) { 1120 if (!(op->contr->mode & PU_NEWMODE))
1121 {
1192 switch (op->contr->mode) { 1122 switch (op->contr->mode)
1123 {
1124 case 0:
1193 case 0: return 1; /* don't pick up */ 1125 return 1; /* don't pick up */
1126 case 1:
1194 case 1: pick_up (op, tmp); 1127 pick_up (op, tmp);
1195 return 1; 1128 return 1;
1129 case 2:
1196 case 2: pick_up (op, tmp); 1130 pick_up (op, tmp);
1197 return 0; 1131 return 0;
1132 case 3:
1198 case 3: return 0; /* stop before pickup */ 1133 return 0; /* stop before pickup */
1134 case 4:
1199 case 4: pick_up (op, tmp); 1135 pick_up (op, tmp);
1200 break; 1136 break;
1137 case 5:
1201 case 5: pick_up (op, tmp); 1138 pick_up (op, tmp);
1202 stop = 1; 1139 stop = 1;
1203 break; 1140 break;
1204 case 6: 1141 case 6:
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1142 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1206 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1207 pick_up(op, tmp); 1143 pick_up (op, tmp);
1208 break; 1144 break;
1209 1145
1210 case 7: 1146 case 7:
1211 if (tmp->type == MONEY || tmp->type == GEM) 1147 if (tmp->type == MONEY || tmp->type == GEM)
1212 pick_up(op, tmp); 1148 pick_up (op, tmp);
1213 break; 1149 break;
1214 1150
1215 default: 1151 default:
1216 /* use value density */ 1152 /* use value density */
1217 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1218 && (query_cost (tmp, op, F_TRUE) * 100 1154 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1219 / (tmp->weight * MAX (tmp->nrof, 1)))
1220 >= op->contr->mode)
1221 pick_up(op,tmp); 1155 pick_up (op, tmp);
1222 }
1223 }
1224 else { /* old model */
1225 /* NEW pickup handling */
1226 if(op->contr->mode & PU_DEBUG)
1227 {
1228 /* some debugging code to figure out item information */
1229 if(tmp->name!=NULL)
1230 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1231 &tmp->name, tmp->type,
1232 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1233 else
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->arch->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1238
1239 sprintf(putstring,"...flags: ");
1240 for(k=0;k<4;k++)
1241 {
1242 for(j=0;j<32;j++)
1243 {
1244 if((tmp->flags[k]>>j)&0x01)
1245 {
1246 sprintf(tmpstr,"%d ",k*32+j);
1247 strcat(putstring, tmpstr);
1248 } 1156 }
1249 } 1157 }
1250 } 1158 else
1159 { /* old model */
1160 /* NEW pickup handling */
1161 if (op->contr->mode & PU_DEBUG)
1162 {
1163 /* some debugging code to figure out item information */
1164 if (tmp->name != NULL)
1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1167 else
1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1170
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 }
1252 1173
1174 /* philosophy:
1175 * It's easy to grab an item type from a pile, as long as it's
1176 * generic. This takes no game-time. For more detailed pickups
1177 * and selections, select-items should be used. This is a
1178 * grab-as-you-run type mode that's really useful for arrows for
1179 * example.
1180 * The drawback: right now it has no frontend, so you need to
1181 * stick the bits you want into a calculator in hex mode and then
1182 * convert to decimal and then 'pickup <#>
1183 */
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);
1253#if 0 1410#if 0
1254 /* print the flags too */ 1411 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1255 for(k=0;k<4;k++) 1412 if (tmp->name != NULL)
1256 { 1413 {
1257 fprintf(stderr,"%d [%d] ", k, k*32+31); 1414 fprintf (stderr, "%s", tmp->name);
1258 for(j=0;j<32;j++) 1415 }
1259 { 1416 else
1260 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1417 fprintf (stderr, "%s", tmp->arch->name);
1261 if(!((j+1)%4))fprintf(stderr," "); 1418 fprintf (stderr, ",%d] = ", tmp->type);
1262 } 1419 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1263 fprintf(stderr," [%d]\n", k*32);
1264 }
1265#endif 1420#endif
1266 } 1421 continue;
1267 /* philosophy: 1422 }
1268 * It's easy to grab an item type from a pile, as long as it's
1269 * generic. This takes no game-time. For more detailed pickups
1270 * and selections, select-items shoul dbe used. This is a
1271 * grab-as-you-run type mode that's really useful for arrows for
1272 * example.
1273 * The drawback: right now it has no frontend, so you need to
1274 * stick the bits you want into a calculator in hex mode and then
1275 * convert to decimal and then 'pickup <#>
1276 */
1277
1278 /* the first two modes are exclusive: if NOTHING we return, if
1279 * STOP then we stop. All the rest are applied sequentially,
1280 * meaning if any test passes, the item gets picked up. */
1281
1282 /* if mode is set to pick nothing up, return */
1283
1284 if(op->contr->mode & PU_NOTHING) return 1;
1285
1286 /* if mode is set to stop when encountering objects, return */
1287 /* take STOP before INHIBIT since it doesn't actually pick
1288 * anything up */
1289
1290 if(op->contr->mode & PU_STOP) return 0;
1291
1292 /* useful for going into stores and not losing your settings... */
1293 /* and for battles wher you don't want to get loaded down while
1294 * fighting */
1295 if(op->contr->mode & PU_INHIBIT) return 1;
1296
1297 /* prevent us from turning into auto-thieves :) */
1298 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1299
1300 /* ignore known cursed objects */
1301 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1302
1303 /* all food and drink if desired */
1304 /* question: don't pick up known-poisonous stuff? */
1305 if(op->contr->mode & PU_FOOD)
1306 if (tmp->type == FOOD)
1307 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1308 if(op->contr->mode & PU_DRINK)
1309 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1311
1312 if(op->contr->mode & PU_POTION)
1313 if (tmp->type == POTION)
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1315
1316 /* spellbooks, skillscrolls and normal books/scrolls */
1317 if(op->contr->mode & PU_SPELLBOOK)
1318 if (tmp->type == SPELLBOOK)
1319 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1320 if(op->contr->mode & PU_SKILLSCROLL)
1321 if (tmp->type == SKILLSCROLL)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1323 if(op->contr->mode & PU_READABLES)
1324 if (tmp->type == BOOK || tmp->type == SCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1326
1327 /* wands/staves/rods/horns */
1328 if (op->contr->mode & PU_MAGIC_DEVICE)
1329 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1330 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1331
1332 /* pick up all magical items */
1333 if(op->contr->mode & PU_MAGICAL)
1334 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1336
1337 if(op->contr->mode & PU_VALUABLES)
1338 {
1339 if (tmp->type == MONEY || tmp->type == GEM)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1341 }
1342
1343 /* rings & amulets - talismans seems to be typed AMULET */
1344 if(op->contr->mode & PU_JEWELS)
1345 if (tmp->type == RING || tmp->type == AMULET)
1346 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1347
1348 /* bows and arrows. Bows are good for selling! */
1349 if(op->contr->mode & PU_BOW)
1350 if (tmp->type == BOW)
1351 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1352 if(op->contr->mode & PU_ARROW)
1353 if (tmp->type == ARROW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1355
1356 /* all kinds of armor etc. */
1357 if(op->contr->mode & PU_ARMOUR)
1358 if (tmp->type == ARMOUR)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1360 if(op->contr->mode & PU_HELMET)
1361 if (tmp->type == HELMET)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1363 if(op->contr->mode & PU_SHIELD)
1364 if (tmp->type == SHIELD)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1366 if(op->contr->mode & PU_BOOTS)
1367 if (tmp->type == BOOTS)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1369 if(op->contr->mode & PU_GLOVES)
1370 if (tmp->type == GLOVES)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1372 if(op->contr->mode & PU_CLOAK)
1373 if (tmp->type == CLOAK)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375
1376 /* hoping to catch throwing daggers here */
1377 if(op->contr->mode & PU_MISSILEWEAPON)
1378 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1380
1381 /* careful: chairs and tables are weapons! */
1382 if(op->contr->mode & PU_ALLWEAPON)
1383 {
1384 if(tmp->type == WEAPON && tmp->name!=NULL)
1385 {
1386 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1387 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1389 }
1390 if(tmp->type == WEAPON && tmp->name==NULL)
1391 {
1392 if(strstr(tmp->arch->name,"table")==NULL &&
1393 strstr(tmp->arch->name,"chair")==NULL)
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1395 }
1396 }
1397
1398 /* misc stuff that's useful */
1399 if(op->contr->mode & PU_KEY)
1400 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1402
1403 /* any of the last 4 bits set means we use the ratio for value
1404 * pickups */
1405 if(op->contr->mode & PU_RATIO)
1406 {
1407 /* use value density to decide what else to grab */
1408 /* >=7 was >= op->contr->mode */
1409 /* >=7 is the old standard setting. Now we take the last 4 bits
1410 * and multiply them by 5, giving 0..15*5== 5..75 */
1411 wvratio=(op->contr->mode & PU_RATIO) * 5;
1412 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1413 {
1414 pick_up(op, tmp);
1415#if 0
1416 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1417 if(tmp->name!=NULL) {
1418 fprintf(stderr,"%s", tmp->name);
1419 } 1423 }
1420 else fprintf(stderr,"%s",tmp->arch->name); 1424 } /* the new pickup model */
1421 fprintf(stderr,",%d] = ", tmp->type);
1422 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1423#endif
1424 continue;
1425 }
1426 } 1425 }
1427 } /* the new pickup model */ 1426
1428 }
1429 return ! stop; 1427 return !stop;
1430} 1428}
1431 1429
1432/* 1430/*
1433 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1434 * in the right type container (quiver). Pointer to the 1432 * in the right type container (quiver). Pointer to the
1435 * found object is returned. 1433 * found object is returned.
1436 */ 1434 */
1435object *
1437object *find_arrow(object *op, const char *type) 1436find_arrow (object *op, const char *type)
1438{ 1437{
1439 object *tmp = NULL; 1438 object *tmp = NULL;
1440 1439
1441 for(op=op->inv; op; op=op->below) 1440 for (op = op->inv; op; op = op->below)
1442 if(!tmp && op->type==CONTAINER && op->race==type && 1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1443 QUERY_FLAG(op,FLAG_APPLIED))
1444 tmp = find_arrow (op, type); 1442 tmp = find_arrow (op, type);
1445 else if (op->type==ARROW && op->race==type) 1443 else if (op->type == ARROW && op->race == type)
1446 return op; 1444 return op;
1447 return tmp; 1445 return tmp;
1448} 1446}
1449 1447
1450/* 1448/*
1451 * 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
1452 * 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
1453 * 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
1454 * 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.
