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Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 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 1.17 2006/09/07 10:01:58 pippijn 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 ( (size_t) 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}
180 158
181int playername_ok(const char *cp) { 159/* This loads the first map an puts the player on it. */
182 /* Don't allow - or _ as first character in the name */ 160static void
183 if (*cp == '-' || *cp == '_') return 0; 161set_first_map (object *op)
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 *
203get_player (player * p)
204{ 162{
205 object *op = arch_to_object (get_player_archetype (NULL)); 163 op->contr->maplevel = first_map_path;
206 int i; 164 op->x = -1;
165 op->y = -1;
166}
207 167
208 if (!p) 168void
209 { 169player::enter_map ()
210 p = new player; 170{
171 object *tmp = object::create ();
211 172
212 /* This adds the player in the linked list. There is extra 173 EXIT_PATH (tmp) = maplevel;
213 * complexity here because we want to add the new player at the 174 EXIT_X (tmp) = ob->x;
214 * end of the list - there is in fact no compelling reason that 175 EXIT_Y (tmp) = ob->y;
215 * that needs to be done except for things like output of 176 ob->enter_exit (tmp);
216 * 'who'. 177
217 */ 178 tmp->destroy ();
218 player *tmp = first_player; 179}
219 while (tmp != NULL && tmp->next != NULL) 180
220 tmp = tmp->next; 181// connect the player with a specific client
221 if (tmp != NULL) 182// also changed, rationalises, and fixes some incorrect settings
222 tmp->next = p; 183void
223 else 184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
224 first_player = p; 190 first_player = this;
225 191
226 p->next = NULL; 192 ns->update_look = 0;
227 } 193 ns->look_position = 0;
228 194
229 /* Clears basically the entire player structure except 195 clear_los (ob);
230 * for next and socket. 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.
231 */ 217 */
232 p->clear (); 218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
233 220
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{
234 /* There are some elements we want initialized to non zero value - 312 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 313 * we deal with that below this point.
236 */ 314 */
237 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 315 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 316 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 317 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 318
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 319 savebed_map = first_map_path; /* Init. respawn position */
248 320
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 321 gen_sp_armour = 10;
263 p->last_speed = -1; 322 last_speed = -1;
264 p->shoottype = range_none; 323 shoottype = range_none;
265 p->bowtype = bow_normal; 324 bowtype = bow_normal;
266 p->petmode = pet_normal; 325 petmode = pet_normal;
267 p->listening = 10; 326 listening = 10;
268 p->usekeys = containers; 327 usekeys = containers;
269 p->last_weapon_sp = -1; 328 last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 329 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 330 do_los = 1;
272 p->explore = 0;
273 p->no_shout = 0; /* default can shout */
274
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1);
276 p->title[sizeof (p->title) - 1] = '\0';
277 op->race = op->arch->clone.race;
278
279 CLEAR_FLAG (op, FLAG_READY_SKILL);
280 331
281 /* we need to clear these to -1 and not zero - otherwise, 332 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 333 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 334 * send new values to the client, as things like exp start
284 * at zero. 335 * at zero.
285 */ 336 */
286 for (i = 0; i < NUM_SKILLS; i++) 337 for (int i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1; 338 last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL; 339
290 }
291 for (i = 0; i < NROFATTACKS; i++) 340 for (int i = 0; i < NROFATTACKS; i++)
292 {
293 p->last_resist[i] = -1; 341 last_resist[i] = -1;
294 } 342
295 p->last_stats.exp = -1; 343 last_stats.exp = -1;
296 p->last_weight = (uint32) - 1; 344 last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 345}
302 346
303/* This loads the first map an puts the player on it. */ 347void
304static void set_first_map(object *op) 348player::do_destroy ()
305{ 349{
306 strcpy(op->contr->maplevel, first_map_path); 350 disconnect ();
307 op->x = -1;
308 op->y = -1;
309 enter_exit(op, NULL);
310}
311 351
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
312/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 391 * All we can really get in this is some settings like host and display
314 * mode. 392 * mode.
315 */ 393 */
394player *
395player::create ()
396{
397 player *pl = new player;
316 398
317int add_player(NewSocket *ns) { 399 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 400 set_first_map (pl->ob);
332 401
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 402 return pl;
340} 403}
341 404
342/* 405/*
343 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 408 * Note: there MUST be at least one player archetype!
346 */ 409 */
410archetype *
347archetype *get_player_archetype(archetype* at) 411get_player_archetype (archetype *at)
348{ 412{
349 archetype *start = at; 413 archetype *start = at;
414
350 for (;;) { 415 for (;;)
416 {
351 if (at==NULL || at->next==NULL) 417 if (at == NULL || at->next == NULL)
352 at=first_archetype; 418 at = first_archetype;
353 else 419 else
354 at=at->next; 420 at = at->next;
421
355 if(at->clone.type==PLAYER) 422 if (at->clone.type == PLAYER)
356 return at; 423 return at;
424
357 if (at == start) { 425 if (at == start)
426 {
358 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 428 exit (-1);
360 } 429 }
361 } 430 }
362} 431}
363 432
364 433object *
365object *get_nearest_player(object *mon) { 434get_nearest_player (object *mon)
435{
366 object *op = NULL; 436 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 437 objectlink *ol;
369 unsigned lastdist; 438 unsigned lastdist;
370 rv_vector rv; 439 rv_vector rv;
371 440
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 444 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 445 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 446 * list is also free, so encapsulate this in a while loop.
377 */ 447 */
378 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 {
379 object *tmp=ol->ob; 450 object *tmp = ol->ob;
380 451
381 /* 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
382 * itself will have been cleared. 453 * itself will have been cleared.
383 */ 454 */
384 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");
385 ol = ol->next; 456 ol = ol->next;
386 remove_friendly_object(tmp); 457 remove_friendly_object (tmp);
458 if (!ol)
387 if (!ol) return op; 459 return op;
388 } 460 }
389 461
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 464 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 465 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 466 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 467 * on_same_map check, as can_detect_enemy also does this
396 */ 468 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 469 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 470 continue;
399 471
400 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
473 {
401 op=ol->ob; 474 op = ol->ob;
402 lastdist=rv.distance; 475 lastdist = rv.distance;
403 } 476 }
404 } 477 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 478
479 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 480 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 481 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 482 {
413 } 483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
414#if 0 487#if 0
415 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)");
416#endif 489#endif
417 return op; 490 return op;
418} 491}
419 492
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 495 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 510 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 511 * is probably not a good thing.
439 */ 512 */
440#define MAX_SPACES 50 513#define MAX_SPACES 50
441
442 514
443/* 515/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 517 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 518 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 531 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 532 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 533 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 534 * is blocking itself.
463 */ 535 */
536int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 537path_to_player (object *mon, object *pl, unsigned mindiff)
538{
465 rv_vector rv; 539 rv_vector rv;
466 sint16 x,y; 540 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 542 maptile *m, *lastmap;
469 543
470 get_rangevector(mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
471 545
472 if (rv.distance<mindiff) return 0; 546 if (rv.distance < mindiff)
547 return 0;
473 548
474 x=mon->x; 549 x = mon->x;
475 y=mon->y; 550 y = mon->y;
476 m=mon->map; 551 m = mon->map;
477 dir = rv.direction; 552 dir = rv.direction;
478 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 */
479 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);
480 /* 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. */
481 if (diff>max) return 0; 556 if (diff > max)
557 return 0;
482 while (diff >1 && max>0) { 558 while (diff > 1 && max > 0)
559 {
483 lastx = x; 560 lastx = x;
484 lasty = y; 561 lasty = y;
485 lastmap = m; 562 lastmap = m;
486 x = lastx + freearr_x[dir]; 563 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 564 y = lasty + freearr_y[dir];
488 565
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 566 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 567 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 568
492 /* Space is blocked - try changing direction a little */ 569 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 571 && (m == mon->map && blocked_link (mon, m, x, y))))
572 {
495 /* recalculate direction from last good location. Possible 573 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 574 * we were not traversing ideal location before.
497 */ 575 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 576 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 577 if (rv.direction != dir)
578 {
500 /* OK - says direction should be different - lets reset the 579 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 580 * the values so it will try again.
502 */ 581 */
503 x = lastx; 582 x = lastx;
504 y = lasty; 583 y = lasty;
505 m = lastmap; 584 m = lastmap;
506 dir = firstdir = rv.direction; 585 dir = firstdir = rv.direction;
586 }
507 } else { 587 else
588 {
508 /* direct path is blocked - try taking a side step to 589 /* direct path is blocked - try taking a side step to
509 * either the left or right. 590 * either the left or right.
