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Comparing deliantra/server/server/player.C (file contents):
Revision 1.7 by root, Sun Aug 27 16:15:13 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 1.7 2006/08/27 16:15:13 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
36player *
47player *find_player(const char *plname) 37find_player (const char *plname)
48{ 38{
49 player *pl; 39 for_all_players (pl)
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 41 return pl;
54 }; 42
55 return NULL; 43 return 0;
56} 44}
57 45
58player* find_player_partial_name( const char* plname ) 46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
59 { 63 {
60 player* pl; 64 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 68 size += strlen (buf);
69 }
70 70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
72 { 97 {
73 if ( found ) 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 99 break;
100 }
75 101
76 found = pl; 102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
77 } 148 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 149 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 150 size += strlen (buf);
170 } 151 }
171 }
172 152 }
153
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 155 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 156 close_and_delete (fp, comp);
179} 157}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->extendable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point.
236 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1;
242
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248
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;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->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 = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299}
300
301 158
302/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void
303static void set_first_map(object *op) 161set_first_map (object *op)
304{ 162{
305 strcpy(op->contr->maplevel, first_map_path); 163 op->contr->maplevel = first_map_path;
306 op->x = -1; 164 op->x = -1;
307 op->y = -1; 165 op->y = -1;
308 enter_exit(op, NULL);
309} 166}
310 167
168void
169player::enter_map ()
170{
171 object *tmp = object::create ();
172
173 EXIT_PATH (tmp) = maplevel;
174 EXIT_X (tmp) = ob->x;
175 EXIT_Y (tmp) = ob->y;
176 ob->enter_exit (tmp);
177
178 tmp->destroy ();
179}
180
181// connect the player with a specific client
182// also changed, rationalises, and fixes some incorrect settings
183void
184player::connect (client *ns)
185{
186 this->ns = ns;
187 ns->pl = this;
188
189 next = first_player;
190 first_player = this;
191
192 ns->update_look = 0;
193 ns->look_position = 0;
194
195 clear_los (ob);
196
197 /* make sure he's a player -- needed because of class change. */
198 ob->type = PLAYER; // we are paranoid
199 ob->race = ob->arch->clone.race;
200
201 if (!legal_range (ob, shoottype))
202 shoottype = range_none;
203
204 ob->carrying = sum_weight (ob);
205 link_player_skills (ob);
206
207 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
208
209 assign (title, ob->arch->clone.name);
210
211 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
212 * from the class, and not race. I don't see any way to get the class information
213 * to then update this. I don't think this will actually break anything - anyone
214 * that can use armour should be able to use a shield. What this may 'break'
215 * are features new characters get, eg, if someone starts up with a Q, they
216 * should be able to use a shield. However, old Q's won't get that advantage.
217 */
218 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
219 SET_FLAG (ob, FLAG_USE_SHIELD);
220
221 /* if it's a dragon player, set the correct title here */
222 if (is_dragon_pl (ob))
223 {
224 object *tmp, *abil = 0, *skin = 0;
225
226 shstr_cmp dragon_ability_force ("dragon_ability_force");
227 shstr_cmp dragon_skin_force ("dragon_skin_force");
228
229 for (tmp = ob->inv; tmp; tmp = tmp->below)
230 if (tmp->type == FORCE)
231 if (tmp->arch->name == dragon_ability_force)
232 abil = tmp;
233 else if (tmp->arch->name == dragon_skin_force)
234 skin = tmp;
235
236 set_dragon_name (ob, abil, skin);
237 }
238
239 CLEAR_FLAG (ob, FLAG_FRIENDLY);
240 add_friendly_object (ob);
241
242 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
243
244 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
245
246 esrv_new_player (this, ob->weight + ob->carrying);
247
248 ob->update_stats ();
249 ns->floorbox_update ();
250
251 esrv_send_inventory (ob, ob);
252 esrv_add_spells (this, 0);
253
254 ob->activate_recursive ();
255 enter_map ();
256
257 send_rules (ob);
258 send_news (ob);
259 display_motd (ob);
260
261 INVOKE_PLAYER (CONNECT, this);
262 INVOKE_PLAYER (LOGIN, this);
263}
264
265void
266player::disconnect ()
267{
268 if (ob)
269 ob->deactivate_recursive ();
270
271 //TODO: don't be so harsh and destroy :)
272 if (ns)
273 {
274 if (enable_save)
275 {
276 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
277 save (true);
278 }
279
280 INVOKE_PLAYER (DISCONNECT, this);
281
282 client *ns = this->ns;
283 ns->send_packet ("goodbye");
284 ns->flush ();
285 ns->pl = 0;
286 this->ns = 0;
287
288 ns->destroy ();
289 destroy ();
290 }
291}
292
293// the need for this function can be explained
294// by load_object not returning the object
295void
296player::set_object (object *op)
297{
298 ob = op;
299 ob->contr = this; /* this aren't yet in archetype */
300
301 ob->speed_left = 0.5;
302 ob->speed = 1.0;
303 ob->direction = 5; /* So player faces south */
304 ob->stats.wc = 2;
305 ob->run_away = 25; /* Then we panick... */
306
307 ob->roll_stats ();
308}
309
310player::player ()
311{
312 /* There are some elements we want initialised to non zero value -
313 * we deal with that below this point.
314 */
315 outputs_sync = 16; /* Every 2 seconds */
316 outputs_count = 8; /* Keeps present behaviour */
317 unapply = unapply_nochoice;
318
319 savebed_map = first_map_path; /* Init. respawn position */
320
321 gen_sp_armour = 10;
322 last_speed = -1;
323 shoottype = range_none;
324 bowtype = bow_normal;
325 petmode = pet_normal;
326 listening = 10;
327 usekeys = containers;
328 last_weapon_sp = -1;
329 peaceful = 1; /* default peaceful */
330 do_los = 1;
331
332 /* we need to clear these to -1 and not zero - otherwise,
333 * if a player quits and starts a new character, we wont
334 * send new values to the client, as things like exp start
335 * at zero.
336 */
337 for (int i = 0; i < NUM_SKILLS; i++)
338 last_skill_exp[i] = -1;
339
340 for (int i = 0; i < NROFATTACKS; i++)
341 last_resist[i] = -1;
342
343 last_stats.exp = -1;
344 last_weight = (uint32) - 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 save (false);
353 enable_save = false;
354
355 attachable::do_destroy ();
356
357 terminate_all_pets (ob);
358
359 if (first_player != this)
360 {
361 player *prev = first_player;
362
363 while (prev && prev->next && prev->next != this)
364 prev = prev->next;
365
366 if (prev->next != this)
367 {
368 LOG (llevError, "Free_player: Can't find previous player.\n");
369 abort ();
370 }
371
372 prev->next = next;
373 }
374 else
375 first_player = next;
376
377 if (ob)
378 {
379 ob->destroy_inv (false);
380 ob->destroy ();
381 }
382}
383
384player::~player ()
385{
386 /* Clear item stack */
387 free (stack_items);
388}
389
311/* Tries to add player on the connection passwd in ns. 390/* Tries to add player on the connection passed in ns.
312 * 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
313 * mode. 392 * mode.
314 */ 393 */
394player *
395player::create ()
396{
397 player *pl = new player;
315 398
316int add_player(NewSocket *ns) { 399 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 400 set_first_map (pl->ob);
331 401
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 402 return pl;
339} 403}
340 404
341/* 405/*
342 * get_player_archetype() return next player archetype from archetype 406 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 407 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 408 * Note: there MUST be at least one player archetype!
345 */ 409 */
410archetype *
346archetype *get_player_archetype(archetype* at) 411get_player_archetype (archetype *at)
347{ 412{
348 archetype *start = at; 413 archetype *start = at;
414
349 for (;;) { 415 for (;;)
416 {
350 if (at==NULL || at->next==NULL) 417 if (at == NULL || at->next == NULL)
351 at=first_archetype; 418 at = first_archetype;
352 else 419 else
353 at=at->next; 420 at = at->next;
421
354 if(at->clone.type==PLAYER) 422 if (at->clone.type == PLAYER)
355 return at; 423 return at;
424
356 if (at == start) { 425 if (at == start)
426 {
357 LOG (llevError, "No Player archetypes\n"); 427 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 428 exit (-1);
359 } 429 }
360 } 430 }
361} 431}
362 432
363 433object *
364object *get_nearest_player(object *mon) { 434get_nearest_player (object *mon)
435{
365 object *op = NULL; 436 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 437 objectlink *ol;
368 unsigned lastdist; 438 unsigned lastdist;
369 rv_vector rv; 439 rv_vector rv;
370 440
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 444 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 445 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 446 * list is also free, so encapsulate this in a while loop.
376 */ 447 */
377 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 {
378 object *tmp=ol->ob; 450 object *tmp = ol->ob;
379 451
380 /* 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
381 * itself will have been cleared. 453 * itself will have been cleared.
382 */ 454 */
383 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");
384 ol = ol->next; 456 ol = ol->next;
385 remove_friendly_object(tmp); 457 remove_friendly_object (tmp);
386 if (!ol) return op; 458 if (!ol)
387 } 459 return op;
460 }
388 461
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 464 * complicated method of state checking would be needed in any case -
392 * 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
393 * skip them over while waiting for confirmation. Remove 466 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 467 * on_same_map check, as can_detect_enemy also does this
395 */ 468 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 469 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 470 continue;
398 471
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 472 if (lastdist > rv.distance)
408 op=pl->ob; 473 {
474 op = ol->ob;
409 lastdist=rv.distance; 475 lastdist = rv.distance;
476 }
410 } 477 }
411 } 478
412 } 479 for_all_players (pl)
480 if (can_detect_enemy (mon, pl->ob, &rv))
481 if (lastdist > rv.distance)
482 {
483 op = pl->ob;
484 lastdist = rv.distance;
485 }
486
413#if 0 487#if 0
414 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)");
415#endif 489#endif
416 return op; 490 return op;
417} 491}
418 492
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 495 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 509 * circling behaviour. Unfortunately, this function is also used to determined
436 * 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
437 * is probably not a good thing. 511 * is probably not a good thing.
438 */ 512 */
439#define MAX_SPACES 50 513#define MAX_SPACES 50
440
441 514
442/* 515/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 516 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * 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
445 * 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
458 * monster can in fact move one space in that direction. 531 * monster can in fact move one space in that direction.
459 * 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,
460 * 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
461 * is blocking itself. 534 * is blocking itself.
