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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.65 by root, Tue Dec 26 04:05:56 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 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->attachable_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 strcpy (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); 166 enter_exit (op, 0);
309} 167}
310 168
169// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252void
253player::disconnect ()
254{
255 //TODO: don't be so harsh and destroy :)
256 if (ns)
257 destroy ();
258}
259
260// the need for this function can be explained
261// by load_object not returning the object
262void
263player::set_object (object *op)
264{
265 ob = op;
266 ob->contr = this; /* this aren't yet in archetype */
267
268 ob->speed_left = 0.5;
269 ob->speed = 1.0;
270 ob->direction = 5; /* So player faces south */
271 ob->stats.wc = 2;
272 ob->run_away = 25; /* Then we panick... */
273
274 set_first_map (ob);
275
276 ob->roll_stats ();
277}
278
279player::player ()
280{
281 /* There are some elements we want initialized to non zero value -
282 * we deal with that below this point.
283 */
284 outputs_sync = 16; /* Every 2 seconds */
285 outputs_count = 8; /* Keeps present behaviour */
286 unapply = unapply_nochoice;
287
288 assign (savebed_map, first_map_path); /* Init. respawn position */
289
290 gen_sp_armour = 10;
291 last_speed = -1;
292 shoottype = range_none;
293 bowtype = bow_normal;
294 petmode = pet_normal;
295 listening = 10;
296 usekeys = containers;
297 last_weapon_sp = -1;
298 peaceful = 1; /* default peaceful */
299 do_los = 1;
300
301 /* we need to clear these to -1 and not zero - otherwise,
302 * if a player quits and starts a new character, we wont
303 * send new values to the client, as things like exp start
304 * at zero.
305 */
306 for (int i = 0; i < NUM_SKILLS; i++)
307 last_skill_exp[i] = -1;
308
309 for (int i = 0; i < NROFATTACKS; i++)
310 last_resist[i] = -1;
311
312 last_stats.exp = -1;
313 last_weight = (uint32) - 1;
314}
315
316void
317player::do_destroy ()
318{
319 attachable::do_destroy ();
320
321 disconnect ();
322
323 terminate_all_pets (ob);
324
325 if (first_player != this)
326 {
327 player *prev = first_player;
328
329 while (prev && prev->next && prev->next != this)
330 prev = prev->next;
331
332 if (prev->next != this)
333 {
334 LOG (llevError, "Free_player: Can't find previous player.\n");
335 abort ();
336 }
337
338 prev->next = next;
339 }
340 else
341 first_player = next;
342
343 if (ob)
344 ob->destroy (true);
345
346 if (ns)
347 {
348 client *ns = this->ns;
349 ns->send_packet ("goodbye");
350 ns->flush ();
351 ns->pl = 0;
352 this->ns = 0;
353 ns->destroy ();
354 }
355}
356
357player::~player ()
358{
359 /* Clear item stack */
360 free (stack_items);
361}
362
311/* Tries to add player on the connection passwd in ns. 363/* 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 364 * All we can really get in this is some settings like host and display
313 * mode. 365 * mode.
314 */ 366 */
367player *
368player::create ()
369{
370 player *pl = new player;
315 371
316int add_player(NewSocket *ns) { 372 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 373
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);
331
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; 374 return pl;
339} 375}
340 376
341/* 377/*
342 * get_player_archetype() return next player archetype from archetype 378 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 379 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 380 * Note: there MUST be at least one player archetype!
345 */ 381 */
382archetype *
346archetype *get_player_archetype(archetype* at) 383get_player_archetype (archetype *at)
347{ 384{
348 archetype *start = at; 385 archetype *start = at;
386
349 for (;;) { 387 for (;;)
388 {
350 if (at==NULL || at->next==NULL) 389 if (at == NULL || at->next == NULL)
351 at=first_archetype; 390 at = first_archetype;
352 else 391 else
353 at=at->next; 392 at = at->next;
393
354 if(at->clone.type==PLAYER) 394 if (at->clone.type == PLAYER)
355 return at; 395 return at;
396
356 if (at == start) { 397 if (at == start)
398 {
357 LOG (llevError, "No Player archetypes\n"); 399 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 400 exit (-1);
359 } 401 }
360 } 402 }
361} 403}
362 404
363 405object *
364object *get_nearest_player(object *mon) { 406get_nearest_player (object *mon)
407{
365 object *op = NULL; 408 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 409 objectlink *ol;
368 unsigned lastdist; 410 unsigned lastdist;
369 rv_vector rv; 411 rv_vector rv;
370 412
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 413 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
414 {
372 /* We should not find free objects on this friendly list, but it 415 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 416 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 417 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 418 * list is also free, so encapsulate this in a while loop.
376 */ 419 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 420 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
421 {
378 object *tmp=ol->ob; 422 object *tmp = ol->ob;
379 423
380 /* Can't do much more other than log the fact, because the object 424 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 425 * itself will have been cleared.
382 */ 426 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 427 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 428 ol = ol->next;
385 remove_friendly_object(tmp); 429 remove_friendly_object (tmp);
386 if (!ol) return op; 430 if (!ol)
387 } 431 return op;
432 }
388 433
389 /* Remove special check for player from this. First, it looks to cause 434 /* 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 435 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 436 * 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 437 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 438 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 439 * on_same_map check, as can_detect_enemy also does this
395 */ 440 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 441 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 442 continue;
398 443
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) { 444 if (lastdist > rv.distance)
408 op=pl->ob; 445 {
446 op = ol->ob;
409 lastdist=rv.distance; 447 lastdist = rv.distance;
448 }
410 } 449 }
411 } 450
412 } 451 for_all_players (pl)
452 if (can_detect_enemy (mon, pl->ob, &rv))
453 if (lastdist > rv.distance)
454 {
455 op = pl->ob;
456 lastdist = rv.distance;
457 }
458
413#if 0 459#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 460 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 461#endif
416 return op; 462 return op;
417} 463}
418 464
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 465/* 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 466 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 467 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 481 * 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 482 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 483 * is probably not a good thing.
438 */ 484 */
439#define MAX_SPACES 50 485#define MAX_SPACES 50
440
441 486
442/* 487/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 488 * 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 489 * 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 490 * 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. 503 * 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, 504 * 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 505 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 506 * is blocking itself.