510 * Note increase the values in the loop below to be 591 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 592 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 593 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 594 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 595 * stepping back and forth
515 */ 596 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 597 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598 {
599 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 600 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 601 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 602 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 603 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 604 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 605 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 606 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 608 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 609 * the last direction the creature has successfully
527 * moved. 610 * moved.
528 */ 611 */
529 612
530 x = lastx + freearr_x[absdir(lastdir+i)]; 613 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 614 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 615 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 616 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 617 if (mflags & P_OUT_OF_MAP)
618 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 619 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 620 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
621 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 622 if (mflags & P_BLOCKSVIEW)
623 continue;
538 624
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 625 if (m == mon->map && blocked_link (mon, m, x, y))
626 break;
540 } 627 }
541 /* go through entire loop without finding a valid 628 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 629 * sidestep to take - thus, no valid path.
543 */ 630 */
544 if (i==(DETOUR_AMOUNT+1)) 631 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 632 return 0;
546 diff--; 633 diff--;
547 lastdir=dir; 634 lastdir = dir;
548 max--; 635 max--;
549 if (!firstdir) firstdir = dir+i; 636 if (!firstdir)
637 firstdir = dir + i;
550 } /* else check alternate directions */ 638 } /* else check alternate directions */
551 } /* if blocked */ 639 } /* if blocked */
552 else { 640 else
641 {
553 /* we moved towards creature, so diff is less */ 642 /* we moved towards creature, so diff is less */
554 diff--; 643 diff--;
555 max--; 644 max--;
556 lastdir=dir; 645 lastdir = dir;
646 if (!firstdir)
557 if (!firstdir) firstdir = dir; 647 firstdir = dir;
648 }
649 if (diff <= 1)
558 } 650 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 651 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 652 * headed toward player for entire distance.
562 */ 653 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
565 } 656 }
566 if (diff>max) return 0; 657 if (diff > max)
658 return 0;
567 } 659 }
568 /* 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 */
569 if (!max) return 0; 661 if (!max)
662 return 0;
570 663
571 return firstdir; 664 return firstdir;
572} 665}
573 666
667void
574void give_initial_items(object *pl,treasurelist *items) { 668give_initial_items (object *pl, treasurelist * items)
669{
575 object *op,*next=NULL; 670 object *op, *next = NULL;
576 671
577 if(pl->randomitems!=NULL) 672 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 674
580 for (op=pl->inv; op; op=next) { 675 for (op = pl->inv; op; op = next)
676 {
581 next = op->below; 677 next = op->below;
582 678
583 /* Forces get applied per default, unless they have the 679 /* Forces get applied per default, unless they have the
584 * 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
585 */ 681 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 682 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 683 SET_FLAG (op, FLAG_APPLIED);
588 684
589 /* we never give weapons/armour if these cannot be used 685 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 686 * by this player due to race restrictions
591 */ 687 */
592 if (pl->type == PLAYER) { 688 if (pl->type == PLAYER)
689 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 691 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 692 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 693 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 695 {
603 } 696 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 697 continue;
623 } 698 }
624 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)
625 } 708 {
709 object *tmp;
626 710
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
627 if (op->type == SPELLBOOK && op->inv) { 726 if (op->type == SPELLBOOK && op->inv)
727 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 729 }
630 730
631 /* Give starting characters identified, uncursed, and undamned 731 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 733 * merged properly.
634 */ 734 */
635 if (need_identify(op)) { 735 if (need_identify (op))
736 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 737 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 738 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 739 CLEAR_FLAG (op, FLAG_DAMNED);
740 }
741 if (op->type == SPELL)
639 } 742 {
640 if(op->type==SPELL) { 743 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 744 continue;
745 }
746 else if (op->type == SKILL)
644 } 747 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 749 op->stats.exp = 0;
648 op->level = 1; 750 op->level = 1;
649 } 751 }
650 /* lock all 'normal items by default */ 752 /* lock all 'normal items by default */
753 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 754 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 755 } /* for loop of objects in player inv */
653 756
654 /* Need to set up the skill pointers */ 757 /* Need to set up the skill pointers */
655 link_player_skills(pl); 758 link_player_skills (pl);
656} 759}
657 760
658void get_name(object *op) { 761void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 762get_party_password (object *op, partylist *party)
763{
731 if (party == NULL) { 764 if (party == NULL)
765 {
732 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);
733 return; 767 return;
734 } 768 }
769
735 op->contr->write_buf[0]='\0'; 770 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
738 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:");
739} 774}
740
741 775
742/* 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
743int roll_stat(void) { 778roll_stat (void)
779{
744 int a[4],i,j,k; 780 int a[4], i, j, k;
745 781
746 for(i=0;i<4;i++) 782 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 783 a[i] = (int) RANDOM () % 6 + 1;
748 784
749 for(i=0,j=0,k=7;i<4;i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 786 if (a[i] < k)
751 k=a[i],j=i; 787 k = a[i], j = i;
752 788
753 for(i=0,k=0;i<4;i++) { 789 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 790 if (i != j)
755 k+=a[i]; 791 k += a[i];
756 } 792
757 return k; 793 return k;
758} 794}
759 795
760void roll_stats(object *op) { 796void
761 int sum=0; 797object::roll_stats ()
762 int i = 0, j = 0; 798{
763 int statsort[7]; 799 int statsort [7];
764 800
801 for (;;)
765 do { 802 {
766 op->stats.Str=roll_stat(); 803 int sum = 0;
767 op->stats.Dex=roll_stat(); 804 for (int i = 7; i--; )
768 op->stats.Int=roll_stat(); 805 sum += statsort [i] = roll_stat ();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
778 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 813
787 /* a quick and dirty bubblesort? */
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
806 821
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 822 stats.exp = 0;
818 op->stats.ac=0; 823 stats.ac = 0;
819 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
820 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
823 834
824 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
825 op->stats.hp = op->stats.maxhp; 862 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 863 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 872 contr->orig_stats = stats;
873 }
829} 874}
830 875
831void Roll_Again(object *op) 876static void
877start_info (object *op)
832{ 878{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
841 880
842 if ( op->contr->Swap_First == -1 ) { 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 885}
950 886
951/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
955 * not the class. 891 * not the class.
956 */ 892 */
957 893int
958int key_change_class(object *op, char key) 894key_change_class (object *op, char key)
959{ 895{
960 int tmp_loop; 896 int tmp_loop;
961 897
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') { 898 if (key == 'd' || key == 'D')
899 {
968 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
969 901
970 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 904
905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
908
974 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
976 911
977 op->contr->state=ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
978 913
979 if (op->msg) 914 if (op->msg)
980 op->msg=NULL; 915 op->msg = NULL;
981 916
982 /* 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
983 * to save here. 918 * to save here.
984 */ 919 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 921 make_path_to_file (buf);
987 922
988#ifdef AUTOSAVE 923#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks; 924 op->contr->last_save_tick = pticks;
990#endif 925#endif
991 start_info(op); 926 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 928 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 929 link_player_skills (op);
995 esrv_send_inventory(op, op); 930 esrv_send_inventory (op, op);
996 fix_player(op); 931 op->update_stats ();
997 932
998 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
999 * is one for this race 934 * is one for this race
1000 */ 935 */
1001 if(*first_map_ext_path) { 936 if (*first_map_ext_path)
937 {
1002 object *tmp; 938 object *tmp;
1003 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1004 snprintf(mapname, MAX_BUF-1, "%s/%s", 940
1005 first_map_ext_path, &op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1006 tmp=get_object(); 942 tmp = object::create ();
1007 EXIT_PATH(tmp) = mapname; 943 EXIT_PATH (tmp) = mapname;
1008 EXIT_X(tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1009 EXIT_Y(tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1010 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;
1011 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1012 * default initial map */ 948 * default initial map */
1013 free_object(tmp); 949 tmp->destroy ();
950 }
1014 } else { 951 else
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 953
1017 return 0; 954 return 0;
1018 } 955 }
1019 956
1020 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1022 */ 959 */
1023 960
1024 tmp_loop = 0; 961 tmp_loop = 0;
1025 while(!tmp_loop) { 962 while (!tmp_loop)
963 {
1026 shstr name = op->name; 964 shstr name = op->name;
1027 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
966
1028 remove_statbonus(op); 967 op->remove_statbonus ();
1029 remove_ob (op); 968 op->remove ();
1030 op->arch = get_player_archetype(op->arch); 969 op->arch = get_player_archetype (op->arch);
1031 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1032 op->instantiate (); 971 op->instantiate ();
1033 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1034 op->name = op->name_pl = name; 973 op->name = op->name_pl = name;
1035 op->x = x; 974 op->x = x;
1036 op->y = y; 975 op->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 977 insert_ob_in_map (op, op->map, op, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 978 assign (op->contr->title, op->arch->clone.name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 979 op->add_statbonus ();
1042 tmp_loop=allowed_class(op); 980 tmp_loop = allowed_class (op);
1043 } 981 }
982
1044 update_object(op,UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 984 esrv_update_item (UPD_FACE, op, op);
1046 fix_player(op); 985 op->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1049 op->stats.grace=0; 988 op->stats.grace = 0;
989
1050 if (op->msg) 990 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
1052 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");
1053 return 0; 994 return 0;
1054} 995}
1055 996
997int
1056int key_confirm_quit(object *op, char key) 998key_confirm_quit (object *op, char key)
1057{ 999{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1061 op->contr->state=ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1063 return 1; 1004 return 1;
1064 } 1005 }
1065 1006
1066 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1068 1009
1010 op->contr->enable_save = false;
1011
1069 terminate_all_pets(op); 1012 terminate_all_pets (op);
1070 leave_map(op); 1013 op->remove ();
1071 op->direction=0; 1014 op->direction = 0;
1072 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);
1073 "%s quits the game.", &op->name);
1074 1016
1075 strcpy(op->contr->killer,"quit"); 1017 strcpy (op->contr->killer, "quit");
1076 check_score(op); 1018 check_score (op);
1077 op->contr->party=NULL; 1019 op->contr->party = 0;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1080 1022
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1; 1023 return 1;
1099} 1024}
1100 1025
1026void
1101void flee_player(object *op) { 1027flee_player (object *op)
1028{
1102 int dir,diff; 1029 int dir, diff;
1103 rv_vector rv; 1030 rv_vector rv;
1104 1031
1105 if(op->stats.hp < 0) { 1032 if (op->stats.hp < 0)
1033 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 1034 LOG (llevDebug, "Fleeing player is dead.\n");
1107 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)))
1108 return; 1072 return;
1109 } 1073 }
1110 1074
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 1077 op->enemy = NULL;
1145} 1078}
1146 1079
1147 1080
1148/* 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.