462 */ 535 */
536int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 537path_to_player (object *mon, object *pl, unsigned mindiff)
538{
464 rv_vector rv; 539 rv_vector rv;
465 sint16 x,y; 540 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 542 maptile *m, *lastmap;
468 543
469 get_rangevector(mon, pl, &rv, 0); 544 get_rangevector (mon, pl, &rv, 0);
470 545
471 if (rv.distance<mindiff) return 0; 546 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
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 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 547 return 0;
724}
725 548
726void confirm_password(object *op) { 549 x = mon->x;
550 y = mon->y;
551 m = mon->map;
552 dir = rv.direction;
553 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
554 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
555 /* If we can't solve it within the search distance, return now. */
556 if (diff > max)
557 return 0;
558 while (diff > 1 && max > 0)
559 {
560 lastx = x;
561 lasty = y;
562 lastmap = m;
563 x = lastx + freearr_x[dir];
564 y = lasty + freearr_y[dir];
727 565
728 op->contr->write_buf[0]='\0'; 566 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 567 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732 568
569 /* Space is blocked - try changing direction a little */
570 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
571 && (m == mon->map && blocked_link (mon, m, x, y))))
572 {
573 /* recalculate direction from last good location. Possible
574 * we were not traversing ideal location before.
575 */
576 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
577 if (rv.direction != dir)
578 {
579 /* OK - says direction should be different - lets reset the
580 * the values so it will try again.
581 */
582 x = lastx;
583 y = lasty;
584 m = lastmap;
585 dir = firstdir = rv.direction;
586 }
587 else
588 {
589 /* direct path is blocked - try taking a side step to
590 * either the left or right.
591 * Note increase the values in the loop below to be
592 * more than -1/1 respectively will mean the monster takes
593 * bigger detour. Have to be careful about these values getting
594 * too big (3 or maybe 4 or higher) as the monster may just try
595 * stepping back and forth
596 */
597 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
598 {
599 if (i == 0)
600 continue; /* already did this, so skip it */
601 /* Use lastdir here - otherwise,
602 * since the direction that the creature should move in
603 * may change, you could get infinite loops.
604 * ie, player is northwest, but monster can only
605 * move west, so it does that. It goes some distance,
606 * gets blocked, finds that it should move north,
607 * can't do that, but now finds it can move east, and
608 * gets back to its original point. lastdir contains
609 * the last direction the creature has successfully
610 * moved.
611 */
612
613 x = lastx + freearr_x[absdir (lastdir + i)];
614 y = lasty + freearr_y[absdir (lastdir + i)];
615 m = lastmap;
616 mflags = get_map_flags (m, &m, x, y, &x, &y);
617 if (mflags & P_OUT_OF_MAP)
618 continue;
619 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
620 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
621 continue;
622 if (mflags & P_BLOCKSVIEW)
623 continue;
624
625 if (m == mon->map && blocked_link (mon, m, x, y))
626 break;
627 }
628 /* go through entire loop without finding a valid
629 * sidestep to take - thus, no valid path.
630 */
631 if (i == (DETOUR_AMOUNT + 1))
632 return 0;
633 diff--;
634 lastdir = dir;
635 max--;
636 if (!firstdir)
637 firstdir = dir + i;
638 } /* else check alternate directions */
639 } /* if blocked */
640 else
641 {
642 /* we moved towards creature, so diff is less */
643 diff--;
644 max--;
645 lastdir = dir;
646 if (!firstdir)
647 firstdir = dir;
648 }
649 if (diff <= 1)
650 {
651 /* Recalculate diff (distance) because we may not have actually
652 * headed toward player for entire distance.
653 */
654 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
655 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
656 }
657 if (diff > max)
658 return 0;
659 }
660 /* If we reached the max, didn't find a direction in time */
661 if (!max)
662 return 0;
663
664 return firstdir;
665}
666
667void
668give_initial_items (object *pl, treasurelist * items)
669{
670 object *op, *next = NULL;
671
672 if (pl->randomitems != NULL)
673 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
674
675 for (op = pl->inv; op; op = next)
676 {
677 next = op->below;
678
679 /* Forces get applied per default, unless they have the
680 * flag "neutral" set. Sorry but I can't think of a better way
681 */
682 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
683 SET_FLAG (op, FLAG_APPLIED);
684
685 /* we never give weapons/armour if these cannot be used
686 * by this player due to race restrictions
687 */
688 if (pl->type == PLAYER)
689 {
690 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
691 (op->type == ARMOUR || op->type == BOOTS ||
692 op->type == CLOAK || op->type == HELMET ||
693 op->type == SHIELD || op->type == GLOVES ||
694 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
695 {
696 op->destroy ();
697 continue;
698 }
699 }
700
701 /* This really needs to be better - we should really give
702 * a substitute spellbook. The problem is that we don't really
703 * have a good idea what to replace it with (need something like
704 * a first level treasurelist for each skill.)
705 * remove duplicate skills also
706 */
707 if (op->type == SPELLBOOK || op->type == SKILL)
708 {
709 object *tmp;
710
711 for (tmp = op->below; tmp; tmp = tmp->below)
712 if (tmp->type == op->type && tmp->name == op->name)
713 break;
714
715 if (tmp)
716 {
717 op->destroy ();
718 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
719 continue;
720 }
721
722 if (op->nrof > 1)
723 op->nrof = 1;
724 }
725
726 if (op->type == SPELLBOOK && op->inv)
727 {
728 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
729 }
730
731 /* Give starting characters identified, uncursed, and undamned
732 * items. Just don't identify gold or silver, or it won't be
733 * merged properly.
734 */
735 if (need_identify (op))
736 {
737 SET_FLAG (op, FLAG_IDENTIFIED);
738 CLEAR_FLAG (op, FLAG_CURSED);
739 CLEAR_FLAG (op, FLAG_DAMNED);
740 }
741 if (op->type == SPELL)
742 {
743 op->destroy ();
744 continue;
745 }
746 else if (op->type == SKILL)
747 {
748 SET_FLAG (op, FLAG_CAN_USE_SKILL);
749 op->stats.exp = 0;
750 op->level = 1;
751 }
752 /* lock all 'normal items by default */
753 else
754 SET_FLAG (op, FLAG_INV_LOCKED);
755 } /* for loop of objects in player inv */
756
757 /* Need to set up the skill pointers */
758 link_player_skills (pl);
759}
760
761void
733void get_party_password(object *op, partylist *party) { 762get_party_password (object *op, partylist *party)
763{
734 if (party == NULL) { 764 if (party == NULL)
765 {
735 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);
736 return; 767 return;
737 } 768 }
769
738 op->contr->write_buf[0]='\0'; 770 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 771 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 772 op->contr->party_to_join = party;
741 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:");
742} 774}
743
744 775
745/* 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
746int roll_stat(void) { 778roll_stat (void)
779{
747 int a[4],i,j,k; 780 int a[4], i, j, k;
748 781
749 for(i=0;i<4;i++) 782 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 783 a[i] = (int) RANDOM () % 6 + 1;
751 784
752 for(i=0,j=0,k=7;i<4;i++) 785 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 786 if (a[i] < k)
754 k=a[i],j=i; 787 k = a[i], j = i;
755 788
756 for(i=0,k=0;i<4;i++) { 789 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 790 if (i != j)
758 k+=a[i]; 791 k += a[i];
759 } 792
760 return k; 793 return k;
761} 794}
762 795
763void roll_stats(object *op) { 796void
764 int sum=0; 797object::roll_stats ()
765 int i = 0, j = 0; 798{
766 int statsort[7]; 799 int statsort [7];
767 800
801 for (;;)
768 do { 802 {
769 op->stats.Str=roll_stat(); 803 int sum = 0;
770 op->stats.Dex=roll_stat(); 804 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 805 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 806
807 if (sum >= 82 && sum <= 116)
808 break;
809 }
810
781 /* Sort the stats so that rerolling is easier... */ 811 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 812 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 813
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 814 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 815 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 816 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 817 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 818 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 819 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 820 stats.Cha = statsort[6];
809 821
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 822 stats.exp = 0;
821 op->stats.ac=0; 823 stats.ac = 0;
822 824
825 stats.hp = stats.maxhp;
826 stats.sp = stats.maxsp;
827 stats.grace = stats.maxgrace;
828
829 if (contr)
830 {
823 op->contr->levhp[1] = 9; 831 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 832 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 833 contr->levgrace[1] = 3;
826 834
827 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
828 op->stats.hp = op->stats.maxhp; 862 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 863 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 872 contr->orig_stats = stats;
873 }
832} 874}
833 875
834void Roll_Again(object *op) 876static void
877start_info (object *op)
835{ 878{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 879 char buf[MAX_BUF];
844 880
845 if ( op->contr->Swap_First == -1 ) { 881 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 882 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 883 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 884 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 885}
953 886
954/* This function takes the key that is passed, and does the 887/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 888 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 889 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 890 * separate race and class; this actually changes the RACE,
958 * not the class. 891 * not the class.
959 */ 892 */
960 893int
961int key_change_class(object *op, char key) 894key_change_class (object *op, char key)
962{ 895{
963 int tmp_loop; 896 int tmp_loop;
964 897
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 898 if (key == 'd' || key == 'D')
899 {
971 char buf[MAX_BUF]; 900 char buf[MAX_BUF];
972 901
973 /* this must before then initial items are given */ 902 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 903 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 904
905 treasurelist *tl = find_treasurelist ("starting_wealth");
906 if (tl)
907 create_treasure (tl, op, 0, 0, 0);
908
977 INVOKE_PLAYER (BIRTH, op->contr); 909 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 910 INVOKE_PLAYER (LOGIN, op->contr);
979 911
980 op->contr->state=ST_PLAYING; 912 op->contr->ns->state = ST_PLAYING;
981 913
982 if (op->msg) { 914 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 915 op->msg = NULL;
985 }
986 916
987 /* 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
988 * to save here. 918 * to save here.