462 */ 507 */
508int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 509path_to_player (object *mon, object *pl, unsigned mindiff)
510{
464 rv_vector rv; 511 rv_vector rv;
465 sint16 x,y; 512 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 513 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 514 maptile *m, *lastmap;
468 515
469 get_rangevector(mon, pl, &rv, 0); 516 get_rangevector (mon, pl, &rv, 0);
470 517
471 if (rv.distance<mindiff) return 0; 518 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; 519 return 0;
724}
725 520
726void confirm_password(object *op) { 521 x = mon->x;
522 y = mon->y;
523 m = mon->map;
524 dir = rv.direction;
525 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
526 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
527 /* If we can't solve it within the search distance, return now. */
528 if (diff > max)
529 return 0;
530 while (diff > 1 && max > 0)
531 {
532 lastx = x;
533 lasty = y;
534 lastmap = m;
535 x = lastx + freearr_x[dir];
536 y = lasty + freearr_y[dir];
727 537
728 op->contr->write_buf[0]='\0'; 538 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 539 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}
732 540
541 /* Space is blocked - try changing direction a little */
542 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
543 && (m == mon->map && blocked_link (mon, m, x, y))))
544 {
545 /* recalculate direction from last good location. Possible
546 * we were not traversing ideal location before.
547 */
548 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
549 if (rv.direction != dir)
550 {
551 /* OK - says direction should be different - lets reset the
552 * the values so it will try again.
553 */
554 x = lastx;
555 y = lasty;
556 m = lastmap;
557 dir = firstdir = rv.direction;
558 }
559 else
560 {
561 /* direct path is blocked - try taking a side step to
562 * either the left or right.
563 * Note increase the values in the loop below to be
564 * more than -1/1 respectively will mean the monster takes
565 * bigger detour. Have to be careful about these values getting
566 * too big (3 or maybe 4 or higher) as the monster may just try
567 * stepping back and forth
568 */
569 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
570 {
571 if (i == 0)
572 continue; /* already did this, so skip it */
573 /* Use lastdir here - otherwise,
574 * since the direction that the creature should move in
575 * may change, you could get infinite loops.
576 * ie, player is northwest, but monster can only
577 * move west, so it does that. It goes some distance,
578 * gets blocked, finds that it should move north,
579 * can't do that, but now finds it can move east, and
580 * gets back to its original point. lastdir contains
581 * the last direction the creature has successfully
582 * moved.
583 */
584
585 x = lastx + freearr_x[absdir (lastdir + i)];
586 y = lasty + freearr_y[absdir (lastdir + i)];
587 m = lastmap;
588 mflags = get_map_flags (m, &m, x, y, &x, &y);
589 if (mflags & P_OUT_OF_MAP)
590 continue;
591 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
592 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
593 continue;
594 if (mflags & P_BLOCKSVIEW)
595 continue;
596
597 if (m == mon->map && blocked_link (mon, m, x, y))
598 break;
599 }
600 /* go through entire loop without finding a valid
601 * sidestep to take - thus, no valid path.
602 */
603 if (i == (DETOUR_AMOUNT + 1))
604 return 0;
605 diff--;
606 lastdir = dir;
607 max--;
608 if (!firstdir)
609 firstdir = dir + i;
610 } /* else check alternate directions */
611 } /* if blocked */
612 else
613 {
614 /* we moved towards creature, so diff is less */
615 diff--;
616 max--;
617 lastdir = dir;
618 if (!firstdir)
619 firstdir = dir;
620 }
621 if (diff <= 1)
622 {
623 /* Recalculate diff (distance) because we may not have actually
624 * headed toward player for entire distance.
625 */
626 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
627 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
628 }
629 if (diff > max)
630 return 0;
631 }
632 /* If we reached the max, didn't find a direction in time */
633 if (!max)
634 return 0;
635
636 return firstdir;
637}
638
639void
640give_initial_items (object *pl, treasurelist * items)
641{
642 object *op, *next = NULL;
643
644 if (pl->randomitems != NULL)
645 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
646
647 for (op = pl->inv; op; op = next)
648 {
649 next = op->below;
650
651 /* Forces get applied per default, unless they have the
652 * flag "neutral" set. Sorry but I can't think of a better way
653 */
654 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
655 SET_FLAG (op, FLAG_APPLIED);
656
657 /* we never give weapons/armour if these cannot be used
658 * by this player due to race restrictions
659 */
660 if (pl->type == PLAYER)
661 {
662 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
663 (op->type == ARMOUR || op->type == BOOTS ||
664 op->type == CLOAK || op->type == HELMET ||
665 op->type == SHIELD || op->type == GLOVES ||
666 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
667 {
668 op->destroy ();
669 continue;
670 }
671 }
672
673 /* This really needs to be better - we should really give
674 * a substitute spellbook. The problem is that we don't really
675 * have a good idea what to replace it with (need something like
676 * a first level treasurelist for each skill.)
677 * remove duplicate skills also
678 */
679 if (op->type == SPELLBOOK || op->type == SKILL)
680 {
681 object *tmp;
682
683 for (tmp = op->below; tmp; tmp = tmp->below)
684 if (tmp->type == op->type && tmp->name == op->name)
685 break;
686
687 if (tmp)
688 {
689 op->destroy ();
690 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
691 continue;
692 }
693
694 if (op->nrof > 1)
695 op->nrof = 1;
696 }
697
698 if (op->type == SPELLBOOK && op->inv)
699 {
700 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
701 }
702
703 /* Give starting characters identified, uncursed, and undamned
704 * items. Just don't identify gold or silver, or it won't be
705 * merged properly.