1149 * 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
1150 * stop. 1083 * stop.
1151 */ 1084 */
1085int
1152int check_pick(object *op) { 1086check_pick (object *op)
1087{
1153 object *tmp, *next; 1088 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 1089 int stop = 0;
1156 int j, k, wvratio; 1090 int j, k, wvratio;
1157 char putstring[128], tmpstr[16]; 1091 char putstring[128], tmpstr[16];
1158 1092
1159
1160 /* if you're flying, you cna't pick up anything */ 1093 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 1094 if (op->move_type & MOVE_FLYING)
1162 return 1; 1095 return 1;
1163 1096
1164 op_tag = op->count;
1165
1166 next = op->below; 1097 next = op->below;
1167 if (next)
1168 next_tag = next->count;
1169 1098
1170 /* 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
1171 * destroyed */ 1100 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1101 while (next && !next->destroyed ())
1173 { 1102 {
1174 tmp = next; 1103 tmp = next;
1175 next = tmp->below; 1104 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1105
1179 if (was_destroyed (op, op_tag)) 1106 if (op->destroyed ())
1180 return 0; 1107 return 0;
1181 1108
1182 if ( ! can_pick (op, tmp)) 1109 if (!can_pick (op, tmp))
1183 continue; 1110 continue;
1184 1111
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1113 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1114 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1115 pick_up (op, tmp);
1189 continue; 1116 continue;
1190 } 1117 }
1191 1118
1192 /* high not bit set? We're using the old autopickup model */ 1119 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1120 if (!(op->contr->mode & PU_NEWMODE))
1121 {
1194 switch (op->contr->mode) { 1122 switch (op->contr->mode)
1123 {
1124 case 0:
1195 case 0: return 1; /* don't pick up */ 1125 return 1; /* don't pick up */
1126 case 1:
1196 case 1: pick_up (op, tmp); 1127 pick_up (op, tmp);
1197 return 1; 1128 return 1;
1129 case 2:
1198 case 2: pick_up (op, tmp); 1130 pick_up (op, tmp);
1199 return 0; 1131 return 0;
1132 case 3:
1200 case 3: return 0; /* stop before pickup */ 1133 return 0; /* stop before pickup */
1134 case 4:
1201 case 4: pick_up (op, tmp); 1135 pick_up (op, tmp);
1202 break; 1136 break;
1137 case 5:
1203 case 5: pick_up (op, tmp); 1138 pick_up (op, tmp);
1204 stop = 1; 1139 stop = 1;
1205 break; 1140 break;
1206 case 6: 1141 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1142 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp); 1143 pick_up (op, tmp);
1210 break; 1144 break;
1211 1145
1212 case 7: 1146 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1147 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1148 pick_up (op, tmp);
1215 break; 1149 break;
1216 1150
1217 default: 1151 default:
1218 /* use value density */ 1152 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1154 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp); 1155 pick_up (op, tmp);
1224 }
1225 }
1226 else { /* old model */
1227 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG)
1229 {
1230 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 {
1248 sprintf(tmpstr,"%d ",k*32+j);
1249 strcat(putstring, tmpstr);
1250 } 1156 }
1251 } 1157 }
1252 } 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
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 }
1254 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);
1255#if 0 1410#if 0
1256 /* print the flags too */ 1411 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1412 if (tmp->name != NULL)
1258 { 1413 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1414 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1415 }
1261 { 1416 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1417 fprintf (stderr, "%s", tmp->arch->name);
1263 if(!((j+1)%4))fprintf(stderr," "); 1418 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1419 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif 1420#endif
1268 } 1421 continue;
1269 /* philosophy: 1422 }
1270 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for
1274 * example.
1275 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#>
1278 */
1279
1280 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */
1283
1284 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1;
1287
1288 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0;
1293
1294 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while
1296 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1;
1298
1299 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301
1302 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304
1305 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 if(op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313
1314 if(op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317
1318 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 if(op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 if(op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328
1329 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333
1334 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338
1339 if(op->contr->mode & PU_VALUABLES)
1340 {
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 }
1344
1345 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349
1350 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 if(op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357
1358 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 if(op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 if(op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 if(op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 if(op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 if(op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377
1378 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382
1383 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 }
1392 if(tmp->type == WEAPON && tmp->name==NULL)
1393 {
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399
1400 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404
1405 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */
1407 if(op->contr->mode & PU_RATIO)
1408 {
1409 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 {
1416 pick_up(op, tmp);
1417#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) {
1420 fprintf(stderr,"%s", tmp->name);
1421 } 1423 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1424 } /* the new pickup model */
1423 fprintf(stderr,",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425#endif
1426 continue;
1427 }
1428 } 1425 }
1429 } /* the new pickup model */ 1426
1430 }
1431 return ! stop; 1427 return !stop;
1432} 1428}
1433 1429
1434/* 1430/*
1435 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1432 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1433 * found object is returned.
1438 */ 1434 */
1435object *
1439object *find_arrow(object *op, const char *type) 1436find_arrow (object *op, const char *type)
1440{ 1437{
1441 object *tmp = NULL; 1438 object *tmp = NULL;
1442 1439
1443 for(op=op->inv; op; op=op->below) 1440 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1445 QUERY_FLAG(op,FLAG_APPLIED))
1446 tmp = find_arrow (op, type); 1442 tmp = find_arrow (op, type);
1447 else if (op->type==ARROW && op->race==type) 1443 else if (op->type == ARROW && op->race == type)
1448 return op; 1444 return op;
1449 return tmp; 1445 return tmp;
1450} 1446}
1451 1447
1452/* 1448/*
1453 * 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
1454 * 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
1455 * 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
1456 * 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.