1455 */ 1453 */
1456 1454
1455object *
1457object *find_better_arrow(object *op, object *target, const char *type, int *better) 1456find_better_arrow (object *op, object *target, const char *type, int *better)
1458{ 1457{
1459 object *tmp = NULL, *arrow, *ntmp; 1458 object *tmp = NULL, *arrow, *ntmp;
1460 int attacknum, attacktype, betterby=0, i; 1459 int attacknum, attacktype, betterby = 0, i;
1461 1460
1462 if (!type) 1461 if (!type)
1463 return NULL; 1462 return NULL;
1464 1463
1465 for (arrow=op->inv; arrow; arrow=arrow->below) { 1464 for (arrow = op->inv; arrow; arrow = arrow->below)
1466 if (arrow->type==CONTAINER && arrow->race==type && 1465 {
1467 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1466 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1467 {
1468 i = 0; 1468 i = 0;
1469 ntmp = find_better_arrow(arrow, target, type, &i); 1469 ntmp = find_better_arrow (arrow, target, type, &i);
1470 if (i > betterby) { 1470 if (i > betterby)
1471 {
1471 tmp = ntmp; 1472 tmp = ntmp;
1472 betterby = i; 1473 betterby = i;
1473 } 1474 }
1475 }
1474 } else if (arrow->type==ARROW && arrow->race==type) { 1476 else if (arrow->type == ARROW && arrow->race == type)
1477 {
1475 /* allways prefer assasination/slaying */ 1478 /* allways prefer assasination/slaying */
1476 if (target->race != NULL && arrow->slaying != NULL && 1479 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1477 strstr(arrow->slaying, target->race)) { 1480 {
1478 if (arrow->attacktype & AT_DEATH) { 1481 if (arrow->attacktype & AT_DEATH)
1482 {
1479 *better = 100; 1483 *better = 100;
1480 return arrow; 1484 return arrow;
1481 } else {
1482 tmp = arrow;
1483 betterby = (arrow->magic + arrow->stats.dam) * 2;
1484 } 1485 }
1485 } else { 1486 else
1486 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1487 attacktype = 1<<attacknum;
1488 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1489 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1490 tmp = arrow;
1491 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1492 }
1493 } 1487 {
1494 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1495 tmp = arrow; 1488 tmp = arrow;
1496 betterby = 2 + arrow->magic + arrow->stats.dam; 1489 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 }
1498 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow;
1500 betterby = 1 + arrow->magic + arrow->stats.dam;
1501 } 1490 }
1502 } 1491 }
1492 else
1493 {
1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 {
1496 attacktype = 1 << attacknum;
1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1498 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1499 {
1500 tmp = arrow;
1501 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1502 }
1503 }
1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1505 {
1506 tmp = arrow;
1507 betterby = 2 + arrow->magic + arrow->stats.dam;
1508 }
1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1510 {
1511 tmp = arrow;
1512 betterby = 1 + arrow->magic + arrow->stats.dam;
1513 }
1503 } 1514 }
1515 }
1504 } 1516 }
1505 if (tmp == NULL && arrow == NULL) 1517 if (tmp == NULL && arrow == NULL)
1506 return find_arrow(op, type); 1518 return find_arrow (op, type);
1507 1519
1508 *better = betterby; 1520 *better = betterby;
1509 return tmp; 1521 return tmp;
1510} 1522}
1511 1523
1512/* 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
1513 * find_better_arrow to find a decent arrow to use. 1525 * find_better_arrow to find a decent arrow to use.
1514 * op = the shooter 1526 * op = the shooter
1515 * type = bow->race 1527 * type = bow->race
1516 * dir = fire direction 1528 * dir = fire direction
1517 */ 1529 */
1518 1530
1531object *
1519object *pick_arrow_target(object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1520{ 1533{
1521 object *tmp = NULL; 1534 object *tmp = NULL;
1522 mapstruct *m; 1535 maptile *m;
1523 int i, mflags, found, number; 1536 int i, mflags, found, number;
1524 sint16 x, y; 1537 sint16 x, y;
1525 1538
1526 if (op->map == NULL) 1539 if (op->map == NULL)
1527 return find_arrow(op, type); 1540 return find_arrow (op, type);
1528 1541
1529 /* do a dex check */ 1542 /* do a dex check */
1530 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1543 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1531 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)))
1532 return find_arrow(op, type); 1545 return find_arrow (op, type);
1533 1546
1534 m = op->map; 1547 m = op->map;
1535 x = op->x; 1548 x = op->x;
1536 y = op->y; 1549 y = op->y;
1537 1550
1538 /* find the first target */ 1551 /* find the first target */
1539 for (i=0, found=0; i<20; i++) { 1552 for (i = 0, found = 0; i < 20; i++)
1553 {
1540 x += freearr_x[dir]; 1554 x += freearr_x[dir];
1541 y += freearr_y[dir]; 1555 y += freearr_y[dir];
1542 mflags = get_map_flags(m, &m, x, y, &x, &y); 1556 mflags = get_map_flags (m, &m, x, y, &x, &y);
1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 {
1544 tmp = NULL; 1559 tmp = NULL;
1560 break;
1561 }
1562 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1563 {
1564 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1565 * perhaps a bad assumption.
1566 */
1567 tmp = NULL;
1568 break;
1569 }
1570 if (mflags & P_IS_ALIVE)
1571 {
1572 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1573 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1574 {
1575 found++;
1576 break;
1577 }
1578 if (found)
1545 break; 1579 break;
1546 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1547 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1548 * perhaps a bad assumption.
1549 */
1550 tmp = NULL;
1551 break;
1552 } 1580 }
1553 if (mflags & P_IS_ALIVE) {
1554 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1555 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1556 found++;
1557 break;
1558 }
1559 if (found)
1560 break;
1561 }
1562 } 1581 }
1563 if (tmp == NULL) 1582 if (tmp == NULL)
1564 return find_arrow(op, type); 1583 return find_arrow (op, type);
1565 1584
1566 if (tmp->head) 1585 if (tmp->head)
1567 tmp = tmp->head; 1586 tmp = tmp->head;
1568 1587
1569 return find_better_arrow(op, tmp, type, &i); 1588 return find_better_arrow (op, tmp, type, &i);
1570} 1589}
1571 1590
1572/* 1591/*
1573 * Creature fires a bow - op can be monster or player. Returns 1592 * Creature fires a bow - op can be monster or player. Returns
1574 * 1 if bow was actually fired, 0 otherwise. 1593 * 1 if bow was actually fired, 0 otherwise.
1577 * dir is the direction of fire. 1596 * dir is the direction of fire.
1578 * 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)
1579 * 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
1580 * player fire modes. 1599 * player fire modes.
1581 */ 1600 */
1601int
1582int 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)
1583 sint16 sx, sint16 sy)
1584{ 1603{
1585 object *left, *bow; 1604 object *left, *bow;
1586 tag_t left_tag, tag;
1587 int bowspeed, mflags; 1605 int bowspeed, mflags;
1588 mapstruct *m; 1606 maptile *m;
1589 1607
1590 if (!dir) { 1608 if (!dir)
1609 {
1591 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!");
1592 return 0; 1611 return 0;
1593 } 1612 }
1613
1594 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1595 bow=op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1596 else { 1616 else
1617 {
1597 for(bow=op->inv; bow; bow=bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1598 /* 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
1599 * 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.
1600 */ 1621 */
1601 if(bow->type==BOW) 1622 if (bow->type == BOW)
1602 break; 1623 break;
1603 1624
1604 if (!bow) { 1625 if (!bow)
1626 {
1605 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1606 return 0; 1628 return 0;
1607 } 1629 }
1608 } 1630 }
1631
1609 if( !bow->race || !bow->skill) { 1632 if (!bow->race || !bow->skill)
1633 {
1610 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);
1611 return 0; 1635 return 0;
1612 } 1636 }
1613 1637
1614 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1615 1639
1616 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1617 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1618 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1619 if (bowspeed < 1) 1644 if (bowspeed < 1)
1620 bowspeed = 1; 1645 bowspeed = 1;
1621 1646
1622 if (arrow == NULL) { 1647 if (arrow == NULL)
1648 {
1623 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1649 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 {
1624 if (op->type == PLAYER) 1651 if (op->type == PLAYER)
1625 new_draw_info_format(NDI_UNIQUE, 0, op, 1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1626 "You have no %s left.", &bow->race);
1627 /* 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 */
1628 else 1654 else
1629 CLEAR_FLAG(op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1630 return 0; 1656 return 0;
1631 } 1657 }
1632 } 1658 }
1659
1633 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1634 if (mflags & P_OUT_OF_MAP) { 1661 if (mflags & P_OUT_OF_MAP)
1635 return 0; 1662 return 0;
1636 } 1663
1637 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1665 {
1638 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.");
1639 return 0; 1667 return 0;
1640 } 1668 }
1641 1669
1642 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1643 if (arrow->nrof==0) { 1671 if (arrow->nrof == 0)
1644 remove_ob(arrow); 1672 {
1645 free_object(arrow); 1673 arrow->destroy ();
1646 return 0; 1674 return 0;
1647 } 1675 }
1648 1676
1649 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1650 left_tag = left->count;
1651 arrow = get_split_ob(arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1652 if (arrow == NULL) { 1679 if (!arrow)
1680 {
1653 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1654 return 0; 1682 return 0;
1655 } 1683 }
1656 set_owner(arrow, op); 1684
1685 arrow->set_owner (op);
1657 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1658
1659 arrow->direction=dir; 1687 arrow->direction = dir;
1660 arrow->x = sx;
1661 arrow->y = sy;
1662 1688
1663 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1690 {
1664 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1665 fix_player(op); 1692 op->update_stats ();
1666 } 1693 }
1667 1694
1668 SET_ANIMATION(arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1669 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1670 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1671 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1672 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1673 arrow->spellarg = strdup_local(arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1674 1701
1675 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1676 * 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.
1677 */ 1704 */
1678
1679 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1680 0 : dam_bonus[op->stats.Str]) +
1681 bow->stats.dam + bow->magic + arrow->magic;
1682 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
1683 /* update the speed */ 1708 /* update the speed */
1684 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1685 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;
1686 bow->magic + arrow->magic) / 5.0 +
1687 (float)bow->stats.dam / 7.0;
1688 1711
1689 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1690 arrow->speed = 1.0;
1691 update_ob_speed(arrow);
1692 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1693 1714
1694 if (op->type == PLAYER) { 1715 if (op->type == PLAYER)
1716 {
1695 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1696 (op->chosen_skill?op->chosen_skill->level:op->level) - 1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1697 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;
1698 arrow->stats.wc - bow->stats.wc + wc_mod;
1699 1720
1700 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1701 } else { 1722 }
1723 else
1724 {
1702 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;
1703 arrow->stats.wc + wc_mod;
1704
1705 arrow->level = op->level; 1726 arrow->level = op->level;
1706 } 1727 }
1728
1707 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1708 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1709 if (bow->slaying != NULL) 1732 if (bow->slaying)
1710 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1711 1734
1712 arrow->map = m;
1713 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1714 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1715 1737
1716 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);
1717 tag = arrow->count; 1739 m->insert (arrow, sx, sy, op);
1718 insert_ob_in_map(arrow, m, op, 0);
1719 1740
1720 if (!was_destroyed(arrow, tag)) 1741 if (!arrow->destroyed ())
1721 move_arrow(arrow); 1742 move_arrow (arrow);
1722 1743
1723 if (op->type == PLAYER) { 1744 if (op->type == PLAYER)
1724 if (was_destroyed (left, left_tag)) 1745 {
1746 if (left->destroyed ())
1725 esrv_del_item(op->contr, left_tag); 1747 esrv_del_item (op->contr, left->count);
1726 else 1748 else
1727 esrv_send_item(op, left); 1749 esrv_send_item (op, left);
1728 } 1750 }
1751
1729 return 1; 1752 return 1;
1730} 1753}
1731 1754
1732/* Special fire code for players - this takes into 1755/* Special fire code for players - this takes into
1733 * account the special fire modes players can have 1756 * account the special fire modes players can have
1734 * but monsters can't. Putting that code here 1757 * but monsters can't. Putting that code here
1735 * makes the fire_bow code much cleaner. 1758 * makes the fire_bow code much cleaner.
1736 * this function should only be called if 'op' is a player, 1759 * this function should only be called if 'op' is a player,
1737 * hence the function name. 1760 * hence the function name.
1738 */ 1761 */
1762int
1739int player_fire_bow(object *op, int dir) 1763player_fire_bow (object *op, int dir)
1740{ 1764{
1741 int ret=0, wcmod=0; 1765 int ret = 0, wcmod = 0;
1742 1766
1743 if (op->contr->bowtype == bow_bestarrow) { 1767 if (op->contr->bowtype == bow_bestarrow)
1744 ret = fire_bow(op, op, 1768 {
1745 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);
1746 dir, 0, op->x, op->y); 1770 }
1747 } 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 {
1748 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1749 wcmod =-1; 1774 wcmod = -1;
1775
1750 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);
1751 op->x, op->y); 1777 }
1752 } else if (op->contr->bowtype == bow_threewide) { 1778 else if (op->contr->bowtype == bow_threewide)
1779 {
1753 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);
1754 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)]);
1755 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 }
1756 } else if (op->contr->bowtype == bow_spreadshot) { 1784 else if (op->contr->bowtype == bow_spreadshot)
1785 {
1757 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);
1758 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);
1759 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);
1760 1789
1761 } else { 1790 }
1791 else
1792 {
1762 /* Simple case */ 1793 /* Simple case */
1763 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);
1764 } 1795 }
1765 return ret; 1796 return ret;
1766} 1797}
1767 1798
1768 1799
1769/* Fires a misc (wand/rod/horn) object in 'dir'. 1800/* Fires a misc (wand/rod/horn) object in 'dir'.