706 */
707 if (need_identify (op))
708 {
709 SET_FLAG (op, FLAG_IDENTIFIED);
710 CLEAR_FLAG (op, FLAG_CURSED);
711 CLEAR_FLAG (op, FLAG_DAMNED);
712 }
713 if (op->type == SPELL)
714 {
715 op->destroy ();
716 continue;
717 }
718 else if (op->type == SKILL)
719 {
720 SET_FLAG (op, FLAG_CAN_USE_SKILL);
721 op->stats.exp = 0;
722 op->level = 1;
723 }
724 /* lock all 'normal items by default */
725 else
726 SET_FLAG (op, FLAG_INV_LOCKED);
727 } /* for loop of objects in player inv */
728
729 /* Need to set up the skill pointers */
730 link_player_skills (pl);
731}
732
733void
733void get_party_password(object *op, partylist *party) { 734get_party_password (object *op, partylist *party)
735{
734 if (party == NULL) { 736 if (party == NULL)
737 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 738 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 739 return;
737 } 740 }
741
738 op->contr->write_buf[0]='\0'; 742 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 743 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 744 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 745 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 746}
743
744 747
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 748/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
749static int
746int roll_stat(void) { 750roll_stat (void)
751{
747 int a[4],i,j,k; 752 int a[4], i, j, k;
748 753
749 for(i=0;i<4;i++) 754 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 755 a[i] = (int) RANDOM () % 6 + 1;
751 756
752 for(i=0,j=0,k=7;i<4;i++) 757 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 758 if (a[i] < k)
754 k=a[i],j=i; 759 k = a[i], j = i;
755 760
756 for(i=0,k=0;i<4;i++) { 761 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 762 if (i != j)
758 k+=a[i]; 763 k += a[i];
759 } 764
760 return k; 765 return k;
761} 766}
762 767
763void roll_stats(object *op) { 768void
764 int sum=0; 769object::roll_stats ()
765 int i = 0, j = 0; 770{
766 int statsort[7]; 771 int statsort [7];
767 772
773 for (;;)
768 do { 774 {
769 op->stats.Str=roll_stat(); 775 int sum = 0;
770 op->stats.Dex=roll_stat(); 776 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 777 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);
780 778
779 if (sum >= 82 && sum <= 116)
780 break;
781 }
782
781 /* Sort the stats so that rerolling is easier... */ 783 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 784 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;
789 785
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]; 786 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 787 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 788 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 789 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 790 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 791 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 792 stats.Cha = statsort[6];
809 793
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; 794 stats.exp = 0;
821 op->stats.ac=0; 795 stats.ac = 0;
822 796
797 stats.hp = stats.maxhp;
798 stats.sp = stats.maxsp;
799 stats.grace = stats.maxgrace;
800
801 if (contr)
802 {
823 op->contr->levhp[1] = 9; 803 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 804 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 805 contr->levgrace[1] = 3;
826 806
827 fix_player(op);
828 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 807 contr->orig_stats = stats;
832}
833
834void Roll_Again(object *op)
835{
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];
844
845 if ( op->contr->Swap_First == -1 ) {
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);
861 op->stats.Str = op->contr->orig_stats.Str;
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);
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 } 808 }
809}
920 810
921#if 0 811void
922 /* So that enter_exit will put us at startx/starty */ 812object::swap_stats (int a, int b)
923 op->x= -1; 813{
814 int tmp = get_attr_value (&contr->orig_stats, a);
815 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
816 set_attr_value (&contr->orig_stats, b, tmp);
924 817
925 enter_exit(op,NULL); 818 stats.Str = contr->orig_stats.Str;
926#endif 819 stats.Dex = contr->orig_stats.Dex;
927 SET_ANIMATION(op, 2); /* So player faces south */ 820 stats.Con = contr->orig_stats.Con;
928 /* Enter exit adds a player otherwise */ 821 stats.Int = contr->orig_stats.Int;
929 add_statbonus(op); 822 stats.Wis = contr->orig_stats.Wis;
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"); 823 stats.Pow = contr->orig_stats.Pow;
931 op->contr->state = ST_CHANGE_CLASS; 824 stats.Cha = contr->orig_stats.Cha;
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;
941 825
942 case 'q': 826 //TODO: the following code looks so borked and should, at the very least,
943 case 'Q': 827 // be merged with the similar code in roll_stats
944 play_again(op); 828 stats.ac = 0;
945 return 1;
946 829
947 default: 830 level = 1;
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 831 stats.exp = 0;
949 return 0; 832 stats.ac = 0;
833
834 stats.hp = stats.maxhp;
835 stats.sp = stats.maxsp;
836 stats.grace = stats.maxgrace;
837
838 if (contr)
950 } 839 {
951 return 0; 840 contr->levhp[1] = 9;
841 contr->levsp[1] = 6;
842 contr->levgrace[1] = 3;
843
844 contr->orig_stats = stats;
845 }
952} 846}
953 847
954/* This function takes the key that is passed, and does the 848/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 849 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 850 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 851 * separate race and class; this actually changes the RACE,
958 * not the class. 852 * not the class.
959 */ 853 */
960 854int
961int key_change_class(object *op, char key) 855key_change_class (object *op, char key)
962{ 856{
963 int tmp_loop; 857 int tmp_loop;
964 858
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 859 if (key == 'd' || key == 'D')
860 {
971 char buf[MAX_BUF]; 861 char buf[MAX_BUF];
972 862
973 /* this must before then initial items are given */ 863 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 864 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 865
866 treasurelist *tl = find_treasurelist ("starting_wealth");
867 if (tl)
868 create_treasure (tl, op, 0, 0, 0);
869
977 INVOKE_PLAYER (BIRTH, op->contr); 870 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 871 INVOKE_PLAYER (LOGIN, op->contr);
979 872
980 op->contr->state=ST_PLAYING; 873 op->contr->ns->state = ST_PLAYING;
981 874
982 if (op->msg) { 875 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 876 op->msg = NULL;
985 }
986 877
987 /* We create this now because some of the unique maps will need it 878 /* We create this now because some of the unique maps will need it
988 * to save here. 879 * to save here.
989 */ 880 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 881 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 882 make_path_to_file (buf);
992 883
993#ifdef AUTOSAVE 884#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 885 op->contr->last_save_tick = pticks;
995#endif 886#endif
996 start_info(op); 887 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 888 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 889 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 890 link_player_skills (op);
1000 esrv_send_inventory(op, op); 891 esrv_send_inventory (op, op);
1001 fix_player(op); 892 op->update_stats ();
1002 893
1003 /* This moves the player to a different start map, if there 894 /* This moves the player to a different start map, if there
1004 * is one for this race 895 * is one for this race
1005 */ 896 */
1006 if(*first_map_ext_path) { 897 if (*first_map_ext_path)
898 {
1007 object *tmp; 899 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 900 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 901
1011 first_map_ext_path, op->arch->name); 902 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 903 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 904 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 905 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 906 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 907 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 908 * if the map isn't there, then stay on the
1018 * default initial map */ 909 * default initial map */
1019 free_object(tmp); 910 tmp->destroy ();
911 }
1020 } else { 912 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 913 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 914
915 return 0;
916 }
917
1026 /* Following actually changes the race - this is the default command 918 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 919 * if we don't match with one of the options above.