1457 */ 1453 */
1458 1454
1455object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1456find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1457{
1461 object *tmp = NULL, *arrow, *ntmp; 1458 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1459 int attacknum, attacktype, betterby = 0, i;
1463 1460
1464 if (!type) 1461 if (!type)
1465 return NULL; 1462 return NULL;
1466 1463
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1464 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1465 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1466 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1467 {
1470 i = 0; 1468 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1469 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1470 if (i > betterby)
1471 {
1473 tmp = ntmp; 1472 tmp = ntmp;
1474 betterby = i; 1473 betterby = i;
1475 } 1474 }
1475 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1476 else if (arrow->type == ARROW && arrow->race == type)
1477 {
1477 /* allways prefer assasination/slaying */ 1478 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1479 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1480 {
1480 if (arrow->attacktype & AT_DEATH) { 1481 if (arrow->attacktype & AT_DEATH)
1482 {
1481 *better = 100; 1483 *better = 100;
1482 return arrow; 1484 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1485 }
1487 } else { 1486 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1487 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1488 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1489 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1490 }
1504 } 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 }
1505 } 1514 }
1515 }
1506 } 1516 }
1507 if (tmp == NULL && arrow == NULL) 1517 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1518 return find_arrow (op, type);
1509 1519
1510 *better = betterby; 1520 *better = betterby;
1511 return tmp; 1521 return tmp;
1512} 1522}
1513 1523
1514/* 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
1515 * find_better_arrow to find a decent arrow to use. 1525 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1526 * op = the shooter
1517 * type = bow->race 1527 * type = bow->race
1518 * dir = fire direction 1528 * dir = fire direction
1519 */ 1529 */
1520 1530
1531object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1522{ 1533{
1523 object *tmp = NULL; 1534 object *tmp = NULL;
1524 mapstruct *m; 1535 maptile *m;
1525 int i, mflags, found, number; 1536 int i, mflags, found, number;
1526 sint16 x, y; 1537 sint16 x, y;
1527 1538
1528 if (op->map == NULL) 1539 if (op->map == NULL)
1529 return find_arrow(op, type); 1540 return find_arrow (op, type);
1530 1541
1531 /* do a dex check */ 1542 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1543 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 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)))
1534 return find_arrow(op, type); 1545 return find_arrow (op, type);
1535 1546
1536 m = op->map; 1547 m = op->map;
1537 x = op->x; 1548 x = op->x;
1538 y = op->y; 1549 y = op->y;
1539 1550
1540 /* find the first target */ 1551 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1552 for (i = 0, found = 0; i < 20; i++)
1553 {
1542 x += freearr_x[dir]; 1554 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1555 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1556 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 {
1546 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)
1547 break; 1579 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1580 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1581 }
1565 if (tmp == NULL) 1582 if (tmp == NULL)
1566 return find_arrow(op, type); 1583 return find_arrow (op, type);
1567 1584
1568 if (tmp->head) 1585 if (tmp->head)
1569 tmp = tmp->head; 1586 tmp = tmp->head;
1570 1587
1571 return find_better_arrow(op, tmp, type, &i); 1588 return find_better_arrow (op, tmp, type, &i);
1572} 1589}
1573 1590
1574/* 1591/*
1575 * Creature fires a bow - op can be monster or player. Returns 1592 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1593 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1596 * dir is the direction of fire.
1580 * 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)
1581 * 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
1582 * player fire modes. 1599 * player fire modes.
1583 */ 1600 */
1601int
1584int 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)
1585 sint16 sx, sint16 sy)
1586{ 1603{
1587 object *left, *bow; 1604 object *left, *bow;
1588 tag_t left_tag, tag;
1589 int bowspeed, mflags; 1605 int bowspeed, mflags;
1590 mapstruct *m; 1606 maptile *m;
1591 1607
1592 if (!dir) { 1608 if (!dir)
1609 {
1593 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!");
1594 return 0; 1611 return 0;
1595 } 1612 }
1613
1596 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1598 else { 1616 else
1617 {
1599 for(bow=op->inv; bow; bow=bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1600 /* 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
1601 * 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.
1602 */ 1621 */
1603 if(bow->type==BOW) 1622 if (bow->type == BOW)
1604 break; 1623 break;
1605 1624
1606 if (!bow) { 1625 if (!bow)
1626 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1628 return 0;
1609 } 1629 }
1610 } 1630 }
1631
1611 if( !bow->race || !bow->skill) { 1632 if (!bow->race || !bow->skill)
1633 {
1612 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);
1613 return 0; 1635 return 0;
1614 } 1636 }
1615 1637
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617 1639
1618 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1621 if (bowspeed < 1) 1644 if (bowspeed < 1)
1622 bowspeed = 1; 1645 bowspeed = 1;
1623 1646
1624 if (arrow == NULL) { 1647 if (arrow == NULL)
1648 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1649 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 {
1626 if (op->type == PLAYER) 1651 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* 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 */
1630 else 1654 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1632 return 0; 1656 return 0;
1633 } 1657 }
1634 } 1658 }
1659
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1661 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1662 return 0;
1638 } 1663
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1665 {
1640 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.");
1641 return 0; 1667 return 0;
1642 } 1668 }
1643 1669
1644 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1671 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1672 {
1647 free_object(arrow); 1673 arrow->destroy ();
1648 return 0; 1674 return 0;
1649 } 1675 }
1650 1676
1651 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1679 if (!arrow)
1680 {
1655 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);
1656 return 0; 1682 return 0;
1657 } 1683 }
1658 set_owner(arrow, op); 1684
1685 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1686 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1687 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1688
1665 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1690 {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1667 fix_player(op); 1692 op->update_stats ();
1668 } 1693 }
1669 1694
1670 SET_ANIMATION(arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1672 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1674 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1676 1701
1677 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1678 * 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.
1679 */ 1704 */
1680
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 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
1685 /* update the speed */ 1708 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1687 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;
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0;
1690 1711
1691 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1695 1714
1696 if (op->type == PLAYER) { 1715 if (op->type == PLAYER)
1716 {
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1698 (op->chosen_skill?op->chosen_skill->level:op->level) - 1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1699 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;
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701 1720
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1722 }
1723 else
1724 {
1704 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;
1705 arrow->stats.wc + wc_mod;
1706
1707 arrow->level = op->level; 1726 arrow->level = op->level;
1708 } 1727 }
1728
1709 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1710 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1711 if (bow->slaying != NULL) 1732 if (bow->slaying)
1712 arrow->slaying = bow->slaying; 1733 arrow->slaying = bow->slaying;
1713 1734
1714 arrow->map = m;
1715 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1737
1718 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);
1719 tag = arrow->count; 1739 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1740
1722 if (!was_destroyed(arrow, tag)) 1741 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1742 move_arrow (arrow);
1724 1743
1725 if (op->type == PLAYER) { 1744 if (op->type == PLAYER)
1726 if (was_destroyed (left, left_tag)) 1745 {
1746 if (left->destroyed ())
1727 esrv_del_item(op->contr, left_tag); 1747 esrv_del_item (op->contr, left->count);
1728 else 1748 else
1729 esrv_send_item(op, left); 1749 esrv_send_item (op, left);
1730 } 1750 }
1751
1731 return 1; 1752 return 1;
1732} 1753}
1733 1754
1734/* Special fire code for players - this takes into 1755/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1756 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1757 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1758 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1759 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1760 * hence the function name.
1740 */ 1761 */
1762int
1741int player_fire_bow(object *op, int dir) 1763player_fire_bow (object *op, int dir)
1742{ 1764{
1743 int ret=0, wcmod=0; 1765 int ret = 0, wcmod = 0;
1744 1766
1745 if (op->contr->bowtype == bow_bestarrow) { 1767 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1768 {
1747 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);
1748 dir, 0, op->x, op->y); 1770 }
1749 } 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 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1774 wcmod = -1;
1775
1752 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);
1753 op->x, op->y); 1777 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1778 else if (op->contr->bowtype == bow_threewide)
1779 {
1755 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);
1756 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)]);
1757 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 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1784 else if (op->contr->bowtype == bow_spreadshot)
1785 {
1759 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);
1760 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);
1761 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);
1762 1789
1763 } else { 1790 }
1791 else
1792 {
1764 /* Simple case */ 1793 /* Simple case */
1765 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);
1766 } 1795 }
1767 return ret; 1796 return ret;
1768} 1797}
1769 1798
1770 1799
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1800/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1801 * Broken apart from 'fire' to keep it more readable.
1773 */ 1802 */
1803void
1774void fire_misc_object(object *op, int dir) 1804fire_misc_object (object *op, int dir)
1775{ 1805{
1776 object *item; 1806 object *item;
1777 1807
1778 if (!op->contr->ranges[range_misc]) { 1808 if (!op->contr->ranges[range_misc])
1809 {
1779 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.");
1780 return; 1811 return;
1781 } 1812 }
1782 1813
1783 item = op->contr->ranges[range_misc]; 1814 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1815 if (!item->inv)
1816 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1817 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1818 return;
1787 } 1819 }
1788 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1789 if(item->stats.food<=0) { 1822 if (item->stats.food <= 0)
1823 {
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1791 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));
1792 return; 1826 return;
1793 } 1827 }
1828 }
1794 } else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1830 {
1795 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 {
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797 if (item->type== ROD) 1834 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "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));
1800 else 1836 else
1801 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));
1802 "The %s needs more time to charge.", query_base_name(item,0));
1803 return; 1838 return;
1804 } 1839 }
1805 } 1840 }
1806 1841
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1842 if (cast_spell (op, item, dir, item->inv, NULL))
1843 {
1808 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 */
1809 if (item->type == WAND) { 1845 if (item->type == WAND)
1846 {
1810 if (!(--item->stats.food)) { 1847 if (!(--item->stats.food))
1848 {
1811 object *tmp; 1849 object *tmp;
1850
1812 if (item->arch) { 1851 if (item->arch)
1852 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1815 item->speed = 0; 1855 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1856 }
1857
1818 if ((tmp=is_player_inv(item))) 1858 if ((tmp = item->in_player ()))
1819 esrv_update_item(UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1860 }
1821 } 1861 }
1822 else if (item->type == ROD || item->type==HORN) { 1862 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1863 drain_rod_charge (item);
1824 }
1825 } 1864 }
1826} 1865}
1827 1866
1828/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1829 */ 1868 */
1869void
1830void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1831 int spellcost=0; 1872 int spellcost = 0;
1832 1873
1833 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1835 1877
1836 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1837 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.");
1838 return; 1910 return;
1839
1840 case range_bow:
1841 player_fire_bow(op, dir);
1842 return;
1843
1844 case range_magic: /* Casting spells */
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1846 return;
1847
1848 case range_misc:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 } 1911 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir );
1873 return; 1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1874 default: 1917 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1876 return; 1919 return;
1877 } 1920 }
1878} 1921}
1879 1922
1880 1923
1881 1924
1888 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1891 */ 1934 */
1892 1935
1936object *
1893object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1894{ 1938{
1895 object *tmp,*key; 1939 object *tmp, *key;
1896 1940
1897 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1899 1944
1900 /* 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 */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1903 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1905 */ 1952 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1954 break;
1908 } 1955 }
1909 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1910 /* 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.