1770 * Broken apart from 'fire' to keep it more readable. 1801 * Broken apart from 'fire' to keep it more readable.
1771 */ 1802 */
1803void
1772void fire_misc_object(object *op, int dir) 1804fire_misc_object (object *op, int dir)
1773{ 1805{
1774 object *item; 1806 object *item;
1775 1807
1776 if (!op->contr->ranges[range_misc]) { 1808 if (!op->contr->ranges[range_misc])
1809 {
1777 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.");
1778 return; 1811 return;
1779 } 1812 }
1780 1813
1781 item = op->contr->ranges[range_misc]; 1814 item = op->contr->ranges[range_misc];
1782 if (!item->inv) { 1815 if (!item->inv)
1816 {
1783 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1817 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1784 return; 1818 return;
1785 } 1819 }
1786 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1787 if(item->stats.food<=0) { 1822 if (item->stats.food <= 0)
1823 {
1788 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1789 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));
1790 return; 1826 return;
1791 } 1827 }
1828 }
1792 } else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1830 {
1793 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 {
1794 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795 if (item->type== ROD) 1834 if (item->type == ROD)
1796 new_draw_info_format(NDI_UNIQUE, 0,op,
1797 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1798 else 1836 else
1799 new_draw_info_format(NDI_UNIQUE, 0,op, 1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800 "The %s needs more time to charge.", query_base_name(item,0));
1801 return; 1838 return;
1802 } 1839 }
1803 } 1840 }
1804 1841
1805 if(cast_spell(op,item,dir,item->inv,NULL)) { 1842 if (cast_spell (op, item, dir, item->inv, NULL))
1843 {
1806 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 */
1807 if (item->type == WAND) { 1845 if (item->type == WAND)
1846 {
1808 if (!(--item->stats.food)) { 1847 if (!(--item->stats.food))
1848 {
1809 object *tmp; 1849 object *tmp;
1850
1810 if (item->arch) { 1851 if (item->arch)
1852 {
1811 CLEAR_FLAG(item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1813 item->speed = 0; 1855 item->set_speed (0);
1814 update_ob_speed(item);
1815 } 1856 }
1857
1816 if ((tmp=is_player_inv(item))) 1858 if ((tmp = item->in_player ()))
1817 esrv_update_item(UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1818 } 1860 }
1819 } 1861 }
1820 else if (item->type == ROD || item->type==HORN) { 1862 else if (item->type == ROD || item->type == HORN)
1821 drain_rod_charge(item); 1863 drain_rod_charge (item);
1822 }
1823 } 1864 }
1824} 1865}
1825 1866
1826/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1827 */ 1868 */
1869void
1828void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1829 int spellcost=0; 1872 int spellcost = 0;
1830 1873
1831 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1832 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1833 1877
1834 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1835 case range_none: 1880 case range_none:
1881 return;
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.");
1836 return; 1910 return;
1837
1838 case range_bow:
1839 player_fire_bow(op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object(op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if(op->contr->ranges[range_golem]==NULL ||
1852 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1853 op->contr->ranges[range_golem] = NULL;
1854 op->contr->shoottype=range_none;
1855 op->contr->golem_count = 0;
1856 } 1911 }
1857 else
1858 control_golem(op->contr->ranges[range_golem], dir);
1859 return;
1860
1861 case range_skill:
1862 if(!op->chosen_skill) {
1863 if(op->type==PLAYER)
1864 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder( op, dir );
1871 return; 1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1872 default: 1917 default:
1873 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1874 return; 1919 return;
1875 } 1920 }
1876} 1921}
1877 1922
1878 1923
1879 1924
1886 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1889 */ 1934 */
1890 1935
1936object *
1891object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1892{ 1938{
1893 object *tmp,*key; 1939 object *tmp, *key;
1894 1940
1895 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1896 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1897 1944
1898 /* 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 */
1899 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1900 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1901 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1902 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1903 */ 1952 */
1904 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1905 tmp->slaying==door->slaying) break; 1954 break;
1906 } 1955 }
1907 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1908 /* 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.
1909 * 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
1910 * a key, return 1959 * a key, return
1911 */ 1960 */
1912 if (!tmp) { 1961 if (!tmp)
1962 {
1913 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1914 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1915 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1916 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1917 } 1970 }
1918 } 1971 }
1972 if (!tmp)
1919 if (!tmp) return NULL; 1973 return NULL;
1920 } 1974 }
1921 /* 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,
1922 * see if we actually want to use it 1976 * see if we actually want to use it
1923 */ 1977 */
1924 if (pl!=container) { 1978 if (pl != container)
1979 {
1925 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1926 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1927 /* cases where this fails: 1983 /* cases where this fails:
1928 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1929 * are not in the players inventory. 1985 * are not in the players inventory.
1930 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1931 * containers can be used. 1987 * containers can be used.
1932 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1933 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1934 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1935 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1936 * 1992 *
1937 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1938 * all the others. 1994 * all the others.
1939 */ 1995 */
1940 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1941 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1942 (pl->contr->usekeys == keyrings &&
1943 (!container->race || strcmp(container->race, "keys"))) 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1944 ) { 1999 {
1945 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1946 "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));
1947 query_name(tmp), query_name(container));
1948 return NULL; 2002 return NULL;
1949 } 2003 }
1950 } 2004 }
1951 return tmp; 2005 return tmp;
1952} 2006}
1953 2007
1954/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1955 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1956 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1957 * 0 otherwise 2011 * 0 otherwise
1958 */ 2012 */
2013static int
1959static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1960{ 2015{
1961
1962 /* 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,
1963 * 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 -
1964 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1965 */ 2019 */
1966 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1967 2021
1968 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1969 if (key) { 2023 if (key)
2024 {
1970 object *container=key->env; 2025 object *container = key->env;
1971 2026
1972 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);
1973 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1974 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);
1975 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1976 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 */
1977 } 2035 }
1978 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1979 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1980 "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));
1981 remove_door2(door); /* remove door without violence ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1982 } 2040 }
1983 /* Do this after we print the message */ 2041 /* Do this after we print the message */
1984 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
1985 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
1986 if (container != op) 2044 if (container != op)
1987 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
1988 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
1989 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
1990 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
1991 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1992 return 1; 2052 return 1;
1993 } 2053 }
1994 return 0; 2054 return 0;
1995} 2055}
1996 2056
1997/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
1998 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2002 */ 2062 */
2003 2063void
2004void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2005{ 2065{
2006 object *tmp, *mon; 2066 object *tmp, *mon;
2007 sint16 nx, ny; 2067 sint16 nx, ny;
2008 int on_battleground; 2068 int on_battleground;
2009 mapstruct *m; 2069 maptile *m;
2010 2070
2011 nx=freearr_x[dir]+op->x; 2071 nx = freearr_x[dir] + op->x;
2012 ny=freearr_y[dir]+op->y; 2072 ny = freearr_y[dir] + op->y;
2013 2073
2014 on_battleground = op_on_battleground(op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2015 2075
2016 /* 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
2017 * 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
2018 * 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
2019 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2020 * 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
2021 * 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
2022 * 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
2023 * move_ob uses. 2083 * move_ob uses.
2024 */ 2084 */
2025 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2026 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2027 m = get_map_from_coord(op->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2028 if (!m) return; /* Don't think this should happen */ 2091 return; /* Don't think this should happen */
2092 }
2093 else
2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2029 } 2097 {
2030 else m =op->map;
2031
2032 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2033 /* 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"); */
2099 return;
2100 }
2101
2102 mon = 0;
2103 /* Go through all the objects, and find ones of interest. Only stop if
2104 * we find a monster - that is something we know we want to attack.
2105 * if its a door or barrel (can roll) see if there may be monsters
2106 * on the space
2107 */
2108 while (tmp)
2109 {
2110 if (tmp == op)
2111 {
2112 tmp = tmp->above;
2113 continue;
2114 }
2115
2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2117 {
2118 mon = tmp;
2119 break;
2120 }
2121
2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2123 mon = tmp;
2124
2125 tmp = tmp->above;
2126 }
2127
2128 if (!mon) /* This happens anytime the player tries to move */
2129 return; /* into a wall */
2130
2131 if (mon->head)
2132 mon = mon->head;
2133
2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2135 if (player_attack_door (op, mon))
2136 return;
2137
2138 /* The following deals with possibly attacking peaceful
2139 * or frienddly creatures. Basically, all players are considered
2140 * unaggressive. If the moving player has peaceful set, then the
2141 * object should be pushed instead of attacked. It is assumed that
2142 * if you are braced, you will not attack friends accidently,
2143 * and thus will not push them.
2144 */
2145
2146 /* If the creature is a pet, push it even if the player is not
2147 * peaceful. Our assumption is the creature is a pet if the
2148 * player owns it and it is either friendly or unagressive.
2149 */
2150 if ((op->type == PLAYER)
2151#if COZY_SERVER
2152 &&
2153 ((mon->owner && mon->owner->contr
2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2155#else
2156 && mon->owner == op
2157#endif
2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2159 {
2160 /* If we're braced, we don't want to switch places with it */
2161 if (op->contr->braced)
2034 return; 2162 return;
2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2164 (void) push_ob (mon, dir, op);
2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167 return;
2035 } 2168 }
2036 2169
2037 mon = NULL; 2170 /* in certain circumstances, you shouldn't attack friendly
2038 /* Go through all the objects, and find ones of interest. Only stop if 2171 * creatures. Note that if you are braced, you can't push
2039 * we find a monster - that is something we know we want to attack. 2172 * someone, but put it inside this loop so that you won't
2040 * if its a door or barrel (can roll) see if there may be monsters 2173 * attack them either.
2041 * on the space
2042 */ 2174 */
2043 while (tmp!=NULL) { 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2044 if (tmp == op) { 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2045 tmp=tmp->above; 2177#ifdef PROHIBIT_PLAYERKILL
2046 continue; 2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2182#else
2183 op->contr->peaceful &&
2184#endif
2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2188 {
2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2190 (void) push_ob (mon, dir, op);
2047 } 2191 }
2048 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2192 else
2049 mon = tmp; 2193 new_draw_info (0, 0, op, "You withhold your attack");
2050 break; 2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2199 /* If the object is a boulder or other rollable object, then
2200 * roll it if not braced. You can't roll it if you are braced.
2201 */
2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2204 recursive_roll (mon, dir, op);
2205 if (action_makes_visible (op))
2206 make_visible (op);
2207 }
2208
2209 /* Any generic living creature. Including things like doors.
2210 * Way it works is like this: First, it must have some hit points
2211 * and be living. Then, it must be one of the following:
2212 * 1) Not a player, 2) A player, but of a different party. Note
2213 * that party_number -1 is no party, so attacks can still happen.
2214 */
2215
2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2218 {
2219
2220 /* If the player hasn't hit something this tick, and does
2221 * so, give them speed boost based on weapon speed. Doing
2222 * it here is better than process_players2, which basically
2223 * incurred a 1 tick offset.
2224 */
2225 if (!op->contr->has_hit)
2226 {
2227 op->speed_left += op->speed / op->contr->weapon_sp;
2228
2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2051 } 2230 }
2052 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2053 mon = tmp;
2054 tmp=tmp->above;
2055 }
2056
2057 if (mon==NULL) /* This happens anytime the player tries to move */
2058 return; /* into a wall */
2059 2231
2060 if(mon->head != NULL) 2232 skill_attack (mon, op, 0, 0, 0);
2061 mon = mon->head;
2062 2233
2063 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2234 /* If attacking another player, that player gets automatic
2064 if (player_attack_door(op, mon)) return; 2235 * hitback, and doesn't loose luck either.