1028 */ 920 */
1029 921
1030 tmp_loop = 0; 922 tmp_loop = 0;
1031 while(!tmp_loop) { 923 while (!tmp_loop)
1032 const char *name = add_string (op->name); 924 {
925 shstr name = op->name;
1033 int x = op->x, y = op->y; 926 int x = op->x, y = op->y;
1034 remove_statbonus(op); 927
1035 remove_ob (op); 928 op->remove_statbonus ();
929 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 930 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 931 op->arch->clone.copy_to (op);
1038 op->instantiate (); 932 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 933 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 934 op->name = op->name_pl = name;
1041 op->name = name; 935 op->x = x;
1042 free_string(op->name_pl); 936 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 */ 937 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 938 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 939 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 940 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 941 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 942 }
943
1055 update_object(op,UP_OBJ_FACE); 944 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 945 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 946 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 947 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 948 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 949 op->stats.grace = 0;
950
1061 if (op->msg) 951 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 952 new_draw_info (NDI_BLUE, 0, op, op->msg);
953
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 954 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; 955 return 0;
1065} 956}
1066 957
958int
1067int key_confirm_quit(object *op, char key) 959key_confirm_quit (object *op, char key)
1068{ 960{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 961 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
962 {
1072 op->contr->state=ST_PLAYING; 963 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 964 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 965 return 1;
1075 } 966 }
1076 967
1077 INVOKE_PLAYER (LOGOUT, op->contr); 968 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 969 INVOKE_PLAYER (QUIT, op->contr);
1079 970
971 op->contr->enable_save = false;
972
1080 terminate_all_pets(op); 973 terminate_all_pets (op);
1081 leave_map(op); 974 leave_map (op);
1082 op->direction=0; 975 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 976 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 977
1086 strcpy(op->contr->killer,"quit"); 978 strcpy (op->contr->killer, "quit");
1087 check_score(op); 979 check_score (op);
1088 op->contr->party=NULL; 980 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 981 op->contr->own_title[0] = '\0';
1091 982
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 983 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 984
1095 /* We need to hunt for any per player unique maps in memory and 985 /* 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, 986 * 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 987 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 988 */
989 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 990 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 991
992 for (maptile *next, *mp = first_map; mp; mp = next)
993 {
1101 next = mp->next; 994 next = mp->next;
995
1102 if (!strncmp(mp->path, buf, strlen(buf))) 996 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 997 delete_map (mp);
1104 } 998 }
1105 999
1106 delete_character(op->name, 1); 1000 delete_character (ob->name, 1);
1107 } 1001 ob->contr->destroy ();
1108 play_again(op); 1002
1109 return 1; 1003 return 1;
1110} 1004}
1111 1005
1006void
1112void flee_player(object *op) { 1007flee_player (object *op)
1008{
1113 int dir,diff; 1009 int dir, diff;
1114 rv_vector rv; 1010 rv_vector rv;
1115 1011
1116 if(op->stats.hp < 0) { 1012 if (op->stats.hp < 0)
1013 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1014 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1016 return;
1120 } 1017 }
1121 1018
1122 if(op->enemy==NULL) { 1019 if (op->enemy == NULL)
1020 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1021 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1023 return;
1126 } 1024 }
1127 1025
1128 /* Seen some crashes here. Since we don't store an 1026 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1027 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1028 * actual enemy, and the object is recycled.
1131 */ 1029 */
1132 if (op->enemy->map == NULL) { 1030 if (op->enemy->map == NULL)
1031 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1032 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1033 op->enemy = NULL;
1135 return; 1034 return;
1136 } 1035 }
1137 1036
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1037 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1038 {
1139 op->enemy=NULL; 1039 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1041 return;
1142 } 1042 }
1043
1143 get_rangevector(op, op->enemy, &rv, 0); 1044 get_rangevector (op, op->enemy, &rv, 0);
1144 1045
1145 dir=absdir(4+rv.direction); 1046 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1047 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 } 1048 {
1049 int m = 1 - (RANDOM () & 2);
1050
1051 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1052 return;
1053 }
1054
1153 /* Cornered, get rid of scared */ 1055 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1056 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1057 op->enemy = NULL;
1156} 1058}
1157 1059
1158 1060
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1061/* 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 1062 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1063 * stop.
1162 */ 1064 */
1065int
1163int check_pick(object *op) { 1066check_pick (object *op)
1067{
1164 object *tmp, *next; 1068 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1069 int stop = 0;
1167 int j, k, wvratio; 1070 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1071 char putstring[128], tmpstr[16];
1169 1072
1170
1171 /* if you're flying, you cna't pick up anything */ 1073 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1074 if (op->move_type & MOVE_FLYING)
1173 return 1; 1075 return 1;
1174 1076
1175 op_tag = op->count;
1176
1177 next = op->below; 1077 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1078
1181 /* loop while there are items on the floor that are not marked as 1079 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1080 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1081 while (next && !next->destroyed ())
1184 { 1082 {
1185 tmp = next; 1083 tmp = next;
1186 next = tmp->below; 1084 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1085
1190 if (was_destroyed (op, op_tag)) 1086 if (op->destroyed ())
1191 return 0; 1087 return 0;
1192 1088
1193 if ( ! can_pick (op, tmp)) 1089 if (!can_pick (op, tmp))
1194 continue; 1090 continue;
1195 1091
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1092 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1093 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1094 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1095 pick_up (op, tmp);
1200 continue; 1096 continue;
1201 } 1097 }
1202 1098
1203 /* high not bit set? We're using the old autopickup model */ 1099 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1100 if (!(op->contr->mode & PU_NEWMODE))
1101 {
1205 switch (op->contr->mode) { 1102 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1103 {
1207 case 1: pick_up (op, tmp); 1104 case 0:
1208 return 1; 1105 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1106 case 1:
1210 return 0; 1107 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1108 return 1;
1212 case 4: pick_up (op, tmp); 1109 case 2:
1213 break; 1110 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1111 return 0;
1215 stop = 1; 1112 case 3:
1216 break; 1113 return 0; /* stop before pickup */
1217 case 6: 1114 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1115 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1116 break;
1220 pick_up(op, tmp); 1117 case 5:
1221 break; 1118 pick_up (op, tmp);
1119 stop = 1;
1120 break;
1121 case 6:
1122 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1123 pick_up (op, tmp);
1124 break;
1222 1125
1223 case 7: 1126 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1127 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1128 pick_up (op, tmp);
1226 break; 1129 break;
1227 1130
1228 default: 1131 default:
1229 /* use value density */ 1132 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1133 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1134 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1135 pick_up (op, tmp);
1233 >= op->contr->mode) 1136 }
1234 pick_up(op,tmp); 1137 }
1235 } 1138 else
1236 } 1139 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1140 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1141 if (op->contr->mode & PU_DEBUG)
1240 { 1142 {
1241 /* some debugging code to figure out item information */ 1143 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1144 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1145 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1146 &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)))); 1147 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1148 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1149 &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)))); 1150
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1151 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1152 }
1251 1153
1252 sprintf(putstring,"...flags: "); 1154 /* philosophy:
1253 for(k=0;k<4;k++) 1155 * It's easy to grab an item type from a pile, as long as it's
1254 { 1156 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1157 * and selections, select-items should be used. This is a
1256 { 1158 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1159 * example.