989 */ 919 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 920 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 921 make_path_to_file (buf);
992 922
993#ifdef AUTOSAVE 923#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 924 op->contr->last_save_tick = pticks;
995#endif 925#endif
996 start_info(op); 926 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 927 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 928 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 929 link_player_skills (op);
1000 esrv_send_inventory(op, op); 930 esrv_send_inventory (op, op);
1001 fix_player(op); 931 op->update_stats ();
1002 932
1003 /* This moves the player to a different start map, if there 933 /* This moves the player to a different start map, if there
1004 * is one for this race 934 * is one for this race
1005 */ 935 */
1006 if(*first_map_ext_path) { 936 if (*first_map_ext_path)
937 {
1007 object *tmp; 938 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 939 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 940
1011 first_map_ext_path, op->arch->name); 941 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 942 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 943 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 944 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 945 EXIT_Y (tmp) = op->y;
1016 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;
1017 * if the map isn't there, then stay on the 947 * if the map isn't there, then stay on the
1018 * default initial map */ 948 * default initial map */
1019 free_object(tmp); 949 tmp->destroy ();
950 }
1020 } else { 951 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 952 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 953
954 return 0;
955 }
956
1026 /* Following actually changes the race - this is the default command 957 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 958 * if we don't match with one of the options above.
1028 */ 959 */
1029 960
1030 tmp_loop = 0; 961 tmp_loop = 0;
1031 while(!tmp_loop) { 962 while (!tmp_loop)
1032 const char *name = add_string (op->name); 963 {
964 shstr name = op->name;
1033 int x = op->x, y = op->y; 965 int x = op->x, y = op->y;
1034 remove_statbonus(op); 966
1035 remove_ob (op); 967 op->remove_statbonus ();
968 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 969 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 970 op->arch->clone.copy_to (op);
1038 op->instantiate (); 971 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 972 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 973 op->name = op->name_pl = name;
1041 op->name = name; 974 op->x = x;
1042 free_string(op->name_pl); 975 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 976 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 977 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 978 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 979 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 980 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 981 }
982
1055 update_object(op,UP_OBJ_FACE); 983 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 984 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 985 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 986 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 987 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 988 op->stats.grace = 0;
989
1061 if (op->msg) 990 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 991 new_draw_info (NDI_BLUE, 0, op, op->msg);
992
1063 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");
1064 return 0; 994 return 0;
1065} 995}
1066 996
997int
1067int key_confirm_quit(object *op, char key) 998key_confirm_quit (object *op, char key)
1068{ 999{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1000 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1001 {
1072 op->contr->state=ST_PLAYING; 1002 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1003 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1004 return 1;
1075 } 1005 }
1076 1006
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1007 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1008 INVOKE_PLAYER (QUIT, op->contr);
1079 1009
1010 op->contr->enable_save = false;
1011
1080 terminate_all_pets(op); 1012 terminate_all_pets (op);
1081 leave_map(op); 1013 op->remove ();
1082 op->direction=0; 1014 op->direction = 0;
1083 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);
1084 "%s quits the game.",op->name);
1085 1016
1086 strcpy(op->contr->killer,"quit"); 1017 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1018 check_score (op);
1088 op->contr->party=NULL; 1019 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1020 op->contr->own_title[0] = '\0';
1021 op->contr->destroy ();
1091 1022
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1; 1023 return 1;
1110} 1024}
1111 1025
1026void
1112void flee_player(object *op) { 1027flee_player (object *op)
1028{
1113 int dir,diff; 1029 int dir, diff;
1114 rv_vector rv; 1030 rv_vector rv;
1115 1031
1116 if(op->stats.hp < 0) { 1032 if (op->stats.hp < 0)
1033 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1034 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1035 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1036 return;
1120 } 1037 }
1121 1038
1122 if(op->enemy==NULL) { 1039 if (op->enemy == NULL)
1040 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1041 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1043 return;
1126 } 1044 }
1127 1045
1128 /* Seen some crashes here. Since we don't store an 1046 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1047 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1048 * actual enemy, and the object is recycled.
1131 */ 1049 */
1132 if (op->enemy->map == NULL) { 1050 if (op->enemy->map == NULL)
1051 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1052 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1053 op->enemy = NULL;
1135 return; 1054 return;
1136 } 1055 }
1137 1056
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1057 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1058 {
1139 op->enemy=NULL; 1059 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1060 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1061 return;
1142 } 1062 }
1063
1143 get_rangevector(op, op->enemy, &rv, 0); 1064 get_rangevector (op, op->enemy, &rv, 0);
1144 1065
1145 dir=absdir(4+rv.direction); 1066 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1067 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 1068 {
1069 int m = 1 - (RANDOM () & 2);
1070
1071 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1072 return;
1073 }
1074
1153 /* Cornered, get rid of scared */ 1075 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1076 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1077 op->enemy = NULL;
1156} 1078}
1157 1079
1158 1080
1159/* 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.
1160 * 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
1161 * stop. 1083 * stop.
1162 */ 1084 */
1085int
1163int check_pick(object *op) { 1086check_pick (object *op)
1087{
1164 object *tmp, *next; 1088 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1089 int stop = 0;
1167 int j, k, wvratio; 1090 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1091 char putstring[128], tmpstr[16];
1169 1092
1170
1171 /* if you're flying, you cna't pick up anything */ 1093 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1094 if (op->move_type & MOVE_FLYING)
1173 return 1; 1095 return 1;
1174 1096
1175 op_tag = op->count;
1176
1177 next = op->below; 1097 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1098
1181 /* 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
1182 * destroyed */ 1100 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1101 while (next && !next->destroyed ())
1184 { 1102 {
1185 tmp = next; 1103 tmp = next;
1186 next = tmp->below; 1104 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1105
1190 if (was_destroyed (op, op_tag)) 1106 if (op->destroyed ())
1191 return 0; 1107 return 0;
1192 1108
1193 if ( ! can_pick (op, tmp)) 1109 if (!can_pick (op, tmp))
1194 continue; 1110 continue;
1195 1111
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1112 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1113 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1114 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1115 pick_up (op, tmp);
1200 continue; 1116 continue;
1201 } 1117 }
1202 1118
1203 /* high not bit set? We're using the old autopickup model */ 1119 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1120 if (!(op->contr->mode & PU_NEWMODE))
1121 {
1205 switch (op->contr->mode) { 1122 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1123 {
1207 case 1: pick_up (op, tmp); 1124 case 0:
1208 return 1; 1125 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1126 case 1:
1210 return 0; 1127 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1128 return 1;
1212 case 4: pick_up (op, tmp); 1129 case 2:
1213 break; 1130 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1131 return 0;
1215 stop = 1; 1132 case 3:
1216 break; 1133 return 0; /* stop before pickup */
1217 case 6: 1134 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1135 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1136 break;
1220 pick_up(op, tmp); 1137 case 5:
1221 break; 1138 pick_up (op, tmp);
1139 stop = 1;
1140 break;
1141 case 6:
1142 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1143 pick_up (op, tmp);
1144 break;
1222 1145
1223 case 7: 1146 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1147 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1148 pick_up (op, tmp);
1226 break; 1149 break;
1227 1150
1228 default: 1151 default:
1229 /* use value density */ 1152 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1153 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1154 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1155 pick_up (op, tmp);
1233 >= op->contr->mode) 1156 }
1234 pick_up(op,tmp); 1157 }
1235 } 1158 else
1236 } 1159 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1160 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1161 if (op->contr->mode & PU_DEBUG)
1240 { 1162 {
1241 /* some debugging code to figure out item information */ 1163 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1164 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1165 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1166 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1167 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1168 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1169 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1170
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1171 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1172 }
1251 1173
1252 sprintf(putstring,"...flags: "); 1174 /* philosophy:
1253 for(k=0;k<4;k++) 1175 * It's easy to grab an item type from a pile, as long as it's
1254 { 1176 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1177 * and selections, select-items should be used. This is a
1256 { 1178 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1179 * example.
1258 { 1180 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1181 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1182 * convert to decimal and then 'pickup <#>
1261 } 1183 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1410#if 0
1267 /* print the flags too */ 1411 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1412 if (tmp->name != NULL)
1269 { 1413 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1414 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1415 }
1272 { 1416 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1417 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1418 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1419 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1420#endif
1421 continue;
1422 }
1423 }
1424 } /* the new pickup model */
1279 } 1425 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1426
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1427 return !stop;
1443} 1428}
1444 1429
1445/* 1430/*
1446 * Find an arrow in the inventory and after that 1431 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1432 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1433 * found object is returned.
1449 */ 1434 */
1435object *
1450object *find_arrow(object *op, const char *type) 1436find_arrow (object *op, const char *type)
1451{ 1437{
1452 object *tmp = NULL; 1438 object *tmp = NULL;
1453 1439
1454 for(op=op->inv; op; op=op->below) 1440 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1441 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1442 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1443 else if (op->type == ARROW && op->race == type)
1459 return op; 1444 return op;
1460 return tmp; 1445 return tmp;
1461} 1446}
1462 1447
1463/* 1448/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1453 */
1469 1454
1455object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1456find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1457{
1472 object *tmp = NULL, *arrow, *ntmp; 1458 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1459 int attacknum, attacktype, betterby = 0, i;
1474 1460
1475 if (!type) 1461 if (!type)
1476 return NULL; 1462 return NULL;
1477 1463
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1464 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1465 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1466 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1467 {
1468 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1469 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1470 if (i > betterby)
1484 tmp = ntmp; 1471 {
1485 betterby = i; 1472 tmp = ntmp;
1486 } 1473 betterby = i;
1474 }
1475 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1476 else if (arrow->type == ARROW && arrow->race == type)
1477 {
1488 /* allways prefer assasination/slaying */ 1478 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1479 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1480 {
1491 if (arrow->attacktype & AT_DEATH) { 1481 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1482 {
1493 return arrow; 1483 *better = 100;
1494 } else { 1484 return arrow;
1495 tmp = arrow; 1485 }
1486 else
1487 {
1488 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1489 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1490 }
1498 } else { 1491 }
1492 else
1493 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1494 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1495 {
1500 attacktype = 1<<attacknum; 1496 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1497 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1498 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1499 {
1500 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1501 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1502 }
1506 } 1503 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1504 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1505 {
1506 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1507 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1508 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1509 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1510 {
1511 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1512 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1513 }
1514 }
1515 }
1515 } 1516 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1517 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1518 return find_arrow (op, type);
1520 1519
1521 *better = betterby; 1520 *better = betterby;
1522 return tmp; 1521 return tmp;
1523} 1522}
1524 1523
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1525 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1526 * op = the shooter
1528 * type = bow->race 1527 * type = bow->race
1529 * dir = fire direction 1528 * dir = fire direction
1530 */ 1529 */
1531 1530
1531object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1532pick_arrow_target (object *op, const char *type, int dir)
1533{ 1533{
1534 object *tmp = NULL; 1534 object *tmp = NULL;
1535 mapstruct *m; 1535 maptile *m;
1536 int i, mflags, found, number; 1536 int i, mflags, found, number;
1537 sint16 x, y; 1537 sint16 x, y;
1538 1538
1539 if (op->map == NULL) 1539 if (op->map == NULL)
1540 return find_arrow(op, type); 1540 return find_arrow (op, type);
1541 1541
1542 /* do a dex check */ 1542 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1543 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 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)))
1545 return find_arrow(op, type); 1545 return find_arrow (op, type);
1546 1546
1547 m = op->map; 1547 m = op->map;
1548 x = op->x; 1548 x = op->x;
1549 y = op->y; 1549 y = op->y;
1550 1550
1551 /* find the first target */ 1551 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1552 for (i = 0, found = 0; i < 20; i++)
1553 {
1553 x += freearr_x[dir]; 1554 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1555 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1556 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1558 {
1557 tmp = NULL; 1559 tmp = NULL;
1558 break; 1560 break;
1561 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1562 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1563 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1564 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1565 * perhaps a bad assumption.