1911 * 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
1912 * a key, return 1959 * a key, return
1913 */ 1960 */
1914 if (!tmp) { 1961 if (!tmp)
1962 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1916 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1967 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1919 } 1970 }
1920 } 1971 }
1972 if (!tmp)
1921 if (!tmp) return NULL; 1973 return NULL;
1922 } 1974 }
1923 /* 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,
1924 * see if we actually want to use it 1976 * see if we actually want to use it
1925 */ 1977 */
1926 if (pl!=container) { 1978 if (pl != container)
1979 {
1927 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1929 /* cases where this fails: 1983 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1985 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1933 * containers can be used. 1987 * containers can be used.
1934 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1938 * 1992 *
1939 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1940 * all the others. 1994 * all the others.
1941 */ 1995 */
1942 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1999 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "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));
1949 query_name(tmp), query_name(container));
1950 return NULL; 2002 return NULL;
1951 } 2003 }
1952 } 2004 }
1953 return tmp; 2005 return tmp;
1954} 2006}
1955 2007
1956/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1959 * 0 otherwise 2011 * 0 otherwise
1960 */ 2012 */
2013static int
1961static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1962{ 2015{
1963
1964 /* 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,
1965 * 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 -
1966 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1967 */ 2019 */
1968 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1969 2021
1970 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1971 if (key) { 2023 if (key)
2024 {
1972 object *container=key->env; 2025 object *container = key->env;
1973 2026
1974 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);
1975 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1976 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);
1977 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1978 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 */
1979 } 2035 }
1980 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1982 "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));
1983 remove_door2(door); /* remove door without violence ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1984 } 2040 }
1985 /* Do this after we print the message */ 2041 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
1988 if (container != op) 2044 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
1991 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
1992 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994 return 1; 2052 return 1;
1995 } 2053 }
1996 return 0; 2054 return 0;
1997} 2055}
1998 2056
1999/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2004 */ 2062 */
2005 2063void
2006void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2007{ 2065{
2008 object *tmp, *mon; 2066 object *tmp, *mon;
2009 sint16 nx, ny; 2067 sint16 nx, ny;
2010 int on_battleground; 2068 int on_battleground;
2011 mapstruct *m; 2069 maptile *m;
2012 2070
2013 nx=freearr_x[dir]+op->x; 2071 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2072 ny = freearr_y[dir] + op->y;
2015 2073
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2017 2075
2018 /* 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
2019 * 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
2020 * 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
2021 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2022 * 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
2023 * 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
2024 * 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
2025 * move_ob uses. 2083 * move_ob uses.
2026 */ 2084 */
2027 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 {
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2029 m = get_map_from_coord(op->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2090 if (!m)
2030 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)
2031 } 2097 {
2032 else m =op->map;
2033
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2035 /* 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)
2036 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;
2037 } 2168 }
2038 2169
2039 mon = NULL; 2170 /* in certain circumstances, you shouldn't attack friendly
2040 /* 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
2041 * 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
2042 * if its a door or barrel (can roll) see if there may be monsters 2173 * attack them either.
2043 * on the space
2044 */ 2174 */
2045 while (tmp!=NULL) { 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2046 if (tmp == op) { 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2047 tmp=tmp->above; 2177#ifdef PROHIBIT_PLAYERKILL
2048 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);
2049 } 2191 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2192 else
2051 mon = tmp; 2193 new_draw_info (0, 0, op, "You withhold your attack");
2052 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 */
2053 } 2230 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 2231
2062 if(mon->head != NULL) 2232 skill_attack (mon, op, 0, 0, 0);
2063 mon = mon->head;
2064 2233
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2234 /* If attacking another player, that player gets automatic
2066 if (player_attack_door(op, mon)) return; 2235 * hitback, and doesn't loose luck either.
2067 2236 * Disable hitback on the battleground or if the target is
2068 /* The following deals with possibly attacking peaceful 2237 * the wiz.
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */ 2238 */
2075 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 {
2093 /* If we're braced, we don't want to switch places with it */
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) { 2240 {
2116 if (!op->contr->braced) { 2241 short luck = mon->stats.luck;
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2242
2118 (void) push_ob(mon,dir,op); 2243 mon->contr->has_hit = 1;
2119 } else { 2244 skill_attack (op, mon, 0, 0, 0);
2120 new_draw_info(0, 0,op,"You withhold your attack"); 2245 mon->stats.luck = luck;
2121 } 2246 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124 2247
2125 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced.
2127 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2129 recursive_roll(mon,dir,op);
2130 if(action_makes_visible(op)) make_visible(op); 2248 if (action_makes_visible (op))
2131 } 2249 make_visible (op);
2132
2133 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen.
2138 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL ||
2142 op->contr->party!=mon->contr->party))) {
2143
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 } 2250 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 }
2171 } /* if player should attack something */ 2251 } /* if player should attack something */
2172} 2252}
2173 2253
2254int
2174int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2175 int pick; 2257 int pick;
2176 2258
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 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;
2218} 2302}
2219 2303
2220/* 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
2221 * new client/server stuff. 2305 * new client/server stuff.
2222 * 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
2223 * the new speed values for commands. 2307 * the new speed values for commands.
2224 * 2308 *
2225 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2226 */ 2310 */
2311int
2227int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2228{ 2313{
2229 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2230 op->invisible = 1000; 2316 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2234 */ 2320 */
2235 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--; 2322 op->invisible--;
2323 }
2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2326 op->invisible--;
2239 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2240 make_visible(op); 2329 make_visible (op);
2241 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.");
2242 } 2331 }
2243 } 2332 }
2244 2333
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2246 flee_player(op); 2336 flee_player (op);
2247 /* 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 */
2248 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2249 op->speed_left--; 2340 op->speed_left--;
2250 return 0; 2341 return 0;
2251 } 2342 }
2252 } 2343 }
2253 2344
2254 /* 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
2255 * 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
2256 * 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
2257 * 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.
2258 */ 2349 */
2259 if (op->contr->ranges[range_golem] && 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2263 op->contr->golem_count = 0;
2264 }
2265 2352
2266 /* 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
2267 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2355 * called, so we recheck it here.
2269 */ 2356 */
2270 HandleClient(&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2271 if (op->speed_left<0) return 0; 2359 if (op->speed_left < 0)
2272
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player(op, op->direction);
2282 if (op->speed_left>0) return 1;
2283 else return 0;
2284 }
2285 return 0; 2360 return 0;
2286}
2287 2361
2288int save_life(object *op) { 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2289 object *tmp; 2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2290 2366
2291 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
2292 return 0; 2375 return 0;
2376 }
2293 2377
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2378 return 0;
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2379}
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2380
2297 new_draw_info_format(NDI_UNIQUE, 0,op, 2381int
2298 "Your %s vibrates violently, then evaporates.", 2382save_life (object *op)
2299 query_name(tmp)); 2383{
2300 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count);
2302 remove_ob(tmp);
2303 free_object(tmp);
2304 CLEAR_FLAG(op, FLAG_LIFESAVE);
2305 if(op->stats.hp<0)
2306 op->stats.hp = op->stats.maxhp;
2307 if(op->stats.food<0)
2308 op->stats.food = 999;
2309 fix_player(op);
2310 return 1;
2311 }
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2314 enter_player_savebed(op); /* bring him home. */
2315 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;
2316} 2413}
2317 2414
2318/* 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
2319 * 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
2320 * 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
2321 * from. 2418 * from.