1258 { 1160 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1161 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1162 * convert to decimal and then 'pickup <#>
1261 } 1163 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1164
1165 /* the first two modes are exclusive: if NOTHING we return, if
1166 * STOP then we stop. All the rest are applied sequentially,
1167 * meaning if any test passes, the item gets picked up. */
1168
1169 /* if mode is set to pick nothing up, return */
1170
1171 if (op->contr->mode & PU_NOTHING)
1172 return 1;
1173
1174 /* if mode is set to stop when encountering objects, return */
1175 /* take STOP before INHIBIT since it doesn't actually pick
1176 * anything up */
1177
1178 if (op->contr->mode & PU_STOP)
1179 return 0;
1180
1181 /* useful for going into stores and not losing your settings... */
1182 /* and for battles wher you don't want to get loaded down while
1183 * fighting */
1184 if (op->contr->mode & PU_INHIBIT)
1185 return 1;
1186
1187 /* prevent us from turning into auto-thieves :) */
1188 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1189 continue;
1190
1191 /* ignore known cursed objects */
1192 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1193 continue;
1194
1195 /* all food and drink if desired */
1196 /* question: don't pick up known-poisonous stuff? */
1197 if (op->contr->mode & PU_FOOD)
1198 if (tmp->type == FOOD)
1199 {
1200 pick_up (op, tmp);
1201 continue;
1202 }
1203
1204 if (op->contr->mode & PU_DRINK)
1205 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1206 {
1207 pick_up (op, tmp);
1208 continue;
1209 }
1210
1211 if (op->contr->mode & PU_POTION)
1212 if (tmp->type == POTION)
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 /* spellbooks, skillscrolls and normal books/scrolls */
1219 if (op->contr->mode & PU_SPELLBOOK)
1220 if (tmp->type == SPELLBOOK)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_SKILLSCROLL)
1227 if (tmp->type == SKILLSCROLL)
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 if (op->contr->mode & PU_READABLES)
1234 if (tmp->type == BOOK || tmp->type == SCROLL)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* wands/staves/rods/horns */
1241 if (op->contr->mode & PU_MAGIC_DEVICE)
1242 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 /* pick up all magical items */
1249 if (op->contr->mode & PU_MAGICAL)
1250 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 if (op->contr->mode & PU_VALUABLES)
1257 {
1258 if (tmp->type == MONEY || tmp->type == GEM)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263 }
1264
1265 /* rings & amulets - talismans seems to be typed AMULET */
1266 if (op->contr->mode & PU_JEWELS)
1267 if (tmp->type == RING || tmp->type == AMULET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 /* we don't forget dragon food */
1274 if (op->contr->mode & PU_FLESH)
1275 if (tmp->type == FLESH)
1276 {
1277 pick_up (op, tmp);
1278 continue;
1279 }
1280
1281 /* bows and arrows. Bows are good for selling! */
1282 if (op->contr->mode & PU_BOW)
1283 if (tmp->type == BOW)
1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1288
1289 if (op->contr->mode & PU_ARROW)
1290 if (tmp->type == ARROW)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1296 /* all kinds of armor etc. */
1297 if (op->contr->mode & PU_ARMOUR)
1298 if (tmp->type == ARMOUR)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_HELMET)
1305 if (tmp->type == HELMET)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 if (op->contr->mode & PU_SHIELD)
1312 if (tmp->type == SHIELD)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 if (op->contr->mode & PU_BOOTS)
1319 if (tmp->type == BOOTS)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324
1325 if (op->contr->mode & PU_GLOVES)
1326 if (tmp->type == GLOVES)
1327 {
1328 pick_up (op, tmp);
1329 continue;
1330 }
1331
1332 if (op->contr->mode & PU_CLOAK)
1333 if (tmp->type == CLOAK)
1334 {
1335 pick_up (op, tmp);
1336 continue;
1337 }
1338
1339 /* hoping to catch throwing daggers here */
1340 if (op->contr->mode & PU_MISSILEWEAPON)
1341 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 /* careful: chairs and tables are weapons! */
1348 if (op->contr->mode & PU_ALLWEAPON)
1349 {
1350 if (tmp->type == WEAPON && tmp->name != NULL)
1351 {
1352 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1353 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1354 {
1355 pick_up (op, tmp);
1356 continue;
1357 }
1358 }
1359
1360 if (tmp->type == WEAPON && tmp->name == NULL)
1361 {
1362 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1363 {
1364 pick_up (op, tmp);
1365 continue;
1366 }
1367 }
1368 }
1369
1370 /* misc stuff that's useful */
1371 if (op->contr->mode & PU_KEY)
1372 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1373 {
1374 pick_up (op, tmp);
1375 continue;
1376 }
1377
1378 /* any of the last 4 bits set means we use the ratio for value
1379 * pickups */
1380 if (op->contr->mode & PU_RATIO)
1381 {
1382 /* use value density to decide what else to grab */
1383 /* >=7 was >= op->contr->mode */
1384 /* >=7 is the old standard setting. Now we take the last 4 bits
1385 * and multiply them by 5, giving 0..15*5== 5..75 */
1386 wvratio = (op->contr->mode & PU_RATIO) * 5;
1387 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1388 {
1389 pick_up (op, tmp);
1266#if 0 1390#if 0
1267 /* print the flags too */ 1391 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1392 if (tmp->name != NULL)
1269 { 1393 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1394 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1395 }
1272 { 1396 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1397 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1398 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1399 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 1400#endif
1401 continue;
1402 }
1403 }
1404 } /* the new pickup model */
1279 } 1405 }
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 1406
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; 1407 return !stop;
1443} 1408}
1444 1409
1445/* 1410/*
1446 * Find an arrow in the inventory and after that 1411 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1412 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1413 * found object is returned.