1562 */ 1566 */
1563 tmp = NULL; 1567 tmp = NULL;
1564 break; 1568 break;
1565 } 1569 }
1566 if (mflags & P_IS_ALIVE) { 1570 if (mflags & P_IS_ALIVE)
1571 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1572 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1573 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1574 {
1570 break; 1575 found++;
1571 } 1576 break;
1577 }
1572 if (found) 1578 if (found)
1573 break; 1579 break;
1574 } 1580 }
1575 } 1581 }
1576 if (tmp == NULL) 1582 if (tmp == NULL)
1577 return find_arrow(op, type); 1583 return find_arrow (op, type);
1578 1584
1579 if (tmp->head) 1585 if (tmp->head)
1580 tmp = tmp->head; 1586 tmp = tmp->head;
1581 1587
1582 return find_better_arrow(op, tmp, type, &i); 1588 return find_better_arrow (op, tmp, type, &i);
1583} 1589}
1584 1590
1585/* 1591/*
1586 * Creature fires a bow - op can be monster or player. Returns 1592 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1593 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1596 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1599 * player fire modes.
1594 */ 1600 */
1601int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1603{
1598 object *left, *bow; 1604 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1605 int bowspeed, mflags;
1601 mapstruct *m; 1606 maptile *m;
1602 1607
1603 if (!dir) { 1608 if (!dir)
1609 {
1604 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!");
1605 return 0; 1611 return 0;
1606 } 1612 }
1613
1607 if (op->type == PLAYER) 1614 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1615 bow = op->contr->ranges[range_bow];
1609 else { 1616 else
1617 {
1610 for(bow=op->inv; bow; bow=bow->below) 1618 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1621 */
1614 if(bow->type==BOW) 1622 if (bow->type == BOW)
1615 break; 1623 break;
1616 1624
1617 if (!bow) { 1625 if (!bow)
1626 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1627 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1628 return 0;
1620 } 1629 }
1621 } 1630 }
1631
1622 if( !bow->race || !bow->skill) { 1632 if (!bow->race || !bow->skill)
1633 {
1623 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);
1624 return 0; 1635 return 0;
1625 } 1636 }
1626 1637
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1638 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1639
1629 /* penalize ROF for bestarrow */ 1640 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1641 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1642 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1643
1632 if (bowspeed < 1) 1644 if (bowspeed < 1)
1633 bowspeed = 1; 1645 bowspeed = 1;
1634 1646
1635 if (arrow == NULL) { 1647 if (arrow == NULL)
1648 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1649 if ((arrow = find_arrow (op, bow->race)) == NULL)
1650 {
1637 if (op->type == PLAYER) 1651 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1652 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* 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 */
1641 else 1654 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1655 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1656 return 0;
1644 } 1657 }
1645 } 1658 }
1659
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1660 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1661 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1662 return 0;
1649 } 1663
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1664 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1665 {
1651 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.");
1652 return 0; 1667 return 0;
1653 } 1668 }
1654 1669
1655 /* this should not happen, but sometimes does */ 1670 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1671 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1672 {
1673 arrow->destroy ();
1674 return 0;
1675 }
1661 1676
1662 left = arrow; /* these are arrows left to the player */ 1677 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1678 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1679 if (!arrow)
1680 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1681 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1682 return 0;
1668 return 0;
1669 } 1683 }
1670 set_owner(arrow, op); 1684
1671 if (arrow->skill) free_string(arrow->skill); 1685 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1686 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1687 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1688
1678 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1690 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1691 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1692 op->update_stats ();
1681 } 1693 }
1682 1694
1683 SET_ANIMATION(arrow, arrow->direction); 1695 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1696 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1697 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1698 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1699 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1700 arrow->spellarg = strdup (arrow->slaying);
1689 1701
1690 /* Note that this was different for monsters - they got their level 1702 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1704 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1708 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1709 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1711
1704 if (arrow->speed < 1.0) 1712 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1708 1714
1709 if (op->type == PLAYER) { 1715 if (op->type == PLAYER)
1716 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1720
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1722 }
1723 else
1724 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1726 arrow->level = op->level;
1721 } 1727 }
1728
1722 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1724 if (bow->slaying != NULL) 1732 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1733 arrow->slaying = bow->slaying;
1726 1734
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1735 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1736 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1737
1731 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);
1732 tag = arrow->count; 1739 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1740
1735 if (!was_destroyed(arrow, tag)) 1741 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1742 move_arrow (arrow);
1737 1743
1738 if (op->type == PLAYER) { 1744 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1745 {
1746 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1747 esrv_del_item (op->contr, left->count);
1741 else 1748 else
1742 esrv_send_item(op, left); 1749 esrv_send_item (op, left);
1743 } 1750 }
1751
1744 return 1; 1752 return 1;
1745} 1753}
1746 1754
1747/* Special fire code for players - this takes into 1755/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1756 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1757 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1758 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1759 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1760 * hence the function name.
1753 */ 1761 */
1762int
1754int player_fire_bow(object *op, int dir) 1763player_fire_bow (object *op, int dir)
1755{ 1764{
1756 int ret=0, wcmod=0; 1765 int ret = 0, wcmod = 0;
1757 1766
1758 if (op->contr->bowtype == bow_bestarrow) { 1767 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1768 {
1760 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);
1761 dir, 0, op->x, op->y); 1770 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1773 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1774 wcmod = -1;
1775
1765 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);
1766 op->x, op->y); 1777 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1778 else if (op->contr->bowtype == bow_threewide)
1779 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1784 else if (op->contr->bowtype == bow_spreadshot)
1785 {
1772 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);
1773 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);
1774 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);
1775 1789
1776 } else { 1790 }
1791 else
1792 {
1777 /* Simple case */ 1793 /* Simple case */
1778 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);
1779 } 1795 }
1780 return ret; 1796 return ret;
1781} 1797}
1782 1798
1783 1799
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1800/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1801 * Broken apart from 'fire' to keep it more readable.
1786 */ 1802 */
1803void
1787void fire_misc_object(object *op, int dir) 1804fire_misc_object (object *op, int dir)
1788{ 1805{
1789 object *item; 1806 object *item;
1790 1807
1791 if (!op->contr->ranges[range_misc]) { 1808 if (!op->contr->ranges[range_misc])
1809 {
1792 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.");
1793 return; 1811 return;
1794 } 1812 }
1795 1813
1796 item = op->contr->ranges[range_misc]; 1814 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1815 if (!item->inv)
1816 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1817 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1818 return;
1800 } 1819 }
1801 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1802 if(item->stats.food<=0) { 1822 if (item->stats.food <= 0)
1823 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 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));
1805 return; 1826 return;
1806 } 1827 }
1828 }
1807 } else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1830 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1834 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1836 else
1813 else 1837 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1838 return;
1817 } 1839 }
1818 } 1840 }
1819 1841
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1842 if (cast_spell (op, item, dir, item->inv, NULL))
1843 {
1821 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 */
1822 if (item->type == WAND) { 1845 if (item->type == WAND)
1846 {
1823 if (!(--item->stats.food)) { 1847 if (!(--item->stats.food))
1824 object *tmp; 1848 {
1825 if (item->arch) { 1849 object *tmp;
1850
1851 if (item->arch)
1852 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1828 item->speed = 0; 1855 item->set_speed (0);
1829 update_ob_speed(item); 1856 }
1830 } 1857
1831 if ((tmp=is_player_inv(item))) 1858 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1860 }
1834 } 1861 }
1835 else if (item->type == ROD || item->type==HORN) { 1862 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1863 drain_rod_charge (item);
1837 }
1838 } 1864 }
1839} 1865}
1840 1866
1841/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1842 */ 1868 */
1869void
1843void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1844 int spellcost=0; 1872 int spellcost = 0;
1845 1873
1846 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1848 1877
1849 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1850 case range_none: 1880 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1881 return;
1887 default: 1882
1883 case range_bow:
1884 player_fire_bow (op, dir);
1885 return;
1886
1887 case range_magic: /* Casting spells */
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889 return;
1890
1891 case range_misc:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1919 return;
1890 } 1920 }
1891} 1921}
1892 1922
1893 1923
1894 1924
1901 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1904 */ 1934 */
1905 1935
1936object *
1906object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1907{ 1938{
1908 object *tmp,*key; 1939 object *tmp, *key;
1909 1940
1910 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1912 1944
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1916 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1918 */ 1952 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1954 break;
1921 } 1955 }
1922 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1959 * a key, return
1926 */ 1960 */
1927 if (!tmp) { 1961 if (!tmp)
1962 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1929 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1970 }
1971 }
1972 if (!tmp)
1973 return NULL;
1932 } 1974 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1976 * see if we actually want to use it
1938 */ 1977 */
1939 if (pl!=container) { 1978 if (pl != container)
1979 {
1940 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1942 /* cases where this fails: 1983 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1985 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1946 * containers can be used. 1987 * containers can be used.
1947 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1951 * 1992 *
1952 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1953 * all the others. 1994 * all the others.