2065 2236 * Disable hitback on the battleground or if the target is
2066 /* The following deals with possibly attacking peaceful 2237 * the wiz.
2067 * or frienddly creatures. Basically, all players are considered
2068 * unaggressive. If the moving player has peaceful set, then the
2069 * object should be pushed instead of attacked. It is assumed that
2070 * if you are braced, you will not attack friends accidently,
2071 * and thus will not push them.
2072 */ 2238 */
2073 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2074 /* If the creature is a pet, push it even if the player is not
2075 * peaceful. Our assumption is the creature is a pet if the
2076 * player owns it and it is either friendly or unagressive.
2077 */
2078 if ((op->type==PLAYER)
2079#if COZY_SERVER
2080 &&
2081 (
2082 (get_owner(mon) && get_owner(mon)->contr
2083 && same_party (get_owner(mon)->contr->party, op->contr->party))
2084 || get_owner(mon) == op
2085 )
2086#else
2087 && get_owner(mon)==op
2088#endif
2089 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2090 {
2091 /* If we're braced, we don't want to switch places with it */
2092 if (op->contr->braced) return;
2093 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2094 (void) push_ob(mon,dir,op);
2095 if(op->contr->tmp_invis||op->hide) make_visible(op);
2096 return;
2097 }
2098
2099 /* in certain circumstances, you shouldn't attack friendly
2100 * creatures. Note that if you are braced, you can't push
2101 * someone, but put it inside this loop so that you won't
2102 * attack them either.
2103 */
2104 if ((mon->type==PLAYER || mon->enemy != op) &&
2105 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2106 (
2107#ifdef PROHIBIT_PLAYERKILL
2108 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2109#else
2110 op->contr->peaceful &&
2111#endif
2112 !on_battleground
2113 )) { 2240 {
2114 if (!op->contr->braced) { 2241 short luck = mon->stats.luck;
2115 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2242
2116 (void) push_ob(mon,dir,op); 2243 mon->contr->has_hit = 1;
2117 } else { 2244 skill_attack (op, mon, 0, 0, 0);
2118 new_draw_info(0, 0,op,"You withhold your attack"); 2245 mon->stats.luck = luck;
2119 } 2246 }
2120 if(op->contr->tmp_invis||op->hide) make_visible(op);
2121 }
2122 2247
2123 /* If the object is a boulder or other rollable object, then
2124 * roll it if not braced. You can't roll it if you are braced.
2125 */
2126 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2127 recursive_roll(mon,dir,op);
2128 if(action_makes_visible(op)) make_visible(op); 2248 if (action_makes_visible (op))
2129 } 2249 make_visible (op);
2130
2131 /* Any generic living creature. Including things like doors.
2132 * Way it works is like this: First, it must have some hit points
2133 * and be living. Then, it must be one of the following:
2134 * 1) Not a player, 2) A player, but of a different party. Note
2135 * that party_number -1 is no party, so attacks can still happen.
2136 */
2137
2138 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2139 ((mon->type!=PLAYER || op->contr->party==NULL ||
2140 op->contr->party!=mon->contr->party))) {
2141
2142 /* If the player hasn't hit something this tick, and does
2143 * so, give them speed boost based on weapon speed. Doing
2144 * it here is better than process_players2, which basically
2145 * incurred a 1 tick offset.
2146 */
2147 if (!op->contr->has_hit) {
2148 op->speed_left += op->speed / op->contr->weapon_sp;
2149
2150 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2151 } 2250 }
2152
2153 skill_attack(mon, op, 0, NULL, NULL);
2154
2155 /* If attacking another player, that player gets automatic
2156 * hitback, and doesn't loose luck either.
2157 * Disable hitback on the battleground or if the target is
2158 * the wiz.
2159 */
2160 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2161 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2162 short luck = mon->stats.luck;
2163 mon->contr->has_hit = 1;
2164 skill_attack(op, mon, 0, NULL, NULL);
2165 mon->stats.luck = luck;
2166 }
2167 if(action_makes_visible(op)) make_visible(op);
2168 }
2169 } /* if player should attack something */ 2251 } /* if player should attack something */
2170} 2252}
2171 2253
2254int
2172int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2173 int pick; 2257 int pick;
2174 2258
2175 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2176 return 0;
2177
2178 /* Sanity check: make sure dir is valid */
2179 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2180 LOG( llevError, "move_player: invalid direction %d\n", dir);
2181 return 0;
2182 }
2183
2184 /* peterm: added following line */
2185 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2186 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2187
2188 op->facing = dir;
2189
2190 if(op->hide) do_hidden_move(op);
2191
2192 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2193 /*nop*/;
2194 else if (op->contr->fire_on)
2195 fire (op, dir);
2196 else
2197 {
2198 move_player_attack (op, dir);
2199 pick = check_pick(op);
2200 }
2201
2202 /* Add special check for newcs players and fire on - this way, the
2203 * server can handle repeat firing.
2204 */
2205 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2206 op->direction = dir;
2207 } else {
2208 op->direction=0;
2209 }
2210 /* Update how the player looks. Use the facing, so direction may
2211 * get reset to zero. This allows for full animation capabilities
2212 * for players.
2213 */
2214 animate_object(op, op->facing);
2215 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;
2216} 2302}
2217 2303
2218/* 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
2219 * new client/server stuff. 2305 * new client/server stuff.
2220 * 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
2221 * the new speed values for commands. 2307 * the new speed values for commands.
2222 * 2308 *
2223 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2224 */ 2310 */
2311int
2225int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2226{ 2313{
2227 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2228 op->invisible = 1000; 2316 op->invisible = 1000;
2229 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2230 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2231 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2232 */ 2320 */
2233 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2234 }
2235 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2236 op->invisible--; 2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2237 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2238 make_visible(op); 2329 make_visible (op);
2239 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.");
2240 } 2331 }
2241 } 2332 }
2242 2333
2243 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2244 flee_player(op); 2336 flee_player (op);
2245 /* 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 */
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2247 op->speed_left--; 2340 op->speed_left--;
2248 return 0; 2341 return 0;
2249 } 2342 }
2250 } 2343 }
2251 2344
2252 /* 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
2253 * 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
2254 * 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
2255 * 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.
2256 */ 2349 */
2257 if (op->contr->ranges[range_golem] && 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2258 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2259 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2260 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2261 op->contr->golem_count = 0;
2262 }
2263 2352
2264 /* 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
2265 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2266 * called, so we recheck it here. 2355 * called, so we recheck it here.
2267 */ 2356 */
2268 HandleClient(&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2269 if (op->speed_left<0) return 0; 2359 if (op->speed_left < 0)
2270
2271 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2272 /* All move commands take 1 tick, at least for now */
2273 op->speed_left--;
2274
2275 /* Instead of all the stuff below, let move_player take care
2276 * of it. Also, some of the skill stuff is only put in
2277 * there, as well as the confusion stuff.
2278 */
2279 move_player(op, op->direction);
2280 if (op->speed_left>0) return 1;
2281 else return 0;
2282 }
2283 return 0; 2360 return 0;
2284}
2285 2361
2286int save_life(object *op) { 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2287 object *tmp; 2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2288 2366
2289 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 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
2290 return 0; 2375 return 0;
2376 }
2291 2377
2292 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2378 return 0;
2293 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2379}
2294 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2380
2295 new_draw_info_format(NDI_UNIQUE, 0,op, 2381int
2296 "Your %s vibrates violently, then evaporates.", 2382save_life (object *op)
2297 query_name(tmp)); 2383{
2298 if (op->contr)
2299 esrv_del_item(op->contr, tmp->count);
2300 remove_ob(tmp);
2301 free_object(tmp);
2302 CLEAR_FLAG(op, FLAG_LIFESAVE);
2303 if(op->stats.hp<0)
2304 op->stats.hp = op->stats.maxhp;
2305 if(op->stats.food<0)
2306 op->stats.food = 999;
2307 fix_player(op);
2308 return 1;
2309 }
2310 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2311 CLEAR_FLAG(op, FLAG_LIFESAVE); 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2312 enter_player_savebed(op); /* bring him home. */
2313 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;
2314} 2413}
2315 2414
2316/* 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
2317 * 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
2318 * 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
2319 * from. 2418 * from.
2320 */ 2419 */
2420void
2321void remove_unpaid_objects(object *op, object *env) 2421remove_unpaid_objects (object *op, object *env)
2322{ 2422{
2323 object *next; 2423 object *next;
2324 2424
2325 while (op) { 2425 while (op)
2426 {
2326 next=op->below; /* Make sure we have a good value, in case 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2327 * we remove object 'op' 2428
2328 */
2329 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2330 remove_ob(op); 2430 {
2331 op->x = env->x;
2332 op->y = env->y;
2333 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2334 esrv_del_item(env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2335 insert_ob_in_map(op, env->map, NULL,0); 2433
2434 op->insert_at (env);
2336 } 2435 }
2436 else if (op->inv)
2337 else if (op->inv) remove_unpaid_objects(op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2338 op=next; 2439 op = next;
2339 } 2440 }
2340} 2441}
2341
2342 2442
2343/* 2443/*
2344 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2345 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2346 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2347 * best, a misc file for object actions is probably better, 2447 * best, a misc file for object actions is probably better,
2348 * but there isn't one in the server directory. 2448 * but there isn't one in the server directory.