2322 */ 2419 */
2420void
2323void remove_unpaid_objects(object *op, object *env) 2421remove_unpaid_objects (object *op, object *env)
2324{ 2422{
2325 object *next; 2423 object *next;
2326 2424
2327 while (op) { 2425 while (op)
2426 {
2328 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' */
2329 * we remove object 'op' 2428
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2430 {
2333 op->x = env->x;
2334 op->y = env->y;
2335 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2433
2434 op->insert_at (env);
2338 } 2435 }
2436 else if (op->inv)
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2437 remove_unpaid_objects (op->inv, env);
2438
2340 op=next; 2439 op = next;
2341 } 2440 }
2342} 2441}
2343
2344 2442
2345/* 2443/*
2346 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2447 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2448 * but there isn't one in the server directory.
2351 */ 2449 */
2450char *
2352char *gravestone_text (object *op) 2451gravestone_text (object *op)
2353{ 2452{
2354 static char buf2[MAX_BUF]; 2453 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2454 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2455 time_t now = time (NULL);
2357 2456
2358 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2460 else
2362 sprintf (buf, "%s\n", &op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2464 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2366 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);
2367 else 2467 else
2368 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
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2471 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2472 if (op->type == PLAYER)
2473 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2476 strcat (buf2, buf);
2375 } 2477 }
2478
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2379 return buf2; 2483 return buf2;
2380} 2484}
2381 2485
2382 2486void
2383
2384void do_some_living(object *op) { 2487do_some_living (object *op)
2488{
2385 int last_food=op->stats.food; 2489 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2490 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2491 int over_hp, over_sp, over_grace;
2388 int i; 2492 int i;
2389 int rate_hp = 1200; 2493 int rate_hp = 1200;
2390 int rate_sp = 2500; 2494 int rate_sp = 2500;
2392 const int max_hp = 1; 2496 const int max_hp = 1;
2393 const int max_sp = 1; 2497 const int max_sp = 1;
2394 const int max_grace = 1; 2498 const int max_grace = 1;
2395 2499
2396 if (op->contr->outputs_sync) 2500 if (op->contr->outputs_sync)
2397 { 2501 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 if (op->contr->outputs[i].buf!=NULL &&
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2505 }
2403 2506
2404 if(op->contr->state==ST_PLAYING) { 2507 if (op->contr->ns->state == ST_PLAYING)
2405 2508 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2511 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2513 else
2514 {
2411 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2517 }
2518
2414 if(op->contr->gen_sp >= 0 ) 2519 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2521 else
2522 {
2417 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2525 }
2526
2420 if(op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2529 else
2530 {
2423 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2533 }
2426 2534
2427 /* Regenerate Spell Points */ 2535 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2537 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2539 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2540 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2541 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2542 /* dms do not consume food */
2450 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;
2451 } 2550 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2601 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2602 /* wearing stuff doesn't detract from grace generation. */
2479 } 2603 }
2480 2604
2481 /* Regenerate Hit Points */ 2605 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2606 if (--op->last_heal < 0)
2607 {
2483 if(op->stats.hp<op->stats.maxhp) { 2608 if (op->stats.hp < op->stats.maxhp)
2609 {
2484 op->stats.hp++; 2610 op->stats.hp++;
2485 /* dms do not consume food */ 2611 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2612 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2613 {
2614 op->stats.food--;
2488 if(op->contr->digestion<0) 2615 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 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 }
2493 } 2639 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2640
2509 /* Digestion */ 2641 /* Digestion */
2510 if(--op->last_eat<0) { 2642 if (--op->last_eat < 0)
2643 {
2511#ifdef COZY_SERVER 2644#ifdef COZY_SERVER
2512 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;
2513 int bonus=dg>0?dg:0, 2646 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2647#else
2516 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;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2649#endif
2519 2650
2520 if(op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2653 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2524 /* dms do not consume food */ 2656 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2658 op->stats.food--;
2527 } 2659 }
2528 2660
2529 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 {
2530 object *tmp, *flesh=NULL; 2663 object *tmp, *flesh = 0;
2531 2664
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2666 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2668 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2535 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.");
2536 manual_apply(op,tmp,0); 2672 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2674 break;
2539 } 2675 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2676 else if (tmp->type == FLESH)
2677 flesh = tmp;
2541 } /* End if paid for object */ 2678 } /* End if paid for object */
2542 } /* end of for loop */ 2679 } /* end of for loop */
2680
2543 /* 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
2544 * eat flesh instead. 2682 * eat flesh instead.
2545 */ 2683 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2685 {
2547 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.");
2548 manual_apply(op,flesh,0); 2687 manual_apply (op, flesh, 0);
2549 } 2688 }
2550 } /* end if player is starving */ 2689 }
2551 2690
2552 while(op->stats.food<0&&op->stats.hp>0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2554 2693
2555 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))
2556 kill_player(op); 2695 kill_player (op);
2696 }
2557} 2697}
2558
2559
2560 2698
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2702 * file.
2565 */ 2703 */
2704void
2566void kill_player(object *op) 2705kill_player (object *op)
2567{ 2706{
2568 char buf[MAX_BUF]; 2707 char buf[MAX_BUF];
2569 int x, y; 2708 int x, y;
2709
2570 //int i; 2710 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2711 maptile *map; /* this is for resurrection */
2712
2572 /* int z; 2713 /* int z;
2573 int num_stats_lose; 2714 int num_stats_lose;
2574 int lost_a_stat; 2715 int lost_a_stat;
2575 int lose_this_stat; 2716 int lose_this_stat;
2576 int this_stat; */ 2717 int this_stat; */
2577 int will_kill_again; 2718 int will_kill_again;
2578 archetype *at; 2719 archetype *at;
2579 object *tmp; 2720 object *tmp;
2580 2721
2581 if(save_life(op)) 2722 if (save_life (op))
2582 return; 2723 return;
2583 2724
2584 2725
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2728 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2729 */
2589 if (op_on_battleground(op, &x, &y)) { 2730 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2731 {
2591 "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 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...");
2593 "Local medics have saved your life..."); 2734
2594
2595 /* restore player */ 2735 /* restore player */
2596 at = find_archetype("poisoning"); 2736 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2738 {
2599 remove_ob(tmp); 2739 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2745 {
2603 2746 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2748 }
2611 2749
2612 cure_disease(op,0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2752 if (op->stats.food <= 0)
2615 2753 op->stats.food = 999;
2754
2616 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2757 {
2620 sprintf(buf,"%s's finger", &op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2759 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2763 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2767 }
2768
2633 /* teleport defeated player to new destination*/ 2769 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2771 op->contr->braced = 0;
2636 return; 2772 return;
2637 } 2773 }
2638 2774
2639 INVOKE_PLAYER (DEATH, op->contr); 2775 INVOKE_PLAYER (DEATH, op->contr);
2640 2776
2641 command_kill_pets (op, 0); 2777 command_kill_pets (op, 0);
2642 2778
2643 if(op->stats.food<0) { 2779 if (op->stats.food < 0)
2780 {
2644 if (op->contr->explore) { 2781 if (op->contr->explore)
2782 {
2645 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");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2647 op->stats.food=999; 2785 op->stats.food = 999;
2648 return; 2786 return;
2649 } 2787 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2788 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2789 strcpy (op->contr->killer, "starvation");
2790 }
2791 else
2652 } 2792 {
2653 else {
2654 if (op->contr->explore) { 2793 if (op->contr->explore)
2794 {
2655 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");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2658 return; 2798 return;
2659 } 2799 }
2660 sprintf(buf,"%s died.", &op->name); 2800 sprintf (buf, "%s died.", &op->name);
2661 } 2801 }
2802
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2804
2664 /* save the map location for corpse, gravestone*/ 2805 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2806 x = op->x;
2807 y = op->y;
2808 map = op->map;
2666 2809
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2813 */
2673 2814
2674 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2817 * of death.
2677 */ 2818 */
2678#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2820 if (settings.balanced_stat_loss)
2821 {
2680 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2824 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2827 little bit harder. */
2686 /* GD */ 2828 /* GD */
2687 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2830 num_stats_lose = 1;
2693 } 2831 else
2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2833 }
2834 else
2835 num_stats_lose = 1;
2836
2694 lost_a_stat = 0; 2837 lost_a_stat = 0;
2695 2838
2696 for (z=0; z<num_stats_lose; z++) { 2839 for (z = 0; z < num_stats_lose; z++)
2840 {
2697 i = RANDOM() % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
2698 2842
2699 if (settings.stat_loss_on_death) { 2843 if (settings.stat_loss_on_death)
2844 {
2700 /* 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
2701 * what he lost. 2846 * what he lost.