1954 */ 1995 */
1955 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1999 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 2002 return NULL;
1964 } 2003 }
1965 } 2004 }
1966 return tmp; 2005 return tmp;
1967} 2006}
1968 2007
1969/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1972 * 0 otherwise 2011 * 0 otherwise
1973 */ 2012 */
2013static int
1974static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1975{ 2015{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1980 */ 2019 */
1981 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1982 2021
1983 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1984 if (key) { 2023 if (key)
2024 {
1985 object *container=key->env; 2025 object *container = key->env;
1986 2026
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1991 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 */
1992 } 2035 }
1993 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2040 }
1998 /* Do this after we print the message */ 2041 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
2001 if (container != op) 2044 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
2004 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
2005 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2052 return 1;
2008 } 2053 }
2009 return 0; 2054 return 0;
2010} 2055}
2011 2056
2012/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2017 */ 2062 */
2018 2063void
2019void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2020{ 2065{
2021 object *tmp, *mon, *tpl; 2066 object *tmp, *mon;
2022 sint16 nx, ny; 2067 sint16 nx, ny;
2023 int on_battleground; 2068 int on_battleground;
2024 mapstruct *m; 2069 maptile *m;
2025 2070
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2071 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2072 ny = freearr_y[dir] + op->y;
2030 2073
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2032 2075
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 2083 * move_ob uses.
2041 */ 2084 */
2042 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2044 m = get_map_from_coord(tpl->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */ 2090 if (!m)
2046 } 2091 return; /* Don't think this should happen */
2047 else m =tpl->map; 2092 }
2048 2093 else
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2050 /* 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"); */
2051 return; 2099 return;
2052 } 2100 }
2053 2101
2054 mon = NULL; 2102 mon = 0;
2055 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2056 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2057 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2058 * on the space 2106 * on the space
2059 */ 2107 */
2060 while (tmp!=NULL) { 2108 while (tmp)
2109 {
2061 if (tmp == op) { 2110 if (tmp == op)
2062 tmp=tmp->above; 2111 {
2063 continue; 2112 tmp = tmp->above;
2064 } 2113 continue;
2114 }
2115
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 mon = tmp; 2117 {
2067 break; 2118 mon = tmp;
2068 } 2119 break;
2120 }
2121
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2070 mon = tmp; 2123 mon = tmp;
2124
2071 tmp=tmp->above; 2125 tmp = tmp->above;
2072 } 2126 }
2073 2127
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2129 return; /* into a wall */
2076 2130
2077 if(mon->head != NULL) 2131 if (mon->head)
2078 mon = mon->head; 2132 mon = mon->head;
2079 2133
2080 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2081 if (player_attack_door(op, mon)) return; 2135 if (player_attack_door (op, mon))
2136 return;
2082 2137
2083 /* The following deals with possibly attacking peaceful 2138 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2139 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2140 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2141 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2142 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2143 * and thus will not push them.
2089 */ 2144 */
2090 2145
2091 /* If the creature is a pet, push it even if the player is not 2146 /* If the creature is a pet, push it even if the player is not
2092 * peaceful. Our assumption is the creature is a pet if the 2147 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2094 */ 2149 */
2095 if ((op->type==PLAYER) 2150 if ((op->type == PLAYER)
2096#if COZY_SERVER 2151#if COZY_SERVER
2097 && 2152 &&
2098 ( 2153 ((mon->owner && mon->owner->contr
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 || get_owner(mon) == op
2102 )
2103#else 2155#else
2104 && get_owner(mon)==op 2156 && mon->owner == op
2105#endif 2157#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2159 {
2108 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2109 if (op->contr->braced) return; 2161 if (op->contr->braced)
2162 return;
2110 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob(mon,dir,op); 2164 (void) push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2113 return; 2167 return;
2114 } 2168 }
2115 2169
2116 /* in certain circumstances, you shouldn't attack friendly 2170 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2171 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2172 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2173 * attack them either.
2120 */ 2174 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2123 (
2124#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2126#else 2182#else
2127 op->contr->peaceful && 2183 op->contr->peaceful &&
2128#endif 2184#endif
2129 !on_battleground 2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2130 )) { 2188 {
2131 if (!op->contr->braced) {
2132 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2133 (void) push_ob(mon,dir,op); 2190 (void) push_ob (mon, dir, op);
2134 } else { 2191 }
2192 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2136 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139 2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2140 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2141 * roll it if not braced. You can't roll it if you are braced. 2200 * roll it if not braced. You can't roll it if you are braced.
2142 */ 2201 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2144 recursive_roll(mon,dir,op); 2204 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2205 if (action_makes_visible (op))
2146 } 2206 make_visible (op);
2207 }
2147 2208
2148 /* Any generic living creature. Including things like doors. 2209 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2210 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2211 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2212 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2213 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2214 */
2154 2215
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2218 {
2158 2219
2159 /* If the player hasn't hit something this tick, and does 2220 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2221 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2222 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2223 * incurred a 1 tick offset.
2163 */ 2224 */
2164 if (!op->contr->has_hit) { 2225 if (!op->contr->has_hit)
2226 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2228
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 } 2230 }
2169 2231
2170 skill_attack(mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2171 2233
2172 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2237 * the wiz.
2176 */ 2238 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2240 {
2179 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2242
2180 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2182 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2183 } 2246 }
2184 if(action_makes_visible(op)) make_visible(op); 2247
2185 } 2248 if (action_makes_visible (op))
2249 make_visible (op);
2250 }
2186 } /* if player should attack something */ 2251 } /* if player should attack something */
2187} 2252}
2188 2253
2254int
2189int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2190 int pick; 2257 int pick;
2191 object *transport = op->contr->transport;
2192 2258
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 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;
2255} 2302}
2256 2303
2257/* 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
2258 * new client/server stuff. 2305 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2307 * the new speed values for commands.
2261 * 2308 *
2262 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2263 */ 2310 */
2311int
2264int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2265{ 2313{
2266 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2267 op->invisible = 1000; 2316 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2271 */ 2320 */
2272 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2322 op->invisible--;
2273 } 2323 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2275 op->invisible--; 2326 op->invisible--;
2276 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2277 make_visible(op); 2329 make_visible (op);
2278 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.");
2279 } 2331 }
2280 } 2332 }
2281 2333
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2283 flee_player(op); 2336 flee_player (op);
2284 /* 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 */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2286 op->speed_left--; 2340 op->speed_left--;
2287 return 0; 2341 return 0;
2288 } 2342 }
2289 } 2343 }
2290 2344
2291 /* 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
2292 * 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
2293 * 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
2294 * 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.
2295 */ 2349 */
2296 if (op->contr->ranges[range_golem] && 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2300 op->contr->golem_count = 0;
2301 }
2302 2352
2303 /* 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
2304 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2355 * called, so we recheck it here.
2306 */ 2356 */
2307 HandleClient(&op->contr->socket, op->contr); 2357 op->contr->ns->handle_command ();
2358
2308 if (op->speed_left<0) return 0; 2359 if (op->speed_left < 0)
2309
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2311 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--;
2313
2314 /* Instead of all the stuff below, let move_player take care
2315 * of it. Also, some of the skill stuff is only put in
2316 * there, as well as the confusion stuff.
2317 */
2318 move_player(op, op->direction);
2319 if (op->speed_left>0) return 1;
2320 else return 0;
2321 }
2322 return 0; 2360 return 0;
2323}
2324 2361
2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2364 /* All move commands take 1 tick, at least for now */
2365 op->speed_left--;
2366
2367 /* Instead of all the stuff below, let move_player take care
2368 * of it. Also, some of the skill stuff is only put in
2369 * there, as well as the confusion stuff.
2370 */
2371 move_player (op, op->direction);
2372 if (op->speed_left > 0)
2373 return 1;
2374 else
2375 return 0;
2376 }
2377
2378 return 0;
2379}
2380
2381int
2325int save_life(object *op) { 2382save_life (object *op)
2326 object *tmp; 2383{
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2384 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2333 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2334 new_draw_info_format(NDI_UNIQUE, 0,op,
2335 "Your %s vibrates violently, then evaporates.",
2336 query_name(tmp));
2337 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count);
2339 remove_ob(tmp);
2340 free_object(tmp);
2341 CLEAR_FLAG(op, FLAG_LIFESAVE);
2342 if(op->stats.hp<0)
2343 op->stats.hp = op->stats.maxhp;
2344 if(op->stats.food<0)
2345 op->stats.food = 999;
2346 fix_player(op);
2347 return 1;
2348 }
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */
2352 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;
2353} 2413}
2354 2414
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2418 * from.
2359 */ 2419 */
2420void
2360void remove_unpaid_objects(object *op, object *env) 2421remove_unpaid_objects (object *op, object *env)
2361{ 2422{
2362 object *next; 2423 object *next;
2363 2424
2364 while (op) { 2425 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2426 {
2366 * we remove object 'op' 2427 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2428
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2429 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2430 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2431 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2432 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 2433
2434 op->insert_at (env);
2435 }
2436 else if (op->inv)
2437 remove_unpaid_objects (op->inv, env);
2438
2439 op = next;
2440 }
2441}
2381 2442
2382/* 2443/*
2383 * Returns pointer a static string containing gravestone text 2444 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2445 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2446 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2447 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2448 * but there isn't one in the server directory.