2349 */ 2449 */
2450char *
2350char *gravestone_text (object *op) 2451gravestone_text (object *op)
2351{ 2452{
2352 static char buf2[MAX_BUF]; 2453 static char buf2[MAX_BUF];
2353 char buf[MAX_BUF]; 2454 char buf[MAX_BUF];
2354 time_t now = time (NULL); 2455 time_t now = time (NULL);
2355 2456
2356 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2357 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2358 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2359 else 2460 else
2360 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2361 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2362 strcat (buf2, buf); 2464 strcat (buf2, buf);
2363 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2364 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);
2365 else 2467 else
2366 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
2367 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf); 2471 strcat (buf2, buf);
2369 if (op->type == PLAYER) { 2472 if (op->type == PLAYER)
2473 {
2370 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2371 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2476 strcat (buf2, buf);
2373 } 2477 }
2478
2374 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2375 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2377 return buf2; 2483 return buf2;
2378} 2484}
2379 2485
2380 2486void
2381
2382void do_some_living(object *op) { 2487do_some_living (object *op)
2488{
2383 int last_food=op->stats.food; 2489 int last_food = op->stats.food;
2384 int gen_hp, gen_sp, gen_grace; 2490 int gen_hp, gen_sp, gen_grace;
2385 int over_hp, over_sp, over_grace; 2491 int over_hp, over_sp, over_grace;
2386 int i; 2492 int i;
2387 int rate_hp = 1200; 2493 int rate_hp = 1200;
2388 int rate_sp = 2500; 2494 int rate_sp = 2500;
2389 int rate_grace = 2000; 2495 int rate_grace = 2000;
2390 const int max_hp = 1; 2496 const int max_hp = 1;
2391 const int max_sp = 1; 2497 const int max_sp = 1;
2392 const int max_grace = 1; 2498 const int max_grace = 1;
2393 2499
2394 if (op->contr->outputs_sync) { 2500 if (op->contr->outputs_sync)
2501 {
2395 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2396 if (op->contr->outputs[i].buf!=NULL &&
2397 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2398 flush_output_element(op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2399 } 2505 }
2400 2506
2401 if(op->contr->state==ST_PLAYING) { 2507 if (op->contr->ns->state == ST_PLAYING)
2402 2508 {
2403 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2404 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2405 if(op->contr->gen_hp >= 0 ) 2511 if (op->contr->gen_hp >= 0)
2406 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2407 else { 2513 else
2514 {
2408 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2409 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2410 } 2517 }
2518
2411 if(op->contr->gen_sp >= 0 ) 2519 if (op->contr->gen_sp >= 0)
2412 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2413 else { 2521 else
2522 {
2414 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2415 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2416 } 2525 }
2526
2417 if(op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2418 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2419 else { 2529 else
2530 {
2420 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2421 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2422 } 2533 }
2423 2534
2424 /* Regenerate Spell Points */ 2535 /* Regenerate Spell Points */
2425 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2537 {
2426 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);
2427 if(op->stats.sp<op->stats.maxsp) {
2428 op->stats.sp++;
2429 /* dms do not consume food */
2430 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2431 op->stats.food--;
2432 if(op->contr->digestion<0)
2433 op->stats.food+=op->contr->digestion;
2434 else if(op->contr->digestion>0 &&
2435 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2436 op->stats.food=last_food;
2437 }
2438 }
2439 if (max_sp>1) {
2440 over_sp = (gen_sp+10)/rate_sp;
2441 if (over_sp > 0) {
2442 if(op->stats.sp<op->stats.maxsp) { 2539 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2540 {
2444 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2445 op->stats.sp--; 2541 op->stats.sp++;
2446 if(op->stats.sp>op->stats.maxsp) 2542 /* dms do not consume food */
2447 op->stats.sp=op->stats.maxsp; 2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2544 {
2545 op->stats.food--;
2546 if (op->contr->digestion < 0)
2547 op->stats.food += op->contr->digestion;
2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2549 op->stats.food = last_food;
2448 } 2550 }
2449 op->last_sp=0;
2450 } else {
2451 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2452 }
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 }
2457
2458 /* Regenerate Grace */
2459 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2460 if(--op->last_grace<0) {
2461 if(op->stats.grace<op->stats.maxgrace/2)
2462 op->stats.grace++; /* no penalty in food for regaining grace */
2463 if(max_grace>1) {
2464 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2465 if (over_grace > 0) {
2466 op->stats.sp += over_grace
2467 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2468 op->last_grace=0;
2469 } else {
2470 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2471 } 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 }
2472 } else { 2573 else
2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2575 }
2576
2577 /* Regenerate Grace */
2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2579 if (--op->last_grace < 0)
2580 {
2581 if (op->stats.grace < op->stats.maxgrace / 2)
2582 op->stats.grace++; /* no penalty in food for regaining grace */
2583
2584 if (max_grace > 1)
2585 {
2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2587 if (over_grace > 0)
2588 {
2589 op->stats.sp += over_grace
2590 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2591 op->last_grace = 0;
2592 }
2593 else
2594 {
2595 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2596 }
2597 }
2598 else
2599 {
2473 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);
2474 } 2601 }
2475 /* wearing stuff doesn't detract from grace generation. */ 2602 /* wearing stuff doesn't detract from grace generation. */
2476 } 2603 }
2477 2604
2478 /* Regenerate Hit Points */ 2605 /* Regenerate Hit Points */
2479 if(--op->last_heal<0) { 2606 if (--op->last_heal < 0)
2607 {
2480 if(op->stats.hp<op->stats.maxhp) { 2608 if (op->stats.hp < op->stats.maxhp)
2609 {
2481 op->stats.hp++; 2610 op->stats.hp++;
2482 /* dms do not consume food */ 2611 /* dms do not consume food */
2483 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2612 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 op->stats.food--; 2613 {
2614 op->stats.food--;
2485 if(op->contr->digestion<0) 2615 if (op->contr->digestion < 0)
2486 op->stats.food+=op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2487 else if(op->contr->digestion>0 && 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2488 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2489 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 }
2490 } 2639 }
2491 }
2492 if(max_hp>1) {
2493 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2494 if (over_hp > 0) {
2495 op->stats.sp += over_hp
2496 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2497 op->last_heal=0;
2498 } else {
2499 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2500 }
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 }
2505 2640
2506 /* Digestion */ 2641 /* Digestion */
2507 if(--op->last_eat<0) { 2642 if (--op->last_eat < 0)
2643 {
2508#ifdef COZY_SERVER 2644#ifdef COZY_SERVER
2509 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;
2510 int bonus=dg>0?dg:0, 2646 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2511 penalty=dg<0?-dg:0;
2512#else 2647#else
2513 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;
2514 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2515#endif 2649#endif
2516 2650
2517 if(op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2518 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);
2519 else 2653 else
2520 op->last_eat=25*(1+bonus)/(penalty +1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2521 /* dms do not consume food */ 2656 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 } 2658 op->stats.food--;
2524 } 2659 }
2525 2660
2526 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2662 {
2527 object *tmp, *flesh=NULL; 2663 object *tmp, *flesh = 0;
2528 2664
2529 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2666 {
2530 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2668 {
2531 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2532 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.");
2533 manual_apply(op,tmp,0); 2672 manual_apply (op, tmp, 0);
2534 if(op->stats.food>=0||op->stats.hp<0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2535 break; 2674 break;
2536 } 2675 }
2537 else if (tmp->type==FLESH) flesh=tmp; 2676 else if (tmp->type == FLESH)
2677 flesh = tmp;
2538 } /* End if paid for object */ 2678 } /* End if paid for object */
2539 } /* end of for loop */ 2679 } /* end of for loop */
2680
2540 /* 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
2541 * eat flesh instead. 2682 * eat flesh instead.
2542 */ 2683 */
2543 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2685 {
2544 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.");
2545 manual_apply(op,flesh,0); 2687 manual_apply (op, flesh, 0);
2546 } 2688 }
2547 } /* end if player is starving */ 2689 }
2548 2690
2549 while(op->stats.food<0&&op->stats.hp>0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2550 op->stats.food++,op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2551 2693
2552 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))
2553 kill_player(op); 2695 kill_player (op);
2696 }
2554} 2697}
2555
2556
2557 2698
2558/* 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.
2559 * 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
2560 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2561 * file. 2702 * file.
2562 */ 2703 */
2704void
2563void kill_player(object *op) 2705kill_player (object *op)
2564{ 2706{
2565 char buf[MAX_BUF]; 2707 char buf[MAX_BUF];
2566 int x,y,i; 2708 int x, y;
2709
2710 //int i;
2567 mapstruct *map; /* this is for resurrection */ 2711 maptile *map; /* this is for resurrection */
2712
2568 int z; 2713 /* int z;
2569 int num_stats_lose; 2714 int num_stats_lose;
2570 int lost_a_stat; 2715 int lost_a_stat;
2571 int lose_this_stat; 2716 int lose_this_stat;
2572 int this_stat; 2717 int this_stat; */
2573 int will_kill_again; 2718 int will_kill_again;
2574 archetype *at; 2719 archetype *at;
2575 object *tmp; 2720 object *tmp;
2576 2721
2577 if(save_life(op)) 2722 if (save_life (op))
2578 return; 2723 return;
2579 2724
2580 2725
2581 /* 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
2582 * 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.
2583 * Look at op_on_battleground() for more info --AndreasV 2728 * Look at op_on_battleground() for more info --AndreasV
2584 */ 2729 */
2585 if (op_on_battleground(op, &x, &y)) { 2730 if (op_on_battleground (op, &x, &y))
2586 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2731 {
2587 "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2588 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...");
2589 "Local medics have saved your life..."); 2734
2590
2591 /* restore player */ 2735 /* restore player */
2592 at = find_archetype("poisoning"); 2736 at = archetype::find ("poisoning");
2593 tmp=present_arch_in_ob(at,op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2594 if (tmp) { 2738 {
2595 remove_ob(tmp); 2739 tmp->destroy ();
2596 free_object(tmp);
2597 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2741 }
2742
2743 at = archetype::find ("confusion");
2744 if (object *tmp = present_arch_in_ob (at, op))
2598 } 2745 {
2599 2746 tmp->destroy ();
2600 at = find_archetype("confusion");
2601 tmp=present_arch_in_ob(at,op);
2602 if (tmp) {
2603 remove_ob(tmp);
2604 free_object(tmp);
2605 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2606 } 2748 }
2607 2749
2608 cure_disease(op,0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2609 op->stats.hp=op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2610 if (op->stats.food<=0) op->stats.food=999; 2752 if (op->stats.food <= 0)
2611 2753 op->stats.food = 999;
2754
2612 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2613 tmp=arch_to_object(find_archetype("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2614 if (tmp != NULL)
2615 { 2757 {
2616 sprintf(buf,"%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2617 tmp->name = buf; 2759 tmp->name = buf;
2618 sprintf(buf," This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2619 " 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",
2620 &op->name, op->contr->title, (int)(op->level), 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2621 op->contr->killer);
2622 tmp->msg=buf; 2763 tmp->msg = buf;
2623 tmp->value=0, tmp->material=0, tmp->type=0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2624 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2625 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2626 insert_ob_in_map(tmp,op->map,op,0);
2627 }
2628 2767 }
2768
2629 /* teleport defeated player to new destination*/ 2769 /* teleport defeated player to new destination */
2630 transfer_ob(op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2631 op->contr->braced=0; 2771 op->contr->braced = 0;
2632 return; 2772 return;
2633 } 2773 }
2634 2774
2635 INVOKE_PLAYER (DEATH, op->contr); 2775 INVOKE_PLAYER (DEATH, op->contr);
2636 2776
2637 command_kill_pets (op, 0); 2777 command_kill_pets (op, 0);
2638 2778
2639 if(op->stats.food<0) { 2779 if (op->stats.food < 0)
2780 {
2640 if (op->contr->explore) { 2781 if (op->contr->explore)
2782 {
2641 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");
2642 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2643 op->stats.food=999; 2785 op->stats.food = 999;
2644 return; 2786 return;
2645 } 2787 }
2646 sprintf(buf,"%s starved to death.",&op->name); 2788 sprintf (buf, "%s starved to death.", &op->name);
2647 strcpy(op->contr->killer,"starvation"); 2789 strcpy (op->contr->killer, "starvation");
2790 }
2791 else
2648 } 2792 {
2649 else {
2650 if (op->contr->explore) { 2793 if (op->contr->explore)
2794 {
2651 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");
2652 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2653 op->stats.hp=op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2654 return; 2798 return;
2655 } 2799 }
2656 sprintf(buf,"%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
2657 } 2801 }
2802
2658 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2659 2804
2660 /* save the map location for corpse, gravestone*/ 2805 /* save the map location for corpse, gravestone */
2661 x=op->x;y=op->y;map=op->map; 2806 x = op->x;
2807 y = op->y;
2808 map = op->map;
2662 2809
2663
2664 if (settings.not_permadeth == TRUE) {
2665 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2666 * 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.
2667 * 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.
2668 */ 2813 */
2669 2814
2670 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
2671 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
2672 * of death. 2817 * of death.
2673 */ 2818 */
2674#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
2675 if (settings.balanced_stat_loss) { 2820 if (settings.balanced_stat_loss)
2821 {
2676 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
2677 /* 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
2678 more if they do. */ 2824 more if they do. */
2679 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
2680 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
2681 little bit harder. */ 2827 little bit harder. */
2682 /* GD */ 2828 /* GD */
2683 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
2684 num_stats_lose = 1;
2685 else
2686 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2687 } else {
2688 num_stats_lose = 1; 2830 num_stats_lose = 1;
2689 } 2831 else
2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
2835 num_stats_lose = 1;
2836
2690 lost_a_stat = 0; 2837 lost_a_stat = 0;
2691 2838
2692 for (z=0; z<num_stats_lose; z++) { 2839 for (z = 0; z < num_stats_lose; z++)
2840 {
2693 i = RANDOM() % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
2694 2842
2695 if (settings.stat_loss_on_death) { 2843 if (settings.stat_loss_on_death)
2844 {
2696 /* 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
2697 * what he lost. 2846 * what he lost.