1449 */ 1414 */
1415object *
1450object *find_arrow(object *op, const char *type) 1416find_arrow (object *op, const char *type)
1451{ 1417{
1452 object *tmp = NULL; 1418 object *tmp = NULL;
1453 1419
1454 for(op=op->inv; op; op=op->below) 1420 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1421 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); 1422 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1423 else if (op->type == ARROW && op->race == type)
1459 return op; 1424 return op;
1460 return tmp; 1425 return tmp;
1461} 1426}
1462 1427
1463/* 1428/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1429 * 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 1430 * 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 1431 * 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. 1432 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1433 */
1469 1434
1435object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1436find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1437{
1472 object *tmp = NULL, *arrow, *ntmp; 1438 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1439 int attacknum, attacktype, betterby = 0, i;
1474 1440
1475 if (!type) 1441 if (!type)
1476 return NULL; 1442 return NULL;
1477 1443
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1444 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1445 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1446 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1447 {
1448 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1449 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1450 if (i > betterby)
1484 tmp = ntmp; 1451 {
1485 betterby = i; 1452 tmp = ntmp;
1486 } 1453 betterby = i;
1454 }
1455 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1456 else if (arrow->type == ARROW && arrow->race == type)
1457 {
1488 /* allways prefer assasination/slaying */ 1458 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1459 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1460 {
1491 if (arrow->attacktype & AT_DEATH) { 1461 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1462 {
1493 return arrow; 1463 *better = 100;
1494 } else { 1464 return arrow;
1495 tmp = arrow; 1465 }
1466 else
1467 {
1468 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1469 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1470 }
1498 } else { 1471 }
1472 else
1473 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1474 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1475 {
1500 attacktype = 1<<attacknum; 1476 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1477 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) { 1478 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1479 {
1480 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1481 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1482 }
1506 } 1483 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1484 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1485 {
1486 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1487 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1488 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1489 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1490 {
1491 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1492 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1493 }
1494 }
1495 }
1515 } 1496 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1497 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1498 return find_arrow (op, type);
1520 1499
1521 *better = betterby; 1500 *better = betterby;
1522 return tmp; 1501 return tmp;
1523} 1502}
1524 1503
1525/* looks in a given direction, finds the first valid target, and calls 1504/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1505 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1506 * op = the shooter
1528 * type = bow->race 1507 * type = bow->race
1529 * dir = fire direction 1508 * dir = fire direction
1530 */ 1509 */
1531 1510
1511object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1512pick_arrow_target (object *op, const char *type, int dir)
1533{ 1513{
1534 object *tmp = NULL; 1514 object *tmp = NULL;
1535 mapstruct *m; 1515 maptile *m;
1536 int i, mflags, found, number; 1516 int i, mflags, found, number;
1537 sint16 x, y; 1517 sint16 x, y;
1538 1518
1539 if (op->map == NULL) 1519 if (op->map == NULL)
1540 return find_arrow(op, type); 1520 return find_arrow (op, type);
1541 1521
1542 /* do a dex check */ 1522 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1523 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))) 1524 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1525 return find_arrow (op, type);
1546 1526
1547 m = op->map; 1527 m = op->map;
1548 x = op->x; 1528 x = op->x;
1549 y = op->y; 1529 y = op->y;
1550 1530
1551 /* find the first target */ 1531 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1532 for (i = 0, found = 0; i < 20; i++)
1533 {
1553 x += freearr_x[dir]; 1534 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1535 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1536 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1537 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1538 {
1557 tmp = NULL; 1539 tmp = NULL;
1558 break; 1540 break;
1541 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1542 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1543 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1544 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1545 * perhaps a bad assumption.
1562 */ 1546 */
1563 tmp = NULL; 1547 tmp = NULL;
1564 break; 1548 break;
1565 } 1549 }
1566 if (mflags & P_IS_ALIVE) { 1550 if (mflags & P_IS_ALIVE)
1551 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1552 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1553 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1554 {
1570 break; 1555 found++;
1571 } 1556 break;
1557 }
1572 if (found) 1558 if (found)
1573 break; 1559 break;
1574 } 1560 }
1575 } 1561 }
1576 if (tmp == NULL) 1562 if (tmp == NULL)
1577 return find_arrow(op, type); 1563 return find_arrow (op, type);
1578 1564
1579 if (tmp->head) 1565 if (tmp->head)
1580 tmp = tmp->head; 1566 tmp = tmp->head;
1581 1567
1582 return find_better_arrow(op, tmp, type, &i); 1568 return find_better_arrow (op, tmp, type, &i);
1583} 1569}
1584 1570
1585/* 1571/*
1586 * Creature fires a bow - op can be monster or player. Returns 1572 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1573 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1576 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1577 * 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 1578 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1579 * player fire modes.
1594 */ 1580 */
1581int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1582fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1583{
1598 object *left, *bow; 1584 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1585 int bowspeed, mflags;
1601 mapstruct *m; 1586 maptile *m;
1602 1587
1603 if (!dir) { 1588 if (!dir)
1589 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1590 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1591 return 0;
1606 } 1592 }
1593
1607 if (op->type == PLAYER) 1594 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1595 bow = op->contr->ranges[range_bow];
1609 else { 1596 else
1597 {
1610 for(bow=op->inv; bow; bow=bow->below) 1598 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1599 /* 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. 1600 * don't need to switch back and forth between bows and weapons.
1613 */ 1601 */
1614 if(bow->type==BOW) 1602 if (bow->type == BOW)
1615 break; 1603 break;
1616 1604
1617 if (!bow) { 1605 if (!bow)
1606 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1608 return 0;
1620 } 1609 }
1621 } 1610 }
1611
1622 if( !bow->race || !bow->skill) { 1612 if (!bow->race || !bow->skill)
1613 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1614 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1615 return 0;
1625 } 1616 }
1626 1617
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1619
1629 /* penalize ROF for bestarrow */ 1620 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1622 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1623
1632 if (bowspeed < 1) 1624 if (bowspeed < 1)
1633 bowspeed = 1; 1625 bowspeed = 1;
1634 1626
1635 if (arrow == NULL) { 1627 if (arrow == NULL)
1628 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1629 if ((arrow = find_arrow (op, bow->race)) == NULL)
1630 {
1637 if (op->type == PLAYER) 1631 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1632 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 */ 1633 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1634 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1635 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1636 return 0;
1644 } 1637 }
1645 } 1638 }
1639
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1640 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1641 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1642 return 0;
1649 } 1643
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1644 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1645 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1646 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1647 return 0;
1653 } 1648 }
1654 1649
1655 /* this should not happen, but sometimes does */ 1650 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1651 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1652 {
1653 arrow->destroy ();
1654 return 0;
1655 }
1661 1656
1662 left = arrow; /* these are arrows left to the player */ 1657 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1658 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1659 if (!arrow)
1660 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1661 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1662 return 0;
1668 return 0;
1669 } 1663 }
1670 set_owner(arrow, op); 1664
1671 if (arrow->skill) free_string(arrow->skill); 1665 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1666 arrow->skill = bow->skill;
1673 1667
1674 arrow->direction=dir; 1668 arrow->direction = dir;
1675 arrow->x = sx; 1669 arrow->x = sx;
1676 arrow->y = sy; 1670 arrow->y = sy;
1677 1671
1678 if (op->type == PLAYER) { 1672 if (op->type == PLAYER)
1673 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1674 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1675 op->update_stats ();
1681 } 1676 }
1682 1677
1683 SET_ANIMATION(arrow, arrow->direction); 1678 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1679 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1680 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1681 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1682 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1683 arrow->spellarg = strdup (arrow->slaying);
1689 1684
1690 /* Note that this was different for monsters - they got their level 1685 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1686 * added to the damage. I think the strength bonus is more proper.