2388 */ 2449 */
2450char *
2389char *gravestone_text (object *op) 2451gravestone_text (object *op)
2390{ 2452{
2391 static char buf2[MAX_BUF]; 2453 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2454 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2455 time_t now = time (NULL);
2394 2456
2395 strcpy (buf2, " R.I.P.\n\n"); 2457 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2458 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2459 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2460 else
2399 sprintf (buf, "%s\n", op->name); 2461 sprintf (buf, "%s\n", &op->name);
2462
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2463 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2464 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2403 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);
2404 else 2467 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2471 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2472 if (op->type == PLAYER)
2473 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2474 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2475 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2476 strcat (buf2, buf);
2412 } 2477 }
2478
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2479 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2480 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2481 strcat (buf2, buf);
2482
2416 return buf2; 2483 return buf2;
2417} 2484}
2418 2485
2419 2486void
2420
2421void do_some_living(object *op) { 2487do_some_living (object *op)
2488{
2422 int last_food=op->stats.food; 2489 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2490 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2491 int over_hp, over_sp, over_grace;
2425 int i; 2492 int i;
2426 int rate_hp = 1200; 2493 int rate_hp = 1200;
2427 int rate_sp = 2500; 2494 int rate_sp = 2500;
2428 int rate_grace = 2000; 2495 int rate_grace = 2000;
2429 const int max_hp = 1; 2496 const int max_hp = 1;
2430 const int max_sp = 1; 2497 const int max_sp = 1;
2431 const int max_grace = 1; 2498 const int max_grace = 1;
2432 2499
2433 if (op->contr->outputs_sync) { 2500 if (op->contr->outputs_sync)
2501 {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2502 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2435 if (op->contr->outputs[i].buf!=NULL && 2503 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2504 flush_output_element (op, &op->contr->outputs[i]);
2438 } 2505 }
2439 2506
2440 if(op->contr->state==ST_PLAYING) { 2507 if (op->contr->ns->state == ST_PLAYING)
2441 2508 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2509 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2510 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 ) 2511 if (op->contr->gen_hp >= 0)
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2512 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else { 2513 else
2514 {
2447 gen_hp = op->stats.maxhp; 2515 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2516 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2449 } 2517 }
2518
2450 if(op->contr->gen_sp >= 0 ) 2519 if (op->contr->gen_sp >= 0)
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2520 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2452 else { 2521 else
2522 {
2453 gen_sp = op->stats.maxsp; 2523 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2524 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2455 } 2525 }
2526
2456 if(op->contr->gen_grace >= 0) 2527 if (op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2528 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2458 else { 2529 else
2530 {
2459 gen_grace = op->stats.maxgrace; 2531 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2532 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2533 }
2462 2534
2463 /* Regenerate Spell Points */ 2535 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2536 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2537 {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2539 if (op->stats.sp < op->stats.maxsp)
2467 op->stats.sp++; 2540 {
2541 op->stats.sp++;
2468 /* dms do not consume food */ 2542 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2543 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 op->stats.food--; 2544 {
2545 op->stats.food--;
2471 if(op->contr->digestion<0) 2546 if (op->contr->digestion < 0)
2472 op->stats.food+=op->contr->digestion; 2547 op->stats.food += op->contr->digestion;
2473 else if(op->contr->digestion>0 && 2548 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 op->stats.food=last_food; 2549 op->stats.food = last_food;
2550 }
2551 }
2552
2553 if (max_sp > 1)
2554 {
2555 over_sp = (gen_sp + 10) / rate_sp;
2556 if (over_sp > 0)
2557 {
2558 if (op->stats.sp < op->stats.maxsp)
2559 {
2560 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2561
2562 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2563 op->stats.sp--;
2564
2565 if (op->stats.sp > op->stats.maxsp)
2566 op->stats.sp = op->stats.maxsp;
2567 }
2568 op->last_sp = 0;
2569 }
2570 else
2571 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2572 }
2573 else
2574 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2476 } 2575 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496 2576
2497 /* Regenerate Grace */ 2577 /* Regenerate Grace */
2498 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2578 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2499 if(--op->last_grace<0) { 2579 if (--op->last_grace < 0)
2580 {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2581 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2582 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2583
2584 if (max_grace > 1)
2585 {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2586 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0) { 2587 if (over_grace > 0)
2505 op->stats.sp += over_grace 2588 {
2589 op->stats.sp += over_grace
2506 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2590 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2507 op->last_grace=0; 2591 op->last_grace = 0;
2508 } else { 2592 }
2593 else
2594 {
2509 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2595 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2510 } 2596 }
2511 } else { 2597 }
2598 else
2599 {
2512 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);
2513 } 2601 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2602 /* wearing stuff doesn't detract from grace generation. */
2515 } 2603 }
2516 2604
2517 /* Regenerate Hit Points */ 2605 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2606 if (--op->last_heal < 0)
2607 {
2519 if(op->stats.hp<op->stats.maxhp) { 2608 if (op->stats.hp < op->stats.maxhp)
2520 op->stats.hp++; 2609 {
2610 op->stats.hp++;
2521 /* dms do not consume food */ 2611 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2612 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--; 2613 {
2614 op->stats.food--;
2524 if(op->contr->digestion<0) 2615 if (op->contr->digestion < 0)
2525 op->stats.food+=op->contr->digestion; 2616 op->stats.food += op->contr->digestion;
2526 else if(op->contr->digestion>0 && 2617 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 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 }
2529 } 2639 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544 2640
2545 /* Digestion */ 2641 /* Digestion */
2546 if(--op->last_eat<0) { 2642 if (--op->last_eat < 0)
2643 {
2547#ifdef COZY_SERVER 2644#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2646 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2550 penalty=dg<0?-dg:0;
2551#else 2647#else
2552 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;
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2649#endif
2555 2650
2556 if(op->contr->gen_hp > 0) 2651 if (op->contr->gen_hp > 0)
2557 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);
2558 else 2653 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2654 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2655
2560 /* dms do not consume food */ 2656 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2657 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2658 op->stats.food--;
2563 } 2659 }
2564 2660
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2661 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2662 {
2663 object *tmp, *flesh = 0;
2567 2664
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2665 for (tmp = op->inv; tmp; tmp = tmp->below)
2666 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2667 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2668 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2669 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2670 {
2571 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.");
2572 manual_apply(op,tmp,0); 2672 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2673 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2674 break;
2575 } 2675 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2676 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2677 flesh = tmp;
2578 } /* end of for loop */ 2678 } /* End if paid for object */
2679 } /* end of for loop */
2680
2579 /* 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
2580 * eat flesh instead. 2682 * eat flesh instead.
2581 */ 2683 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2684 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2685 {
2583 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.");
2584 manual_apply(op,flesh,0); 2687 manual_apply (op, flesh, 0);
2585 } 2688 }
2586 } /* end if player is starving */ 2689 }
2587 2690
2588 while(op->stats.food<0&&op->stats.hp>0) 2691 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2692 op->stats.food++, op->stats.hp--;
2590 2693
2591 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))
2592 kill_player(op); 2695 kill_player (op);
2696 }
2593} 2697}
2594
2595
2596 2698
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2701 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2702 * file.
2601 */ 2703 */
2704void
2602void kill_player(object *op) 2705kill_player (object *op)
2603{ 2706{
2604 char buf[MAX_BUF]; 2707 char buf[MAX_BUF];
2605 int x,y,i; 2708 int x, y;
2709
2710 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2711 maptile *map; /* this is for resurrection */
2712
2607 int z; 2713 /* int z;
2608 int num_stats_lose; 2714 int num_stats_lose;
2609 int lost_a_stat; 2715 int lost_a_stat;
2610 int lose_this_stat; 2716 int lose_this_stat;
2611 int this_stat; 2717 int this_stat; */
2612 int will_kill_again; 2718 int will_kill_again;
2613 archetype *at; 2719 archetype *at;
2614 object *tmp; 2720 object *tmp;
2615 2721
2616 if(save_life(op)) 2722 if (save_life (op))
2617 return; 2723 return;
2618 2724
2619 2725
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2728 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2729 */
2624 if (op_on_battleground(op, &x, &y)) { 2730 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2731 {
2626 "You have been defeated in combat!"); 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 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...");
2628 "Local medics have saved your life..."); 2734
2629
2630 /* restore player */ 2735 /* restore player */
2631 at = find_archetype("poisoning"); 2736 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2737 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2738 {
2634 remove_ob(tmp); 2739 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2740 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2741 }
2638 2742
2639 at = find_archetype("confusion"); 2743 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2744 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2745 {
2642 remove_ob(tmp); 2746 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2748 }
2646 2749
2647 cure_disease(op,0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2752 if (op->stats.food <= 0)
2650 2753 op->stats.food = 999;
2754
2651 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2756 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2757 {
2655 sprintf(buf,"%s's finger",op->name); 2758 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2759 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2760 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2762 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2763 tmp->msg = buf;
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2764 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2663 tmp->materialname = NULL; 2765 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y; 2766 op->insert_at (tmp, op);
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2767 }
2768
2668 /* teleport defeated player to new destination*/ 2769 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2770 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2771 op->contr->braced = 0;
2671 return; 2772 return;
2672 } 2773 }
2673 2774
2674 INVOKE_PLAYER (DEATH, op->contr); 2775 INVOKE_PLAYER (DEATH, op->contr);
2675 2776
2676 command_kill_pets (op, 0); 2777 command_kill_pets (op, 0);
2677 2778
2678 if(op->stats.food<0) { 2779 if (op->stats.food < 0)
2780 {
2679 if (op->contr->explore) { 2781 if (op->contr->explore)
2782 {
2680 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");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2784 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2682 op->stats.food=999; 2785 op->stats.food = 999;
2683 return; 2786 return;
2684 } 2787 }
2685 sprintf(buf,"%s starved to death.",op->name); 2788 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2789 strcpy (op->contr->killer, "starvation");
2790 }
2791 else
2687 } 2792 {
2688 else {
2689 if (op->contr->explore) { 2793 if (op->contr->explore)
2794 {
2690 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");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp; 2797 op->stats.hp = op->stats.maxhp;
2693 return; 2798 return;
2694 } 2799 }
2695 sprintf(buf,"%s died.",op->name); 2800 sprintf (buf, "%s died.", &op->name);
2696 } 2801 }
2802
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2803 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2804
2699 /* save the map location for corpse, gravestone*/ 2805 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2806 x = op->x;
2807 y = op->y;
2808 map = op->map;
2701 2809
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2810 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2813 */
2708 2814
2709 /* Basically two ways to go - remove a stat permanently, or just 2815 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2816 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2817 * of death.
2712 */ 2818 */
2713#ifndef COZY_SERVER 2819#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2820 if (settings.balanced_stat_loss)
2821 {
2715 /* If stat loss is permanent, lose one stat only. */ 2822 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2824 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2825 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2826 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2827 little bit harder. */
2721 /* GD */ 2828 /* GD */
2722 if (settings.stat_loss_on_death) 2829 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2830 num_stats_lose = 1;
2724 else 2831 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2832 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2833 }
2834 else
2727 num_stats_lose = 1; 2835 num_stats_lose = 1;
2728 } 2836
2729 lost_a_stat = 0; 2837 lost_a_stat = 0;
2730 2838
2731 for (z=0; z<num_stats_lose; z++) { 2839 for (z = 0; z < num_stats_lose; z++)
2840 {
2732 i = RANDOM() % NUM_STATS; 2841 i = RANDOM () % NUM_STATS;
2733 2842
2734 if (settings.stat_loss_on_death) { 2843 if (settings.stat_loss_on_death)
2844 {
2735 /* 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
2736 * what he lost. 2846 * what he lost.