2698 */ 2847 */
2699 change_attr_value(&(op->stats), i,-1); 2848 change_attr_value (&(op->stats), i, -1);
2700 check_stat_bounds(&(op->stats)); 2849 check_stat_bounds (&(op->stats));
2701 change_attr_value(&(op->contr->orig_stats), i,-1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
2702 check_stat_bounds(&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
2703 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2704 lost_a_stat = 1; 2853 lost_a_stat = 1;
2705 } else { 2854 }
2855 else
2856 {
2706 /* deplete a stat */ 2857 /* deplete a stat */
2707 archetype *deparch=find_archetype("depletion"); 2858 archetype *deparch = archetype::find ("depletion");
2708 object *dep; 2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2709 2863 {
2710 dep = present_arch_in_ob(deparch,op);
2711 if(!dep) {
2712 dep = arch_to_object(deparch); 2864 dep = arch_to_object (deparch);
2713 insert_ob_in_ob(dep, op); 2865 insert_ob_in_ob (dep, op);
2714 } 2866 }
2715 lose_this_stat = 1; 2867 lose_this_stat = 1;
2716 if (settings.balanced_stat_loss) { 2868 if (settings.balanced_stat_loss)
2869 {
2717 /* GD */ 2870 /* GD */
2718 /* Get the stat that we're about to deplete. */ 2871 /* Get the stat that we're about to deplete. */
2719 this_stat = get_attr_value(&(dep->stats), i); 2872 this_stat = get_attr_value (&(dep->stats), i);
2720 if (this_stat < 0) { 2873 if (this_stat < 0)
2874 {
2721 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2722 int keep_chance = this_stat * this_stat; 2876 int keep_chance = this_stat * this_stat;
2877
2723 /* Yes, I am paranoid. Sue me. */ 2878 /* Yes, I am paranoid. Sue me. */
2724 if (keep_chance < 1) 2879 if (keep_chance < 1)
2725 keep_chance = 1; 2880 keep_chance = 1;
2726 2881
2727 /* There is a maximum depletion total per level. */ 2882 /* There is a maximum depletion total per level. */
2728 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2884 {
2729 lose_this_stat = 0; 2885 lose_this_stat = 0;
2730 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
2731 retain the stat. */ 2887 retain the stat. */
2732 } else {
2733 if (random_roll(0, loss_chance + keep_chance-1,
2734 op, PREFER_LOW) < keep_chance)
2735 lose_this_stat = 0;
2736 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2737 this_stat, keep_chance, loss_chance,
2738 lose_this_stat?"LOSE":"KEEP"); */
2739 }
2740 } 2888 }
2741 } 2889 else
2742
2743 if (lose_this_stat) {
2744 this_stat = get_attr_value(&(dep->stats), i);
2745 /* We could try to do something clever like find another
2746 * stat to reduce if this fails. But chances are, if
2747 * stats have been depleted to -50, all are pretty low
2748 * and should be roughly the same, so it shouldn't make a
2749 * difference.
2750 */ 2890 {
2751 if (this_stat>=-50) { 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2752 change_attr_value(&(dep->stats), i, -1);
2753 SET_FLAG(dep, FLAG_APPLIED);
2754 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2755 fix_player(op);
2756 lost_a_stat = 1; 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"); */
2757 } 2896 }
2758 } 2897 }
2759 } 2898 }
2760 } 2899
2761 /* If no stat lost, tell the player. */
2762 if (!lost_a_stat) 2900 if (lose_this_stat)
2901 {
2902 this_stat = get_attr_value (&(dep->stats), i);
2903 /* We could try to do something clever like find another
2904 * stat to reduce if this fails. But chances are, if
2905 * stats have been depleted to -50, all are pretty low
2906 * and should be roughly the same, so it shouldn't make a
2907 * difference.
2908 */
2909 if (this_stat >= -50)
2763 { 2910 {
2764 /* determine_god() seems to not work sometimes... why is this? 2911 change_attr_value (&(dep->stats), i, -1);
2765 Should I be using something else? GD */ 2912 SET_FLAG (dep, FLAG_APPLIED);
2766 const char *god = determine_god(op);
2767 if (god && (strcmp(god, "none")))
2768 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2769 "moment you feel the holy presence of %s protecting" 2914 op->update_stats ();
2770 " you.", god); 2915 lost_a_stat = 1;
2771 else 2916 }
2772 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2773 " feel a holy presence protecting you.");
2774 } 2917 }
2918 }
2919 }
2920 /* If no stat lost, tell the player. */
2921 if (!lost_a_stat)
2922 {
2923 /* determine_god() seems to not work sometimes... why is this?
2924 Should I be using something else? GD */
2925 const char *god = determine_god (op);
2926
2927 if (god && (strcmp (god, "none")))
2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2929 else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
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.");
2775#endif 2934#endif
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you from losing yourself completely.");
2778 2935
2779 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
2780 * exp loss on the stone. 2937 * exp loss on the stone.
2781 */ 2938 */
2782 tmp=arch_to_object(find_archetype("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
2783 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2940 sprintf (buf, "%s's gravestone", &op->name);
2941 tmp->name = buf;
2784 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2942 sprintf (buf, "%s's gravestones", &op->name);
2785 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2943 tmp->name_pl = buf;
2786 "who was killed\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);
2787 "by %s.\n",
2788 &op->name, op->contr->title,
2789 op->contr->killer);
2790 tmp->msg = buf; 2945 tmp->msg = buf;
2791 tmp->x=op->x,tmp->y=op->y; 2946 tmp->x = op->x, tmp->y = op->y;
2792 insert_ob_in_map (tmp, op->map, NULL,0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2793 2948
2794 /**************************************/ 2949 /**************************************/
2795 /* */ 2950 /* */
2796 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
2797 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
2798 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
2799 /* */ 2954 /* */
2800 /**************************************/ 2955 /**************************************/
2801 2956
2802 /* remove any poisoning and confusion the character may be suffering.*/ 2957 /* remove any poisoning and confusion the character may be suffering. */
2803 /* restore player */ 2958 /* restore player */
2804 at = find_archetype("poisoning"); 2959 at = archetype::find ("poisoning");
2805 tmp=present_arch_in_ob(at,op); 2960 tmp = present_arch_in_ob (at, op);
2806 if (tmp) { 2961
2807 remove_ob(tmp); 2962 if (tmp)
2808 free_object(tmp); 2963 {
2964 tmp->destroy ();
2809 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2810 } 2966 }
2811 2967
2812 at = find_archetype("confusion"); 2968 at = archetype::find ("confusion");
2813 tmp=present_arch_in_ob(at,op); 2969 tmp = present_arch_in_ob (at, op);
2814 if (tmp) { 2970 if (tmp)
2815 remove_ob(tmp); 2971 {
2816 free_object(tmp); 2972 tmp->destroy ();
2817 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2818 } 2974 }
2975
2819 cure_disease(op,0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
2820 2977
2821 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
2822 apply_death_exp_penalty(op); 2979 apply_death_exp_penalty (op);
2823 if(op->stats.food < 100) op->stats.food = 900; 2980 if (op->stats.food < 100)
2981 op->stats.food = 900;
2824 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
2825 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2826 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2827 2985
2828 /* 2986 /*
2829 * 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
2830 * 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
2831 * in the map. 2989 * in the map.
2832 */ 2990 */
2833 2991
2834 if (is_in_shop (op)) 2992 if (is_in_shop (op))
2835 remove_unpaid_objects(op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
2836 2994
2837 /****************************************/ 2995 /****************************************/
2838 /* */ 2996 /* */
2839 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
2840 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
2841 /* */ 2999 /* */
2842 /****************************************/ 3000 /****************************************/
2843 3001
2844 enter_player_savebed(op); 3002 enter_player_savebed (op);
2845 3003
2846 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
2847 * chance of abuse. 3005 * chance of abuse.
2848 */ 3006 */
2849 op->contr->braced=0; 3007 op->contr->braced = 0;
2850 save_player(op,1); 3008 op->contr->save ();
2851 3009
2852 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
2853 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
2854 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
2855 * on the space that might harm the player. 3013 * on the space that might harm the player.
2856 */ 3014 */
2857 will_kill_again=0; 3015 will_kill_again = 0;
2858 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)
2859 if (tmp->type ==SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
2860 will_kill_again|=tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
2861 } 3019
2862 if (will_kill_again) { 3020 if (will_kill_again)
3021 {
2863 object *force; 3022 object *force;
2864 int at; 3023 int at;
2865 3024
2866 force=get_archetype(FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
2867 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
2868 force->speed=0.1; 3027 force->speed = 0.1;
2869 force->speed_left=-5.0; 3028 force->speed_left = -5.0;
2870 SET_FLAG(force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
2871 for (at=0; at<NROFATTACKS; at++) { 3030 for (at = 0; at < NROFATTACKS; at++)
2872 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
2873 force->resist[at] = 100; 3032 force->resist[at] = 100;
3033
3034 insert_ob_in_ob (force, op);
3035 op->update_stats ();
3036
3037 }
3038
3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3040}
3041
3042void
3043loot_object (object *op)
3044{ /* Grab and destroy some treasure */
3045 object *tmp, *tmp2, *next;
3046
3047 if (op->container)
3048 esrv_apply_container (op, op->container); /* close open sack first */
3049
3050 for (tmp = op->inv; tmp; tmp = next)
3051 {
3052 next = tmp->below;
3053
3054 if (tmp->invisible)
3055 continue;
3056
3057 tmp->remove ();
3058 tmp->x = op->x, tmp->y = op->y;
3059 if (tmp->type == CONTAINER)
3060 { /* empty container to ground */
3061 loot_object (tmp);
3062 }
3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3064 {
3065 if (tmp->nrof > 1)
3066 {
3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3068 tmp2->destroy ();
3069 insert_ob_in_map (tmp, op->map, NULL, 0);
2874 } 3070 }
2875 insert_ob_in_ob(force, op);
2876 fix_player(op);
2877
2878 }
2879 /**************************************/
2880 /* */
2881 /* Repaint the characters inv, and */
2882 /* stats, and show a nasty message ;) */
2883 /* */
2884 /**************************************/
2885
2886 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2887 return;
2888 } /* NOT_PERMADETH */
2889 else {
2890 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2891 * should probably be embedded in an else statement.
2892 */
2893
2894 op->contr->party=NULL;
2895 if (settings.set_title == TRUE)
2896 op->contr->own_title[0]='\0';
2897 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2898 check_score(op);
2899 if(op->contr->ranges[range_golem]!=NULL) {
2900 remove_friendly_object(op->contr->ranges[range_golem]);
2901 remove_ob(op->contr->ranges[range_golem]);
2902 free_object(op->contr->ranges[range_golem]);
2903 op->contr->ranges[range_golem]=NULL;
2904 op->contr->golem_count=0;
2905 }
2906 loot_object(op); /* Remove some of the items for good */
2907 remove_ob(op);
2908 op->direction=0;
2909
2910 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2911 delete_character(op->name,0);
2912 if (settings.resurrection == TRUE) {
2913 /* save playerfile sans equipment when player dies
2914 ** then save it as player.pl.dead so that future resurrection
2915 ** type spells will work on them nicely
2916 */
2917 delete_character(op->name,0);
2918 op->stats.hp = op->stats.maxhp;
2919 op->stats.food = 999;
2920
2921 /* set the location of where the person will reappear when */
2922 /* maybe resurrection code should fix map also */
2923 strcpy(op->contr->maplevel, settings.emergency_mapname);
2924 if(op->map!=NULL)
2925 op->map = NULL;
2926 op->x = settings.emergency_x;
2927 op->y = settings.emergency_y;
2928 save_player(op,0);
2929 op->map = map;
2930 /* please see resurrection.c: peterm */
2931 dead_player(op);
2932 } else { 3071 else
2933 delete_character(op->name,1); 3072 tmp->destroy ();
2934 } 3073 }
2935 } 3074 else
2936 play_again(op);
2937
2938 /* peterm: added to create a corpse at deathsite. */
2939 tmp=arch_to_object(find_archetype("corpse_pl"));
2940 sprintf(buf,"%s", &op->name);
2941 tmp->name = tmp->name_pl = buf;
2942 tmp->level=op->level;
2943 tmp->x=x;tmp->y=y;
2944 tmp->msg = gravestone_text(op);
2945 SET_FLAG (tmp, FLAG_UNIQUE);
2946 insert_ob_in_map (tmp, map, NULL,0);
2947 }
2948}
2949
2950
2951void loot_object(object *op) { /* Grab and destroy some treasure */
2952 object *tmp,*tmp2,*next;
2953
2954 if (op->container) { /* close open sack first */
2955 esrv_apply_container (op, op->container);
2956 }
2957
2958 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2959 next=tmp->below;
2960 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2961 remove_ob(tmp);
2962 tmp->x=op->x,tmp->y=op->y;
2963 if (tmp->type == CONTAINER) { /* empty container to ground */
2964 loot_object(tmp);
2965 }
2966 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2967 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2968 if(tmp->nrof>1) {
2969 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2970 free_object(tmp2);
2971 insert_ob_in_map(tmp,op->map,NULL,0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
2972 } else
2973 free_object(tmp);
2974 } else
2975 insert_ob_in_map(tmp,op->map,NULL,0);
2976 } 3076 }
2977} 3077}
2978 3078
2979/* 3079/*
2980 * fix_weight(): Check recursively the weight of all players, and fix 3080 * fix_weight(): Check recursively the weight of all players, and fix
2981 * 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
2982 * was changed. 3082 * was changed.