2702 */ 2847 */
2703 change_attr_value(&(op->stats), i,-1); 2848 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2849 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2853 lost_a_stat = 1;
2709 } else { 2854 }
2855 else
2856 {
2710 /* deplete a stat */ 2857 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2858 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2713 2863 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2864 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2865 insert_ob_in_ob (dep, op);
2718 } 2866 }
2719 lose_this_stat = 1; 2867 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2868 if (settings.balanced_stat_loss)
2869 {
2721 /* GD */ 2870 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2871 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2872 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2873 if (this_stat < 0)
2874 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2876 int keep_chance = this_stat * this_stat;
2877
2727 /* Yes, I am paranoid. Sue me. */ 2878 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2879 if (keep_chance < 1)
2729 keep_chance = 1; 2880 keep_chance = 1;
2730 2881
2731 /* There is a maximum depletion total per level. */ 2882 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2884 {
2733 lose_this_stat = 0; 2885 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2886 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2887 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2888 }
2745 } 2889 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2890 {
2755 if (this_stat>=-50) { 2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 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"); */
2761 } 2896 }
2762 } 2897 }
2763 } 2898 }
2764 } 2899
2765 /* If no stat lost, tell the player. */
2766 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)
2767 { 2910 {
2768 /* determine_god() seems to not work sometimes... why is this? 2911 change_attr_value (&(dep->stats), i, -1);
2769 Should I be using something else? GD */ 2912 SET_FLAG (dep, FLAG_APPLIED);
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2773 "moment you feel the holy presence of %s protecting" 2914 op->update_stats ();
2774 " you.", god); 2915 lost_a_stat = 1;
2775 else 2916 }
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 } 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.");
2779#endif 2934#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2935
2783 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2937 * exp loss on the stone.
2785 */ 2938 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2940 sprintf (buf, "%s's gravestone", &op->name);
2941 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2942 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2943 tmp->name_pl = buf;
2790 "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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2945 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2946 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2948
2798 /**************************************/ 2949 /**************************************/
2799 /* */ 2950 /* */
2800 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
2803 /* */ 2954 /* */
2804 /**************************************/ 2955 /**************************************/
2805 2956
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2957 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2958 /* restore player */
2808 at = find_archetype("poisoning"); 2959 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2960 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2961
2811 remove_ob(tmp); 2962 if (tmp)
2812 free_object(tmp); 2963 {
2964 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2966 }
2815 2967
2816 at = find_archetype("confusion"); 2968 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2969 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2970 if (tmp)
2819 remove_ob(tmp); 2971 {
2820 free_object(tmp); 2972 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2974 }
2975
2823 cure_disease(op,0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
2824 2977
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2979 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2980 if (op->stats.food < 100)
2981 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2985
2832 /* 2986 /*
2833 * 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
2834 * 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
2835 * in the map. 2989 * in the map.
2836 */ 2990 */
2837 2991
2838 if (is_in_shop (op)) 2992 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
2840 2994
2841 /****************************************/ 2995 /****************************************/
2842 /* */ 2996 /* */
2843 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
2845 /* */ 2999 /* */
2846 /****************************************/ 3000 /****************************************/
2847 3001
2848 enter_player_savebed(op); 3002 enter_player_savebed (op);
2849 3003
2850 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
2851 * chance of abuse. 3005 * chance of abuse.
2852 */ 3006 */
2853 op->contr->braced=0; 3007 op->contr->braced = 0;
2854 save_player(op,1); 3008 op->contr->save ();
2855 3009
2856 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 3013 * on the space that might harm the player.
2860 */ 3014 */
2861 will_kill_again=0; 3015 will_kill_again = 0;
2862 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)
2863 if (tmp->type ==SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
2865 } 3019
2866 if (will_kill_again) { 3020 if (will_kill_again)
3021 {
2867 object *force; 3022 object *force;
2868 int at; 3023 int at;
2869 3024
2870 force=get_archetype(FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 3027 force->speed = 0.1;
2873 force->speed_left=-5.0; 3028 force->speed_left = -5.0;
2874 SET_FLAG(force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 3030 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
2877 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);
2878 } 3070 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 3071 else
2937 delete_character(op->name,1); 3072 tmp->destroy ();
2938 } 3073 }
2939 } 3074 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3076 }
2981} 3077}
2982 3078
2983/* 3079/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3080 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3082 * was changed.
2987 */ 3083 */
2988 3084
3085void
2989void fix_weight(void) { 3086fix_weight (void)
2990 player *pl; 3087{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3088 for_all_players (pl)
3089 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3091
2993 if(old == sum) 3092 if (old == sum)
2994 continue; 3093 continue;
2995 fix_player(pl->ob); 3094 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3096 }
2999} 3097}
3000 3098
3099void
3001void fix_luck(void) { 3100fix_luck (void)
3002 player *pl; 3101{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3102 for_all_players (pl)
3004 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 3104 pl->ob->change_luck (0);
3006} 3105}
3007
3008 3106
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3012 */ 3110 */
3013
3014void 3111void
3015cast_dust (object * op, object * throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3016{ 3113{
3017 object *skop, *spob; 3114 object *skop, *spob;
3018 3115
3019 skop = find_skill_by_name (op, throw_ob->skill); 3116 skop = find_skill_by_name (op, throw_ob->skill);
3020 3117
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3118 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3119 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3120 {
3024 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);
3025 &op->name);
3026 return; 3122 return;
3027 } 3123 }
3028 3124
3029 spob = throw_ob->inv; 3125 spob = throw_ob->inv;
3030 3126
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3129 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3130 if (!spob)
3035 { 3131 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3133 return;
3039 } 3134 }
3040 3135
3041 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3042 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);
3043 3138
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3140
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3142}
3050 3143
3144void
3051void make_visible (object *op) { 3145make_visible (object *op)
3146{
3052 op->hide = 0; 3147 op->hide = 0;
3053 op->invisible = 0; 3148 op->invisible = 0;
3054 if(op->type==PLAYER) { 3149 if (op->type == PLAYER)
3150 {
3055 op->contr->tmp_invis = 0; 3151 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3152 op->contr->invis_race = 0;
3057 } 3153 }
3058 update_object(op,UP_OBJ_FACE); 3154 update_object (op, UP_OBJ_FACE);
3059} 3155}
3060 3156
3157int
3061int is_true_undead(object *op) { 3158is_true_undead (object *op)
3159{
3062 object *tmp=NULL; 3160 object *tmp = NULL;
3063 3161
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1;
3065 3164
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3165 return 0;
3071} 3166}
3072 3167
3073/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3170 * indicate greater hideability.
3076 */ 3171 */
3077 3172
3173int
3078int hideability(object *ob) { 3174hideability (object *ob)
3175{
3079 int i,level=0, mflag; 3176 int i, level = 0, mflag;
3080 sint16 x,y; 3177 sint16 x, y;
3081 3178
3082 if(!ob||!ob->map) return 0; 3179 if (!ob || !ob->map)
3180 return 0;
3083 3181
3084 /* so, on normal lighted maps, its hard to hide */ 3182 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3183 level = ob->map->darkness - 2;
3086 3184
3087 /* this also picks up whether the object is glowing. 3185 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3187 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3188 if (has_carried_lights (ob))
3189 level = -(10 + (2 * ob->map->darkness));
3091 3190
3092 /* scan through all nearby squares for terrain to hide in */ 3191 /* scan through all nearby squares for terrain to hide in */
3093 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3194 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3195 if (mflag & P_OUT_OF_MAP)
3196 {
3197 continue;
3198 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3199 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3200 level += 2;
3098 else /* open terrain! */ 3201 else /* open terrain! */
3099 level -= 1; 3202 level -= 1;
3100 } 3203 }
3101 3204
3102#if 0 3205#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3206 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3207#endif
3105 return level; 3208 return level;
3106} 3209}
3107 3210
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3211/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3212 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3213 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3214 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3215 */
3113 3216
3217void
3114void do_hidden_move (object *op) { 3218do_hidden_move (object *op)
3219{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3221 object *skop;
3117 3222
3118 if(!op || !op->map) return; 3223 if (!op || !op->map)
3224 return;
3119 3225
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3227
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3229 if (op->type == PLAYER && op->contr->run_on)
3230 {
3124 if(!skop || num >= skop->level) { 3231 if (!skop || num >= skop->level)
3232 {
3125 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!");
3126 make_visible(op); 3234 make_visible (op);
3127 return; 3235 return;
3236 }
3237 else
3128 } else num += 20; 3238 num += 20;
3129 } 3239 }
3130 num += op->map->difficulty; 3240 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */ 3241 hide = hideability (op); /* modify by terrain hidden level */
3132 num -= hide; 3242 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 {
3134 make_visible(op); 3245 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3246 if (op->type == PLAYER)
3136 "You moved out of hiding! You are visible!"); 3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3137 } 3248 }
3138 else if (op->type == PLAYER && skop) { 3249 else if (op->type == PLAYER && skop)
3250 {
3139 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);
3140 } 3252 }
3141} 3253}
3142 3254
3143/* determine if who is standing near a hostile creature. */ 3255/* determine if who is standing near a hostile creature. */
3144 3256
3257int
3145int stand_near_hostile( object *who ) { 3258stand_near_hostile (object *who)
3259{
3146 object *tmp=NULL; 3260 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3261 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3262 maptile *m;
3149 sint16 x,y; 3263 sint16 x, y;
3150 3264
3151 if(!who) return 0; 3265 if (!who)
3266 return 0;
3152 3267
3153 if(who->type==PLAYER) player=1; 3268 if (who->type == PLAYER)
3269 player = 1;
3270
3271 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3272 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3273
3156 /* search adjacent squares */ 3274 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3275 for (i = 1; i < 9; i++)
3276 {
3158 x = who->x+freearr_x[i]; 3277 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3278 y = who->y + freearr_y[i];
3160 m = who->map; 3279 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3280 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3281 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3282 * blocked, don't need to check this space.