2737 */ 2847 */
2738 change_attr_value(&(op->stats), i,-1); 2848 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2849 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2850 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2851 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2852 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2853 lost_a_stat = 1;
2744 } else { 2854 }
2855 else
2856 {
2745 /* deplete a stat */ 2857 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2858 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2859 object *dep;
2860
2861 dep = present_arch_in_ob (deparch, op);
2862 if (!dep)
2748 2863 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2864 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2865 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2866 }
2782 if (lose_this_stat) { 2867 lose_this_stat = 1;
2868 if (settings.balanced_stat_loss)
2869 {
2870 /* GD */
2871 /* Get the stat that we're about to deplete. */
2783 this_stat = get_attr_value(&(dep->stats), i); 2872 this_stat = get_attr_value (&(dep->stats), i);
2873 if (this_stat < 0)
2874 {
2875 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2876 int keep_chance = this_stat * this_stat;
2877
2878 /* Yes, I am paranoid. Sue me. */
2879 if (keep_chance < 1)
2880 keep_chance = 1;
2881
2882 /* There is a maximum depletion total per level. */
2883 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2884 {
2885 lose_this_stat = 0;
2886 /* Take loss chance vs keep chance to see if we
2887 retain the stat. */
2888 }
2889 else
2890 {
2891 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2892 lose_this_stat = 0;
2893 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2894 this_stat, keep_chance, loss_chance,
2895 lose_this_stat?"LOSE":"KEEP"); */
2896 }
2897 }
2898 }
2899
2900 if (lose_this_stat)
2901 {
2902 this_stat = get_attr_value (&(dep->stats), i);
2784 /* We could try to do something clever like find another 2903 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2904 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2905 * stats have been depleted to -50, all are pretty low
2787 * and should be roughly the same, so it shouldn't make a 2906 * and should be roughly the same, so it shouldn't make a
2788 * difference. 2907 * difference.
2789 */ 2908 */
2790 if (this_stat>=-50) { 2909 if (this_stat >= -50)
2910 {
2791 change_attr_value(&(dep->stats), i, -1); 2911 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2912 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2913 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2914 op->update_stats ();
2795 lost_a_stat = 1; 2915 lost_a_stat = 1;
2796 } 2916 }
2797 } 2917 }
2918 }
2798 } 2919 }
2799 }
2800 /* If no stat lost, tell the player. */ 2920 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2921 if (!lost_a_stat)
2802 { 2922 {
2803 /* determine_god() seems to not work sometimes... why is this? 2923 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2924 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2925 const char *god = determine_god (op);
2926
2806 if (god && (strcmp(god, "none"))) 2927 if (god && (strcmp (god, "none")))
2807 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2928 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2808 "moment you feel the holy presence of %s protecting" 2929 else
2809 " you.", god); 2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2934#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2935
2818 /* Put a gravestone up where the character 'almost' died. List the 2936 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2937 * exp loss on the stone.
2820 */ 2938 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2939 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2940 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2941 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2942 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2943 tmp->name_pl = buf;
2826 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2944 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2827 "who was killed\n" 2945 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2946 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2947 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2948
2835 /**************************************/ 2949 /**************************************/
2836 /* */ 2950 /* */
2837 /* Subtract the experience points, */ 2951 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2952 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2953 /* food, and reset HP's... */
2840 /* */ 2954 /* */
2841 /**************************************/ 2955 /**************************************/
2842 2956
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2957 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2958 /* restore player */
2845 at = find_archetype("poisoning"); 2959 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2960 tmp = present_arch_in_ob (at, op);
2961
2847 if (tmp) { 2962 if (tmp)
2848 remove_ob(tmp); 2963 {
2849 free_object(tmp); 2964 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2965 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2966 }
2852 2967
2853 at = find_archetype("confusion"); 2968 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2969 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2970 if (tmp)
2856 remove_ob(tmp); 2971 {
2857 free_object(tmp); 2972 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2973 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2974 }
2975
2860 cure_disease(op,0); /* remove any disease */ 2976 cure_disease (op, 0); /* remove any disease */
2861 2977
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2978 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2979 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2980 if (op->stats.food < 100)
2981 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2982 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2983 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2984 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2985
2869 /* 2986 /*
2870 * 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
2871 * 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
2872 * in the map. 2989 * in the map.
2873 */ 2990 */
2874 2991
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2992 if (is_in_shop (op))
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2993 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2994
2883 /****************************************/ 2995 /****************************************/
2884 /* */ 2996 /* */
2885 /* Move player to his current respawn- */ 2997 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2998 /* position (usually last savebed) */
2887 /* */ 2999 /* */
2888 /****************************************/ 3000 /****************************************/
2889 3001
2890 enter_player_savebed(op); 3002 enter_player_savebed (op);
2891 3003
2892 /* Save the player before inserting the force to reduce 3004 /* Save the player before inserting the force to reduce
2893 * chance of abuse. 3005 * chance of abuse.
2894 */ 3006 */
2895 op->contr->braced=0; 3007 op->contr->braced = 0;
2896 save_player(op,1); 3008 op->contr->save ();
2897 3009
2898 /* it is possible that the player has blown something up 3010 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 3011 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 3012 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 3013 * on the space that might harm the player.
2902 */ 3014 */
2903 will_kill_again=0; 3015 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 3017 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 3018 will_kill_again |= tmp->attacktype;
2907 } 3019
2908 if (will_kill_again) { 3020 if (will_kill_again)
3021 {
2909 object *force; 3022 object *force;
2910 int at; 3023 int at;
2911 3024
2912 force=get_archetype(FORCE_NAME); 3025 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 3026 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 3027 force->speed = 0.1;
2915 force->speed_left=-5.0; 3028 force->speed_left = -5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 3029 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 3030 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 3031 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 3032 force->resist[at] = 100;
2920 } 3033
2921 insert_ob_in_ob(force, op); 3034 insert_ob_in_ob (force, op);
2922 fix_player(op); 3035 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 3036
3037 }
3038
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3039 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 3040}
2998 3041
2999 3042void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 3043loot_object (object *op)
3044{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 3045 object *tmp, *tmp2, *next;
3002 3046
3047 if (op->container)
3003 if (op->container) { /* close open sack first */ 3048 esrv_apply_container (op, op->container); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 3049
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3050 for (tmp = op->inv; tmp; tmp = next)
3051 {
3008 next=tmp->below; 3052 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3053
3010 remove_ob(tmp); 3054 if (tmp->invisible)
3055 continue;
3056
3057 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 3058 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 3059 if (tmp->type == CONTAINER)
3013 loot_object(tmp); 3060 { /* empty container to ground */
3014 } 3061 loot_object (tmp);
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3062 }
3016 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3063 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3064 {
3017 if(tmp->nrof>1) { 3065 if (tmp->nrof > 1)
3066 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3067 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 3068 tmp2->destroy ();
3020 insert_ob_in_map(tmp,op->map,NULL,0); 3069 insert_ob_in_map (tmp, op->map, NULL, 0);
3070 }
3071 else
3072 tmp->destroy ();
3073 }
3021 } else 3074 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 3075 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 3076 }
3026} 3077}
3027 3078
3028/* 3079/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 3080 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 3082 * was changed.
3032 */ 3083 */
3033 3084
3085void
3034void fix_weight(void) { 3086fix_weight (void)
3035 player *pl; 3087{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 3088 for_all_players (pl)
3089 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3090 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3091
3038 if(old == sum) 3092 if (old == sum)
3039 continue; 3093 continue;
3040 fix_player(pl->ob); 3094 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3095 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 3096 }
3044} 3097}
3045 3098
3099void
3046void fix_luck(void) { 3100fix_luck (void)
3047 player *pl; 3101{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 3102 for_all_players (pl)
3049 if (!pl->ob->contr->state) 3103 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 3104 pl->ob->change_luck (0);
3051} 3105}
3052
3053 3106
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 3107/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 3108 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 3109 * just treat this as any other spell casting object.
3057 */ 3110 */
3058
3059void 3111void
3060cast_dust (object * op, object * throw_ob, int dir) 3112cast_dust (object *op, object *throw_ob, int dir)
3061{ 3113{
3062 object *skop, *spob; 3114 object *skop, *spob;
3063 3115
3064 skop = find_skill_by_name (op, throw_ob->skill); 3116 skop = find_skill_by_name (op, throw_ob->skill);
3065 3117
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3118 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3119 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3120 {
3069 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);
3070 op->name);
3071 return; 3122 return;
3072 } 3123 }
3073 3124
3074 spob = throw_ob->inv; 3125 spob = throw_ob->inv;
3075 3126
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 3129 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3130 if (!spob)
3080 { 3131 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 3133 return;
3084 } 3134 }
3085 3135
3086 if (op->type == PLAYER) 3136 if (op->type == PLAYER)
3087 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);
3088 3138
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3139 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3140
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3141 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3142}
3095 3143
3144void
3096void make_visible (object *op) { 3145make_visible (object *op)
3146{
3097 op->hide = 0; 3147 op->hide = 0;
3098 op->invisible = 0; 3148 op->invisible = 0;
3099 if(op->type==PLAYER) { 3149 if (op->type == PLAYER)
3150 {
3100 op->contr->tmp_invis = 0; 3151 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3152 op->contr->invis_race = 0;
3102 } 3153 }
3103 update_object(op,UP_OBJ_FACE); 3154 update_object (op, UP_OBJ_FACE);
3104} 3155}
3105 3156
3157int
3106int is_true_undead(object *op) { 3158is_true_undead (object *op)
3159{
3107 object *tmp=NULL; 3160 object *tmp = NULL;
3108 3161
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3162 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3163 return 1;
3110 3164
3111 if(op->type==PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3115 return 0; 3165 return 0;
3116} 3166}
3117 3167
3118/* look at the surrounding terrain to determine 3168/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3169 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3170 * indicate greater hideability.