1692 */ 1687 */
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 1688
1689 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1690
1698 /* update the speed */ 1691 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1692 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1693 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 1694
1704 if (arrow->speed < 1.0) 1695 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1696 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1697 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1698 arrow->speed_left = 0;
1708 1699
1709 if (op->type == PLAYER) { 1700 if (op->type == PLAYER)
1701 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1702 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1703 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1704 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 1705
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1706 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1707 }
1708 else
1709 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1710 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; 1711 arrow->level = op->level;
1721 } 1712 }
1713
1722 if (arrow->attacktype == AT_PHYSICAL) 1714 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1715 arrow->attacktype |= bow->attacktype;
1716
1724 if (bow->slaying != NULL) 1717 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1718 arrow->slaying = bow->slaying;
1726 1719
1727 arrow->map = m; 1720 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1721 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1722 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1723
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1724 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1725 insert_ob_in_map (arrow, m, op, 0);
1734 1726
1735 if (!was_destroyed(arrow, tag)) 1727 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1728 move_arrow (arrow);
1737 1729
1738 if (op->type == PLAYER) { 1730 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1731 {
1732 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1733 esrv_del_item (op->contr, left->count);
1741 else 1734 else
1742 esrv_send_item(op, left); 1735 esrv_send_item (op, left);
1743 } 1736 }
1737
1744 return 1; 1738 return 1;
1745} 1739}
1746 1740
1747/* Special fire code for players - this takes into 1741/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1742 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1743 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1744 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1745 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1746 * hence the function name.
1753 */ 1747 */
1748int
1754int player_fire_bow(object *op, int dir) 1749player_fire_bow (object *op, int dir)
1755{ 1750{
1756 int ret=0, wcmod=0; 1751 int ret = 0, wcmod = 0;
1757 1752
1758 if (op->contr->bowtype == bow_bestarrow) { 1753 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1754 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1755 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); 1756 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1757 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1758 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1759 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1760 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1761 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1762 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1763 else if (op->contr->bowtype == bow_threewide)
1764 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1765 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)]); 1766 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)]); 1767 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1768 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1769 else if (op->contr->bowtype == bow_spreadshot)
1770 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1771 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); 1772 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); 1773 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1774
1776 } else { 1775 }
1776 else
1777 {
1777 /* Simple case */ 1778 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1779 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1780 }
1780 return ret; 1781 return ret;
1781} 1782}
1782 1783
1783 1784
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1785/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1786 * Broken apart from 'fire' to keep it more readable.
1786 */ 1787 */
1788void
1787void fire_misc_object(object *op, int dir) 1789fire_misc_object (object *op, int dir)
1788{ 1790{
1789 object *item; 1791 object *item;
1790 1792
1791 if (!op->contr->ranges[range_misc]) { 1793 if (!op->contr->ranges[range_misc])
1794 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1795 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1796 return;
1794 } 1797 }
1795 1798
1796 item = op->contr->ranges[range_misc]; 1799 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1800 if (!item->inv)
1801 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1802 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1803 return;
1800 } 1804 }
1801 if (item->type == WAND) { 1805 if (item->type == WAND)
1806 {
1802 if(item->stats.food<=0) { 1807 if (item->stats.food <= 0)
1808 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1809 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)); 1810 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1811 return;
1806 } 1812 }
1813 }
1807 } else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1815 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1816 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1817 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1818 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1819 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1820 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)); 1821 else
1813 else 1822 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; 1823 return;
1817 } 1824 }
1818 } 1825 }
1819 1826
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1827 if (cast_spell (op, item, dir, item->inv, NULL))
1828 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1829 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1830 if (item->type == WAND)
1831 {
1823 if (!(--item->stats.food)) { 1832 if (!(--item->stats.food))
1824 object *tmp; 1833 {
1825 if (item->arch) { 1834 object *tmp;
1835
1836 if (item->arch)
1837 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1838 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1839 item->face = item->arch->clone.face;
1828 item->speed = 0; 1840 item->speed = 0;
1829 update_ob_speed(item); 1841 update_ob_speed (item);
1830 } 1842 }
1831 if ((tmp=is_player_inv(item))) 1843 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1844 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1845 }
1834 } 1846 }
1835 else if (item->type == ROD || item->type==HORN) { 1847 else if (item->type == ROD || item->type == HORN)
1848 {
1836 drain_rod_charge(item); 1849 drain_rod_charge (item);
1837 } 1850 }
1838 } 1851 }
1839} 1852}
1840 1853
1841/* Received a fire command for the player - go and do it. 1854/* Received a fire command for the player - go and do it.
1842 */ 1855 */
1856void
1843void fire(object *op,int dir) { 1857fire (object *op, int dir)
1858{
1844 int spellcost=0; 1859 int spellcost = 0;
1845 1860
1846 /* check for loss of invisiblity/hide */ 1861 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1862 if (action_makes_visible (op))
1863 make_visible (op);
1848 1864
1849 switch(op->contr->shoottype) { 1865 switch (op->contr->shoottype)
1866 {
1850 case range_none: 1867 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; 1868 return;
1887 default: 1869
1870 case range_bow:
1871 player_fire_bow (op, dir);
1872 return;
1873
1874 case range_magic: /* Casting spells */
1875 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1876 return;
1877
1878 case range_misc:
1879 fire_misc_object (op, dir);
1880 return;
1881
1882 case range_golem: /* Control summoned monsters from scrolls */
1883 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1884 {
1885 op->contr->ranges[range_golem] = 0;
1886 op->contr->shoottype = range_none;
1887 }
1888 else
1889 control_golem (op->contr->ranges[range_golem], dir);
1890 return;
1891
1892 case range_skill:
1893 if (!op->chosen_skill)
1894 {
1895 if (op->type == PLAYER)
1896 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1897 return;
1898 }
1899 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1900 return;
1901 case range_builder:
1902 apply_map_builder (op, dir);
1903 return;
1904 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1905 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1906 return;
1890 } 1907 }
1891} 1908}
1892 1909
1893 1910
1894 1911
1901 * inv is the objects inventory to searched 1918 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1919 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1920 * This function can be called recursively to search containers.