3164 */ 3283 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3284 if (mflags & P_OUT_OF_MAP)
3285 continue;
3166 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)))
3167 3287 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3288
3169 if((player||friendly) 3289 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3290 {
3170 &&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)
3171 return 1; 3297 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3298 }
3178 } 3299 }
3179 } 3300 }
3180 return 0; 3301 return 0;
3181} 3302}
3182 3303
3183/* check the player los field for viewability of the 3304/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3305 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3314 * -b.t.
3194 * This function is now map tiling safe. 3315 * This function is now map tiling safe.
3195 */ 3316 */
3196 3317
3318int
3197int player_can_view (object *pl,object *op) { 3319player_can_view (object *pl, object *op)
3320{
3198 rv_vector rv; 3321 rv_vector rv;
3199 int dx,dy; 3322 int dx, dy;
3200 3323
3201 if(pl->type!=PLAYER) { 3324 if (pl->type != PLAYER)
3325 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3327 return -1;
3204 } 3328 }
3205 if (!pl || !op) return 0;
3206 3329
3207 if(op->head) { op = op->head; } 3330 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 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;
3231} 3359}
3232 3360
3233/* routine for both players and monsters. We call this when 3361/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3362 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3363 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3364 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3365 * return 0.
3238 */ 3366 */
3367int
3239int action_makes_visible (object *op) { 3368action_makes_visible (object *op)
3369{
3240 3370
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3371 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3372 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3373 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3374 return 0;
3244 3375
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3376 if (op->contr && op->contr->tmp_invis == 0)
3377 return 0;
3246 3378
3247 /* If monsters, they should become visible */ 3379 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3380 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3381 {
3249 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");
3250 return 1; 3383 return 1;
3251 } 3384 }
3252 } 3385 }
3253 return 0; 3386 return 0;
3254} 3387}
3255 3388
3256/* op_on_battleground - checks if the given object op (usually 3389/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3390 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3391 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3392 * -exit-coord. (and if x, y not NULL)
3260 * 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
3261 * 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
3262 * 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
3263 */ 3396 */
3397int
3264int op_on_battleground (object *op, int *x, int *y) { 3398op_on_battleground (object *op, int *x, int *y)
3399{
3265 object *tmp; 3400 object *tmp;
3266 3401
3267 /* A battleground-tile needs the following attributes to be valid: 3402 /* A battleground-tile needs the following attributes to be valid:
3268 * 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),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3404 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3405 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3406 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3407 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3408 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3409 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3410 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3411 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3412 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3413 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3414 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3415 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3418 object *invtmp;
3419
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3420 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3421 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3422 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3423 {
3284 if (x != NULL && y != NULL) 3424 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3425 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3426 return 1;
3427 }
3287 } 3428 }
3288 } 3429 }
3289 }
3290 if (x != NULL && y != NULL) 3430 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3431 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3432 return 1;
3433 }
3293 } 3434 }
3294 }
3295 } 3435 }
3296 /* If we got here, did not find a battleground */ 3436 /* If we got here, did not find a battleground */
3297 return 0; 3437 return 0;
3298} 3438}
3299 3439
3300/* 3440/*
3304 * attributes: 3444 * attributes:
3305 * object *who the dragon player 3445 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3446 * int atnr the attack-number of the ability focus
3307 * int level ability level 3447 * int level ability level
3308 */ 3448 */
3449void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3450dragon_ability_gain (object *who, int atnr, int level)
3451{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3452 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3453 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3454 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3455 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3456 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3457 int i = 0, j = 0;
3316 3458
3317 /* get the appropriate treasurelist */ 3459 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3460 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3461 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3462 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3463 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3464 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3465 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3466 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3467 trlist = find_treasurelist ("dragon_ability_poison");
3326 3468
3327 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))
3328 return; 3486 return;
3329 3487
3330 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);
3331 tr = tr->next, i++); 3489 do_learn_spell (who, item, 0);
3332 3490 return;
3333 if (tr == NULL || tr->item == NULL) { 3491 }
3334 /* 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))
3335 return; 3502 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3503 if (item->invisible)
3504 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3506 do_learn_spell (who, item->inv, 0);
3361 return; 3507 return;
3362 } 3508 }
3363 } 3509 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3510 else if (item->type == SKILL_TOOL && item->invisible)
3511 {
3365 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 {
3366 3514
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3515 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * 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
3369 * 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,
3370 * but not all of them, he gets nothing. 3518 * but not all of them, he gets nothing.
3371 */ 3519 */
3372 if (!(skop->attacktype & item->attacktype)) { 3520 if (!(skop->attacktype & item->attacktype))
3521 {
3373 /* Give new attacktype */ 3522 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3523 skop->attacktype |= item->attacktype;
3375 3524
3376 /* always add physical if there's none */ 3525 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3526 skop->attacktype |= AT_PHYSICAL;
3378 3527
3379 if (item->msg != NULL) 3528 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3529 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3530
3382 /* Give player new face */ 3531 /* Give player new face */
3383 if (item->animation_id) { 3532 if (item->animation_id)
3533 {
3384 who->face = skop->face; 3534 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3535 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3536 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3537 who->last_anim = 0;
3388 who->state = 0; 3538 who->state = 0;
3389 animate_object(who, who->direction); 3539 animate_object (who, who->direction);
3390 } 3540 }
3391 } 3541 }
3392 } 3542 }
3393 } 3543 }
3394 else if (item->type == FORCE) { 3544 else if (item->type == FORCE)
3545 {
3395 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3547 object *skin;
3548
3397 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3552 ;
3401 3553
3554 if (!skin)
3555 return;
3556
3402 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3559 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3560 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3561
3406 /* print message */ 3562 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3563 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3564 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3565 {
3409 if(item->path_attuned & (1<<i)) { 3566 if (item->path_attuned & (1 << i))
3567 {
3410 if (j) 3568 if (j)
3411 strcat(buf," and "); 3569 strcat (buf, " and ");
3412 else 3570 else
3413 j = 1; 3571 j = 1;
3414 strcat(buf, spellpathnames[i]); 3572 strcat (buf, spellpathnames[i]);
3415 } 3573 }
3416 } 3574 }
3417 strcat(buf,"."); 3575 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3576 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3577 }
3420 3578
3421 /* evtl. adding flags: */ 3579 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3580 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3581 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3582 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3583 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3584 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3585 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3586
3429 /* print message if there is one */ 3587 /* print message if there is one */
3430 if (item->msg != NULL) 3588 if (item->msg != NULL)
3431 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
3432 } 3592 {
3433 else {
3434 /* generate misc. treasure */ 3593 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3594 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3596 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3597 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3598 esrv_send_item (who, tmp);
3440 } 3599 }
3441} 3600}
3442 3601
3443/** 3602/**
3444 * 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
3445 * not readied. 3604 * not readied.
3446 */ 3605 */
3606void
3447void player_unready_range_ob(player *pl, object *ob) { 3607player_unready_range_ob (player *pl, object *ob)
3608{
3448 rangetype i; 3609 rangetype i;
3449 3610
3450 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 {
3451 if (pl->ranges[i] == ob) { 3613 if (pl->ranges[i] == ob)
3614 {
3452 pl->ranges[i] = NULL; 3615 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3616 if (pl->shoottype == i)
3617 {
3454 pl->shoottype = range_none; 3618 pl->shoottype = range_none;
3455 } 3619 }
3456 } 3620 }
3457 } 3621 }
3458} 3622}

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