3121 */ 3171 */
3122 3172
3173int
3123int hideability(object *ob) { 3174hideability (object *ob)
3175{
3124 int i,level=0, mflag; 3176 int i, level = 0, mflag;
3125 sint16 x,y; 3177 sint16 x, y;
3126 3178
3127 if(!ob||!ob->map) return 0; 3179 if (!ob || !ob->map)
3180 return 0;
3128 3181
3129 /* so, on normal lighted maps, its hard to hide */ 3182 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3183 level = ob->map->darkness - 2;
3131 3184
3132 /* this also picks up whether the object is glowing. 3185 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3187 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3188 if (has_carried_lights (ob))
3189 level = -(10 + (2 * ob->map->darkness));
3136 3190
3137 /* scan through all nearby squares for terrain to hide in */ 3191 /* scan through all nearby squares for terrain to hide in */
3138 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3194 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3195 if (mflag & P_OUT_OF_MAP)
3196 {
3197 continue;
3198 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3199 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3200 level += 2;
3143 else /* open terrain! */ 3201 else /* open terrain! */
3144 level -= 1; 3202 level -= 1;
3145 } 3203 }
3146 3204
3147#if 0 3205#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3206 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3207#endif
3150 return level; 3208 return level;
3151} 3209}
3152 3210
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3211/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3212 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3213 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3214 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3215 */
3158 3216
3217void
3159void do_hidden_move (object *op) { 3218do_hidden_move (object *op)
3219{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3220 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3221 object *skop;
3162 3222
3163 if(!op || !op->map) return; 3223 if (!op || !op->map)
3224 return;
3164 3225
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3226 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3227
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3229 if (op->type == PLAYER && op->contr->run_on)
3230 {
3169 if(!skop || num >= skop->level) { 3231 if (!skop || num >= skop->level)
3232 {
3170 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!");
3171 make_visible(op); 3234 make_visible (op);
3172 return; 3235 return;
3173 } else num += 20; 3236 }
3237 else
3238 num += 20;
3174 } 3239 }
3175 num += op->map->difficulty; 3240 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3241 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3242 num -= hide;
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3243 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3244 {
3179 make_visible(op); 3245 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3246 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3247 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3248 }
3183 else if (op->type == PLAYER && skop) { 3249 else if (op->type == PLAYER && skop)
3250 {
3184 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);
3185 } 3252 }
3186} 3253}
3187 3254
3188/* determine if who is standing near a hostile creature. */ 3255/* determine if who is standing near a hostile creature. */
3189 3256
3257int
3190int stand_near_hostile( object *who ) { 3258stand_near_hostile (object *who)
3259{
3191 object *tmp=NULL; 3260 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3261 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3262 maptile *m;
3194 sint16 x,y; 3263 sint16 x, y;
3195 3264
3196 if(!who) return 0; 3265 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 return 0; 3266 return 0;
3267
3268 if (who->type == PLAYER)
3269 player = 1;
3270
3271 else
3272 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3273
3274 /* search adjacent squares */
3275 for (i = 1; i < 9; i++)
3276 {
3277 x = who->x + freearr_x[i];
3278 y = who->y + freearr_y[i];
3279 m = who->map;
3280 mflags = get_map_flags (m, &m, x, y, &x, &y);
3281 /* space must be blocked if there is a monster. If not
3282 * blocked, don't need to check this space.
3283 */
3284 if (mflags & P_OUT_OF_MAP)
3285 continue;
3286 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3287 continue;
3288
3289 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3290 {
3291 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3292 return 1;
3293 else if (tmp->type == PLAYER)
3294 {
3295 /*don't let a hidden DM prevent you from hiding */
3296 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3297 return 1;
3298 }
3299 }
3300 }
3301 return 0;
3226} 3302}
3227 3303
3228/* check the player los field for viewability of the 3304/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3305 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3314 * -b.t.
3239 * This function is now map tiling safe. 3315 * This function is now map tiling safe.
3240 */ 3316 */
3241 3317
3318int
3242int player_can_view (object *pl,object *op) { 3319player_can_view (object *pl, object *op)
3320{
3243 rv_vector rv; 3321 rv_vector rv;
3244 int dx,dy; 3322 int dx, dy;
3245 3323
3246 if(pl->type!=PLAYER) { 3324 if (pl->type != PLAYER)
3325 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3326 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3327 return -1;
3273 op = op->more;
3274 } 3328 }
3329
3330 if (!pl || !op)
3275 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;
3276} 3359}
3277 3360
3278/* routine for both players and monsters. We call this when 3361/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3362 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3363 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3364 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3365 * return 0.
3283 */ 3366 */
3367int
3284int action_makes_visible (object *op) { 3368action_makes_visible (object *op)
3369{
3285 3370
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3371 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3372 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3373 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3374 return 0;
3289 3375
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3376 if (op->contr && op->contr->tmp_invis == 0)
3377 return 0;
3291 3378
3292 /* If monsters, they should become visible */ 3379 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3380 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3381 {
3294 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");
3295 return 1; 3383 return 1;
3296 } 3384 }
3297 } 3385 }
3298 return 0; 3386 return 0;
3299} 3387}
3300 3388
3301/* op_on_battleground - checks if the given object op (usually 3389/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3390 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3391 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3392 * -exit-coord. (and if x, y not NULL)
3305 * 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
3306 * 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
3307 * 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
3308 */ 3396 */
3397int
3309int op_on_battleground (object *op, int *x, int *y) { 3398op_on_battleground (object *op, int *x, int *y)
3399{
3310 object *tmp; 3400 object *tmp;
3311 3401
3312 /* A battleground-tile needs the following attributes to be valid: 3402 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3404 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3405 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3406 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3407 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3408 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3409 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3410 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3411 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3412 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3413 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3414 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3415 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3418 object *invtmp;
3419
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3420 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3421 {
3328 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3422 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3423 {
3424 if (x != NULL && y != NULL)
3425 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3426 return 1;
3427 }
3428 }
3429 }
3329 if (x != NULL && y != NULL) 3430 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3431 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3432 return 1;
3332 } 3433 }
3333 } 3434 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3435 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3436 /* If we got here, did not find a battleground */
3342 return 0; 3437 return 0;
3343} 3438}
3344 3439
3345/* 3440/*
3349 * attributes: 3444 * attributes:
3350 * object *who the dragon player 3445 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3446 * int atnr the attack-number of the ability focus
3352 * int level ability level 3447 * int level ability level
3353 */ 3448 */
3449void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3450dragon_ability_gain (object *who, int atnr, int level)
3451{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3452 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3453 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3454 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3455 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3456 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3457 int i = 0, j = 0;
3361 3458
3362 /* get the appropriate treasurelist */ 3459 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3460 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3461 trlist = find_treasurelist ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3462 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3463 trlist = find_treasurelist ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3464 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3465 trlist = find_treasurelist ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3466 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3467 trlist = find_treasurelist ("dragon_ability_poison");
3371 3468
3372 if (trlist == NULL || who->type != PLAYER) 3469 if (trlist == NULL || who->type != PLAYER)
3373 return; 3470 return;
3374 3471
3375 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3472 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3376 tr = tr->next, i++); 3473
3377 3474 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3475 {
3379 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3476 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3380 return; 3477 return;
3381 } 3478 }
3382 3479
3383 /* everything seems okay - now bring on the gift: */ 3480 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3481 item = &(tr->item->clone);
3385 3482
3386 if (item->type == SPELL) { 3483 if (item->type == SPELL)
3484 {
3387 if (check_spell_known (who, item->name)) 3485 if (check_spell_known (who, item->name))
3388 return; 3486 return;
3389 3487
3390 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3488 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3391 do_learn_spell (who, item, 0); 3489 do_learn_spell (who, item, 0);
3392 return; 3490 return;
3393 } 3491 }
3394 3492
3395 /* grant direct spell */ 3493 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3494 if (item->type == SPELLBOOK)
3495 {
3397 if (!item->inv) { 3496 if (!item->inv)
3497 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3498 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3499 return;
3401 } 3500 }
3402 if (check_spell_known (who, item->inv->name)) 3501 if (check_spell_known (who, item->inv->name))
3403 return; 3502 return;
3404 if (item->invisible) { 3503 if (item->invisible)
3504 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3506 do_learn_spell (who, item->inv, 0);
3407 return; 3507 return;
3408 } 3508 }
3409 } 3509 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3510 else if (item->type == SKILL_TOOL && item->invisible)
3511 {
3411 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 {
3412 3514
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3515 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3518 * but not all of them, he gets nothing.
3417 */ 3519 */
3418 if (!(skop->attacktype & item->attacktype)) { 3520 if (!(skop->attacktype & item->attacktype))
3521 {
3419 /* Give new attacktype */ 3522 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3523 skop->attacktype |= item->attacktype;
3421 3524
3422 /* always add physical if there's none */ 3525 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3526 skop->attacktype |= AT_PHYSICAL;
3424 3527
3425 if (item->msg != NULL) 3528 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3529 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3530
3428 /* Give player new face */ 3531 /* Give player new face */
3429 if (item->animation_id) { 3532 if (item->animation_id)
3533 {
3430 who->face = skop->face; 3534 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3535 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3536 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3537 who->last_anim = 0;
3434 who->state = 0; 3538 who->state = 0;
3435 animate_object(who, who->direction); 3539 animate_object (who, who->direction);
3436 } 3540 }
3541 }
3542 }
3437 } 3543 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3544 else if (item->type == FORCE)
3545 {
3441 /* forces in the treasurelist can alter the player's stats */ 3546 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3547 object *skin;
3548
3443 /* first get the dragon skin force */ 3549 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3550 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3551 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3552 ;
3447 3553
3554 if (!skin)
3555 return;
3556
3448 /* adding new spellpath attunements */ 3557 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3558 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3559 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3560 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3561
3452 /* print message */ 3562 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3563 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3564 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3565 {
3456 if (j) 3566 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3567 {
3458 else 3568 if (j)
3459 j = 1; 3569 strcat (buf, " and ");
3570 else
3571 j = 1;
3460 strcat(buf, spellpathnames[i]); 3572 strcat (buf, spellpathnames[i]);
3461 } 3573 }
3462 } 3574 }
3463 strcat(buf,"."); 3575 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3576 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3577 }
3466 3578
3467 /* evtl. adding flags: */ 3579 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3580 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3581 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3582 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3583 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3584 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3585 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3586
3475 /* print message if there is one */ 3587 /* print message if there is one */
3476 if (item->msg != NULL) 3588 if (item->msg != NULL)
3477 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
3478 } 3592 {
3479 else {
3480 /* generate misc. treasure */ 3593 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3594 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3596 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3597 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3598 esrv_send_item (who, tmp);
3486 } 3599 }
3487} 3600}
3488 3601
3489/** 3602/**
3490 * 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
3491 * not readied. 3604 * not readied.
3492 */ 3605 */
3606void
3493void player_unready_range_ob(player *pl, object *ob) { 3607player_unready_range_ob (player *pl, object *ob)
3608{
3494 rangetype i; 3609 rangetype i;
3495 3610
3496 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 {
3497 if (pl->ranges[i] == ob) { 3613 if (pl->ranges[i] == ob)
3614 {
3498 pl->ranges[i] = NULL; 3615 pl->ranges[i] = NULL;
3499 if (pl->shoottype == i) { 3616 if (pl->shoottype == i)
3617 {
3500 pl->shoottype = range_none; 3618 pl->shoottype = range_none;
3501 } 3619 }
3502 } 3620 }
3503 } 3621 }
3504} 3622}

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