2983 */ 3083 */
2984 3084
3085void
2985void fix_weight(void) { 3086fix_weight (void)
2986 player *pl; 3087{
2987 for (pl = first_player; pl != NULL; pl = pl->next) { 3088 for_all_players (pl)
3089 {
2988 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3091
2989 if(old == sum) 3092 if (old == sum)
2990 continue; 3093 continue;
2991 fix_player(pl->ob); 3094 pl->ob->update_stats ();
2992 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2993 &pl->ob->name, old, sum);
2994 } 3096 }
2995} 3097}
2996 3098
3099void
2997void fix_luck(void) { 3100fix_luck (void)
2998 player *pl; 3101{
2999 for (pl = first_player; pl != NULL; pl = pl->next) 3102 for_all_players (pl)
3000 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3001 change_luck(pl->ob, 0); 3104 pl->ob->change_luck (0);
3002} 3105}
3003
3004 3106
3005/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3006 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3007 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3008 */ 3110 */
3009
3010void 3111void
3011cast_dust (object * op, object * throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3012{ 3113{
3013 object *skop, *spob; 3114 object *skop, *spob;
3014 3115
3015 skop = find_skill_by_name (op, throw_ob->skill); 3116 skop = find_skill_by_name (op, throw_ob->skill);
3016 3117
3017 /* casting POTION 'dusts' is really a use_magic_item skill */ 3118 /* casting POTION 'dusts' is really a use_magic_item skill */
3018 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3119 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3019 { 3120 {
3020 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);
3021 &op->name);
3022 return; 3122 return;
3023 } 3123 }
3024 3124
3025 spob = throw_ob->inv; 3125 spob = throw_ob->inv;
3026 3126
3027 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3127 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3028 // not pass NULL to cast_spell (which did indeed check itself, but 3128 // not pass NULL to cast_spell (which did indeed check itself, but
3029 // errors should be reported as early as possible IMHO) 3129 // errors should be reported as early as possible IMHO)
3030 if (!spob) 3130 if (!spob)
3031 { 3131 {
3032 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3132 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3033 &throw_ob->name, &op->name);
3034 return; 3133 return;
3035 } 3134 }
3036 3135
3037 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3038 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);
3039 3138
3040 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3041 3140
3042 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3043 remove_ob (throw_ob);
3044 free_object (throw_ob);
3045} 3142}
3046 3143
3144void
3047void make_visible (object *op) { 3145make_visible (object *op)
3146{
3048 op->hide = 0; 3147 op->hide = 0;
3049 op->invisible = 0; 3148 op->invisible = 0;
3050 if(op->type==PLAYER) { 3149 if (op->type == PLAYER)
3150 {
3051 op->contr->tmp_invis = 0; 3151 op->contr->tmp_invis = 0;
3052 op->contr->invis_race = 0; 3152 op->contr->invis_race = 0;
3053 } 3153 }
3054 update_object(op,UP_OBJ_FACE); 3154 update_object (op, UP_OBJ_FACE);
3055} 3155}
3056 3156
3157int
3057int is_true_undead(object *op) { 3158is_true_undead (object *op)
3159{
3058 object *tmp=NULL; 3160 object *tmp = NULL;
3059 3161
3060 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1;
3061 3164
3062 if(op->type==PLAYER)
3063 for(tmp=op->inv;tmp;tmp=tmp->below)
3064 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3065 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3066 return 0; 3165 return 0;
3067} 3166}
3068 3167
3069/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3070 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3071 * indicate greater hideability. 3170 * indicate greater hideability.
3072 */ 3171 */
3073 3172
3173int
3074int hideability(object *ob) { 3174hideability (object *ob)
3175{
3075 int i,level=0, mflag; 3176 int i, level = 0, mflag;
3076 sint16 x,y; 3177 sint16 x, y;
3077 3178
3078 if(!ob||!ob->map) return 0; 3179 if (!ob || !ob->map)
3180 return 0;
3079 3181
3080 /* so, on normal lighted maps, its hard to hide */ 3182 /* so, on normal lighted maps, its hard to hide */
3081 level=ob->map->darkness - 2; 3183 level = ob->map->darkness - 2;
3082 3184
3083 /* this also picks up whether the object is glowing. 3185 /* this also picks up whether the object is glowing.
3084 * 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
3085 * as bad as carrying a light on a pitch dark map */ 3187 * as bad as carrying a light on a pitch dark map */
3086 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3188 if (has_carried_lights (ob))
3189 level = -(10 + (2 * ob->map->darkness));
3087 3190
3088 /* scan through all nearby squares for terrain to hide in */ 3191 /* scan through all nearby squares for terrain to hide in */
3089 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 {
3090 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3194 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3091 if (mflag & P_OUT_OF_MAP) { continue; } 3195 if (mflag & P_OUT_OF_MAP)
3196 {
3197 continue;
3198 }
3092 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3199 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3093 level += 2; 3200 level += 2;
3094 else /* open terrain! */ 3201 else /* open terrain! */
3095 level -= 1; 3202 level -= 1;
3096 } 3203 }
3097 3204
3098#if 0 3205#if 0
3099 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3206 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3100#endif 3207#endif
3101 return level; 3208 return level;
3102} 3209}
3103 3210
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3211/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3212 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3213 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3214 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3215 */
3109 3216
3217void
3110void do_hidden_move (object *op) { 3218do_hidden_move (object *op)
3219{
3111 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3112 object *skop; 3221 object *skop;
3113 3222
3114 if(!op || !op->map) return; 3223 if (!op || !op->map)
3224 return;
3115 3225
3116 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3117 3227
3118 /* 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! */
3119 if(op->type==PLAYER && op->contr->run_on) { 3229 if (op->type == PLAYER && op->contr->run_on)
3230 {
3120 if(!skop || num >= skop->level) { 3231 if (!skop || num >= skop->level)
3232 {
3121 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!");
3122 make_visible(op); 3234 make_visible (op);
3123 return; 3235 return;
3236 }
3237 else
3124 } else num += 20; 3238 num += 20;
3125 } 3239 }
3126 num += op->map->difficulty; 3240 num += op->map->difficulty;
3127 hide = hideability(op); /* modify by terrain hidden level */ 3241 hide = hideability (op); /* modify by terrain hidden level */
3128 num -= hide; 3242 num -= hide;
3129 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 {
3130 make_visible(op); 3245 make_visible (op);
3131 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3246 if (op->type == PLAYER)
3132 "You moved out of hiding! You are visible!"); 3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3133 } 3248 }
3134 else if (op->type == PLAYER && skop) { 3249 else if (op->type == PLAYER && skop)
3250 {
3135 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);
3136 } 3252 }
3137} 3253}
3138 3254
3139/* determine if who is standing near a hostile creature. */ 3255/* determine if who is standing near a hostile creature. */
3140 3256
3257int
3141int stand_near_hostile( object *who ) { 3258stand_near_hostile (object *who)
3259{
3142 object *tmp=NULL; 3260 object *tmp = NULL;
3143 int i,friendly=0,player=0, mflags; 3261 int i, friendly = 0, player = 0, mflags;
3144 mapstruct *m; 3262 maptile *m;
3145 sint16 x,y; 3263 sint16 x, y;
3146 3264
3147 if(!who) return 0; 3265 if (!who)
3266 return 0;
3148 3267
3149 if(who->type==PLAYER) player=1; 3268 if (who->type == PLAYER)
3269 player = 1;
3270
3271 else
3150 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3272 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3151 3273
3152 /* search adjacent squares */ 3274 /* search adjacent squares */
3153 for(i=1;i<9;i++) { 3275 for (i = 1; i < 9; i++)
3276 {
3154 x = who->x+freearr_x[i]; 3277 x = who->x + freearr_x[i];
3155 y = who->y+freearr_y[i]; 3278 y = who->y + freearr_y[i];
3156 m = who->map; 3279 m = who->map;
3157 mflags = get_map_flags(m, &m, x, y, &x, &y); 3280 mflags = get_map_flags (m, &m, x, y, &x, &y);
3158 /* space must be blocked if there is a monster. If not 3281 /* space must be blocked if there is a monster. If not
3159 * blocked, don't need to check this space. 3282 * blocked, don't need to check this space.
3160 */ 3283 */
3161 if (mflags & P_OUT_OF_MAP) continue; 3284 if (mflags & P_OUT_OF_MAP)
3285 continue;
3162 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3286 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3163 3287 continue;
3164 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3288
3165 if((player||friendly) 3289 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3290 {
3166 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 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)
3167 return 1; 3297 return 1;
3168 else if(tmp->type==PLAYER)
3169 {
3170 /*don't let a hidden DM prevent you from hiding*/
3171 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3172 return 1;
3173 } 3298 }
3174 } 3299 }
3175 } 3300 }
3176 return 0; 3301 return 0;
3177} 3302}
3178 3303
3179/* check the player los field for viewability of the 3304/* check the player los field for viewability of the
3180 * object op. This function works fine for monsters, 3305 * object op. This function works fine for monsters,
3181 * 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
3188 * 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.
3189 * -b.t. 3314 * -b.t.
3190 * This function is now map tiling safe. 3315 * This function is now map tiling safe.
3191 */ 3316 */
3192 3317
3318int
3193int player_can_view (object *pl,object *op) { 3319player_can_view (object *pl, object *op)
3320{
3194 rv_vector rv; 3321 rv_vector rv;
3195 int dx,dy; 3322 int dx, dy;
3196 3323
3197 if(pl->type!=PLAYER) { 3324 if (pl->type != PLAYER)
3325 {
3198 LOG(llevError,"player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3199 return -1; 3327 return -1;
3200 } 3328 }
3201 if (!pl || !op) return 0;
3202 3329
3203 if(op->head) { op = op->head; } 3330 if (!pl || !op)
3204 get_rangevector(pl, op, &rv, 0x1);
3205
3206 /* starting with the 'head' part, lets loop
3207 * through the object and find if it has any
3208 * part that is in the los array but isnt on
3209 * a blocked los square.
3210 * we use the archetype to figure out offsets.
3211 */
3212 while(op) {
3213 dx = rv.distance_x + op->arch->clone.x;
3214 dy = rv.distance_y + op->arch->clone.y;
3215
3216 /* only the viewable area the player sees is updated by LOS
3217 * code, so we need to restrict ourselves to that range of values
3218 * for any meaningful values.
3219 */
3220 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3221 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3222 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3223 return 1;
3224 op = op->more;
3225 }
3226 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;
3227} 3359}
3228 3360
3229/* routine for both players and monsters. We call this when 3361/* routine for both players and monsters. We call this when
3230 * there is a possibility for our action distrubing our hiding 3362 * there is a possibility for our action distrubing our hiding
3231 * place or invisiblity spell. Artefact invisiblity is not 3363 * place or invisiblity spell. Artefact invisiblity is not
3232 * effected by this. If we arent invisible to begin with, we 3364 * effected by this. If we arent invisible to begin with, we
3233 * return 0. 3365 * return 0.
3234 */ 3366 */
3367int
3235int action_makes_visible (object *op) { 3368action_makes_visible (object *op)
3369{
3236 3370
3237 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3371 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3372 {
3238 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3373 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3239 return 0; 3374 return 0;
3240 3375
3241 if (op->contr && op->contr->tmp_invis == 0) return 0; 3376 if (op->contr && op->contr->tmp_invis == 0)
3377 return 0;
3242 3378
3243 /* If monsters, they should become visible */ 3379 /* If monsters, they should become visible */
3244 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3380 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3381 {
3245 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");
3246 return 1; 3383 return 1;
3247 } 3384 }
3248 } 3385 }
3249 return 0; 3386 return 0;
3250} 3387}
3251 3388
3252/* op_on_battleground - checks if the given object op (usually 3389/* op_on_battleground - checks if the given object op (usually
3253 * a player) is standing on a valid battleground-tile, 3390 * a player) is standing on a valid battleground-tile,
3254 * function returns TRUE/FALSE. If true x, y returns the battleground 3391 * function returns TRUE/FALSE. If true x, y returns the battleground
3255 * -exit-coord. (and if x, y not NULL) 3392 * -exit-coord. (and if x, y not NULL)
3256 * 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
3257 * 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
3258 * 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
3259 */ 3396 */
3397int
3260int op_on_battleground (object *op, int *x, int *y) { 3398op_on_battleground (object *op, int *x, int *y)
3399{
3261 object *tmp; 3400 object *tmp;
3262 3401
3263 /* A battleground-tile needs the following attributes to be valid: 3402 /* A battleground-tile needs the following attributes to be valid:
3264 * 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),
3265 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3404 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3266 * and the exit-coordinates sp/hp must both be > 0. 3405 * and the exit-coordinates sp/hp must both be > 0.
3267 * => The intention here is to prevent abuse of the battleground- 3406 * => The intention here is to prevent abuse of the battleground-
3268 * feature (like pickable or hidden battleground tiles). */ 3407 * feature (like pickable or hidden battleground tiles). */
3269 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3408 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3409 {
3270 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3410 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3411 {
3271 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3412 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3272 strcmp(tmp->name, "battleground")==0 && 3413 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3273 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3414 {
3274 /*before we assign the exit, check if this is a teambattle*/ 3415 /*before we assign the exit, check if this is a teambattle */
3275 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 {
3276 object *invtmp; 3418 object *invtmp;
3419
3277 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3420 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3278 if(invtmp->type==FORCE && invtmp->slaying && 3421 {
3279 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3422 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3423 {
3280 if (x != NULL && y != NULL) 3424 if (x != NULL && y != NULL)
3281 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3425 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3282 return 1; 3426 return 1;
3427 }
3283 } 3428 }
3284 } 3429 }
3285 }
3286 if (x != NULL && y != NULL) 3430 if (x != NULL && y != NULL)
3287 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3431 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3288 return 1; 3432 return 1;
3433 }
3289 } 3434 }
3290 }
3291 } 3435 }
3292 /* If we got here, did not find a battleground */ 3436 /* If we got here, did not find a battleground */
3293 return 0; 3437 return 0;
3294} 3438}
3295 3439
3296/* 3440/*
3300 * attributes: 3444 * attributes:
3301 * object *who the dragon player 3445 * object *who the dragon player
3302 * int atnr the attack-number of the ability focus 3446 * int atnr the attack-number of the ability focus
3303 * int level ability level 3447 * int level ability level
3304 */ 3448 */
3449void
3305void dragon_ability_gain(object *who, int atnr, int level) { 3450dragon_ability_gain (object *who, int atnr, int level)
3451{
3306 treasurelist *trlist = NULL; /* treasurelist */ 3452 treasurelist *trlist = NULL; /* treasurelist */
3307 treasure *tr; /* treasure */ 3453 treasure *tr; /* treasure */
3308 object *tmp,*skop; /* tmp. object */ 3454 object *tmp, *skop; /* tmp. object */
3309 object *item; /* treasure object */ 3455 object *item; /* treasure object */
3310 char buf[MAX_BUF]; /* tmp. string buffer */ 3456 char buf[MAX_BUF]; /* tmp. string buffer */
3311 int i=0, j=0; 3457 int i = 0, j = 0;
3312 3458
3313 /* get the appropriate treasurelist */ 3459 /* get the appropriate treasurelist */
3314 if (atnr == ATNR_FIRE) 3460 if (atnr == ATNR_FIRE)
3315 trlist = find_treasurelist("dragon_ability_fire"); 3461 trlist = find_treasurelist ("dragon_ability_fire");
3316 else if (atnr == ATNR_COLD) 3462 else if (atnr == ATNR_COLD)
3317 trlist = find_treasurelist("dragon_ability_cold"); 3463 trlist = find_treasurelist ("dragon_ability_cold");
3318 else if (atnr == ATNR_ELECTRICITY) 3464 else if (atnr == ATNR_ELECTRICITY)
3319 trlist = find_treasurelist("dragon_ability_elec"); 3465 trlist = find_treasurelist ("dragon_ability_elec");
3320 else if (atnr == ATNR_POISON) 3466 else if (atnr == ATNR_POISON)
3321 trlist = find_treasurelist("dragon_ability_poison"); 3467 trlist = find_treasurelist ("dragon_ability_poison");
3322 3468
3323 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3470 return;
3471
3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3473
3474 if (!tr || !tr->item)
3475 {
3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3477 return;
3478 }
3479
3480 /* everything seems okay - now bring on the gift: */
3481 item = &(tr->item->clone);
3482
3483 if (item->type == SPELL)
3484 {
3485 if (check_spell_known (who, item->name))
3324 return; 3486 return;
3325 3487
3326 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3488 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3327 tr = tr->next, i++); 3489 do_learn_spell (who, item, 0);
3328 3490 return;
3329 if (tr == NULL || tr->item == NULL) { 3491 }
3330 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3492
3493 /* grant direct spell */
3494 if (item->type == SPELLBOOK)
3495 {
3496 if (!item->inv)
3497 {
3498 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3499 return;
3500 }
3501 if (check_spell_known (who, item->inv->name))
3331 return; 3502 return;
3332 }
3333
3334 /* everything seems okay - now bring on the gift: */
3335 item = &(tr->item->clone);
3336
3337 if (item->type == SPELL) {
3338 if (check_spell_known (who, item->name))
3339 return;
3340
3341 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3342 do_learn_spell (who, item, 0);
3343 return;
3344 }
3345
3346 /* grant direct spell */
3347 if (item->type == SPELLBOOK) {
3348 if (!item->inv) {
3349 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3350 return;
3351 }
3352 if (check_spell_known (who, item->inv->name))
3353 return;
3354 if (item->invisible) { 3503 if (item->invisible)
3504 {
3355 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);
3356 do_learn_spell (who, item->inv, 0); 3506 do_learn_spell (who, item->inv, 0);
3357 return; 3507 return;
3358 } 3508 }
3359 } 3509 }
3360 else if (item->type == SKILL_TOOL && item->invisible) { 3510 else if (item->type == SKILL_TOOL && item->invisible)
3511 {
3361 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 {
3362 3514
3363 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3515 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3364 * 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
3365 * 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,
3366 * but not all of them, he gets nothing. 3518 * but not all of them, he gets nothing.
3367 */ 3519 */
3368 if (!(skop->attacktype & item->attacktype)) { 3520 if (!(skop->attacktype & item->attacktype))
3521 {
3369 /* Give new attacktype */ 3522 /* Give new attacktype */
3370 skop->attacktype |= item->attacktype; 3523 skop->attacktype |= item->attacktype;
3371 3524
3372 /* always add physical if there's none */ 3525 /* always add physical if there's none */
3373 skop->attacktype |= AT_PHYSICAL; 3526 skop->attacktype |= AT_PHYSICAL;
3374 3527
3375 if (item->msg != NULL) 3528 if (item->msg != NULL)
3376 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3529 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3377 3530
3378 /* Give player new face */ 3531 /* Give player new face */
3379 if (item->animation_id) { 3532 if (item->animation_id)
3533 {
3380 who->face = skop->face; 3534 who->face = skop->face;
3381 who->animation_id = item->animation_id; 3535 who->animation_id = item->animation_id;
3382 who->anim_speed = item->anim_speed; 3536 who->anim_speed = item->anim_speed;
3383 who->last_anim = 0; 3537 who->last_anim = 0;
3384 who->state = 0; 3538 who->state = 0;
3385 animate_object(who, who->direction); 3539 animate_object (who, who->direction);
3386 } 3540 }
3387 } 3541 }
3388 } 3542 }
3389 } 3543 }
3390 else if (item->type == FORCE) { 3544 else if (item->type == FORCE)
3545 {
3391 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3392 object *skin; 3547 object *skin;
3548
3393 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3394 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3395 skin=skin->below); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3396 if (skin == NULL) return; 3552 ;
3397 3553
3554 if (!skin)
3555 return;
3556
3398 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3399 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3559 {
3400 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3560 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3401 3561
3402 /* print message */ 3562 /* print message */
3403 sprintf(buf, "You feel attuned to "); 3563 sprintf (buf, "You feel attuned to ");
3404 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3564 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3565 {
3405 if(item->path_attuned & (1<<i)) { 3566 if (item->path_attuned & (1 << i))
3567 {
3406 if (j) 3568 if (j)
3407 strcat(buf," and "); 3569 strcat (buf, " and ");
3408 else 3570 else
3409 j = 1; 3571 j = 1;
3410 strcat(buf, spellpathnames[i]); 3572 strcat (buf, spellpathnames[i]);
3411 } 3573 }
3412 } 3574 }
3413 strcat(buf,"."); 3575 strcat (buf, ".");
3414 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3576 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3415 } 3577 }
3416 3578
3417 /* evtl. adding flags: */ 3579 /* evtl. adding flags: */
3418 if(QUERY_FLAG(item, FLAG_XRAYS)) 3580 if (QUERY_FLAG (item, FLAG_XRAYS))
3419 SET_FLAG(skin, FLAG_XRAYS); 3581 SET_FLAG (skin, FLAG_XRAYS);
3420 if(QUERY_FLAG(item, FLAG_STEALTH)) 3582 if (QUERY_FLAG (item, FLAG_STEALTH))
3421 SET_FLAG(skin, FLAG_STEALTH); 3583 SET_FLAG (skin, FLAG_STEALTH);
3422 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3584 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3423 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3585 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3424 3586
3425 /* print message if there is one */ 3587 /* print message if there is one */
3426 if (item->msg != NULL) 3588 if (item->msg != NULL)
3427 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
3428 } 3592 {
3429 else {
3430 /* generate misc. treasure */ 3593 /* generate misc. treasure */
3431 tmp = arch_to_object (tr->item); 3594 tmp = arch_to_object (tr->item);
3432 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));
3433 tmp = insert_ob_in_ob (tmp, who); 3596 tmp = insert_ob_in_ob (tmp, who);
3434 if (who->type == PLAYER) 3597 if (who->type == PLAYER)
3435 esrv_send_item(who, tmp); 3598 esrv_send_item (who, tmp);
3436 } 3599 }
3437} 3600}
3438 3601
3439/** 3602/**
3440 * 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
3441 * not readied. 3604 * not readied.
3442 */ 3605 */
3606void
3443void player_unready_range_ob(player *pl, object *ob) { 3607player_unready_range_ob (player *pl, object *ob)
3608{
3444 rangetype i; 3609 rangetype i;
3445 3610
3446 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 {
3447 if (pl->ranges[i] == ob) { 3613 if (pl->ranges[i] == ob)
3614 {
3448 pl->ranges[i] = NULL; 3615 pl->ranges[i] = NULL;
3449 if (pl->shoottype == i) { 3616 if (pl->shoottype == i)
3617 {
3450 pl->shoottype = range_none; 3618 pl->shoottype = range_none;
3451 } 3619 }
3452 } 3620 }
3453 } 3621 }
3454} 3622}

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