1904 */ 1921 */
1905 1922
1923object *
1906object * find_key(object *pl, object *container, object *door) 1924find_key (object *pl, object *container, object *door)
1907{ 1925{
1908 object *tmp,*key; 1926 object *tmp, *key;
1909 1927
1910 /* Should not happen, but sanity checking is never bad */ 1928 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1929 if (container->inv == NULL)
1930 return NULL;
1912 1931
1913 /* First, lets try to find a key in the top level inventory */ 1932 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1934 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1935 if (door->type == DOOR && tmp->type == KEY)
1936 break;
1916 /* For sanity, we should really check door type, but other stuff 1937 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1938 * (like containers) can be locked with special keys
1918 */ 1939 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1940 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1941 break;
1921 } 1942 }
1922 /* No key found - lets search inventories now */ 1943 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1944 /* 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 1945 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1946 * a key, return
1926 */ 1947 */
1927 if (!tmp) { 1948 if (!tmp)
1949 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1950 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1951 {
1929 /* No reason to search empty containers */ 1952 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1953 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1954 {
1955 if ((key = find_key (pl, tmp, door)) != NULL)
1956 return key;
1957 }
1958 }
1959 if (!tmp)
1960 return NULL;
1932 } 1961 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1962 /* 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 1963 * see if we actually want to use it
1938 */ 1964 */
1939 if (pl!=container) { 1965 if (pl != container)
1966 {
1940 /* Only let players use keys in containers */ 1967 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1968 if (!pl->contr)
1969 return NULL;
1942 /* cases where this fails: 1970 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1971 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1972 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1973 * If the container is not active, return now since only active
1946 * containers can be used. 1974 * containers can be used.
1947 * If we only search keyrings and the container does not have 1975 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1976 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1977 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1978 * inv must have been an container and must have been active.
1951 * 1979 *
1952 * Change the color so that the message doesn't disappear with 1980 * Change the color so that the message doesn't disappear with
1953 * all the others. 1981 * all the others.
1954 */ 1982 */
1955 if (pl->contr->usekeys == key_inventory || 1983 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1984 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1985 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1986 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1987 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1988 "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; 1989 return NULL;
1964 } 1990 }
1965 } 1991 }
1966 return tmp; 1992 return tmp;
1967} 1993}
1968 1994
1969/* moved door processing out of move_player_attack. 1995/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1996 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1997 * such that the caller should not do anything more,
1972 * 0 otherwise 1998 * 0 otherwise
1973 */ 1999 */
2000static int
1974static int player_attack_door(object *op, object *door) 2001player_attack_door (object *op, object *door)
1975{ 2002{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2003 /* 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 - 2004 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2005 * otherwise, we fall through to the rest of the code.
1980 */ 2006 */
1981 object *key=find_key(op, op, door); 2007 object *key = find_key (op, op, door);
1982 2008
1983 /* IF we found a key, do some extra work */ 2009 /* IF we found a key, do some extra work */
1984 if (key) { 2010 if (key)
2011 {
1985 object *container=key->env; 2012 object *container = key->env;
1986 2013
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2014 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2015 if (action_makes_visible (op))
2016 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2017 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2018 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2019 if (door->type == DOOR)
2020 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2021 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2022 }
1993 else if(door->type==LOCKED_DOOR) { 2023 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2024 {
1995 "You open the door with the %s", query_short_name(key)); 2025 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 ;-) */ 2026 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2027 }
1998 /* Do this after we print the message */ 2028 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2029 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2030 /* Need to update the weight the container the key was in */
2001 if (container != op) 2031 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2032 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2033 return 1; /* Nothing more to do below */
2034 }
2004 } else if (door->type==LOCKED_DOOR) { 2035 else if (door->type == LOCKED_DOOR)
2036 {
2005 /* Might as well return now - no other way to open this */ 2037 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2038 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2039 return 1;
2008 } 2040 }
2009 return 0; 2041 return 0;
2010} 2042}
2011 2043
2012/* This function is just part of a breakup from move_player. 2044/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2045 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2046 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2047 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2048 * going to try and move (not fire weapons).
2017 */ 2049 */
2018 2050void
2019void move_player_attack(object *op, int dir) 2051move_player_attack (object *op, int dir)
2020{ 2052{
2021 object *tmp, *mon; 2053 object *tmp, *mon;
2022 sint16 nx, ny; 2054 sint16 nx, ny;
2023 int on_battleground; 2055 int on_battleground;
2024 mapstruct *m; 2056 maptile *m;
2025 2057
2026 nx=freearr_x[dir]+op->x; 2058 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2059 ny = freearr_y[dir] + op->y;
2028 2060
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2061 on_battleground = op_on_battleground (op, 0, 0);
2030 2062
2031 /* If braced, or can't move to the square, and it is not out of the 2063 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2064 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2065 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2066 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2067 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2068 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2069 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2070 * move_ob uses.
2039 */ 2071 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2072 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2073 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2074 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2075 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2076 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2077 if (!m)
2044 } 2078 return; /* Don't think this should happen */
2045 else m =op->map; 2079 }
2046 2080 else
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2081 m = op->map;
2082
2083 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2084 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2085 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2049 return; 2086 return;
2050 } 2087 }
2051 2088
2052 mon = NULL; 2089 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2090 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2091 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2092 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2093 * on the space
2057 */ 2094 */
2058 while (tmp!=NULL) { 2095 while (tmp)
2096 {
2059 if (tmp == op) { 2097 if (tmp == op)
2060 tmp=tmp->above; 2098 {
2061 continue; 2099 tmp = tmp->above;
2062 } 2100 continue;
2101 }
2102
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2103 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2104 {
2065 break; 2105 mon = tmp;
2066 } 2106 break;
2107 }
2108
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2109 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2110 mon = tmp;
2111
2069 tmp=tmp->above; 2112 tmp = tmp->above;
2070 } 2113 }
2071 2114
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2115 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2116 return; /* into a wall */
2074 2117
2075 if(mon->head != NULL) 2118 if (mon->head)
2076 mon = mon->head; 2119 mon = mon->head;
2077 2120
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2121 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2122 if (player_attack_door (op, mon))
2123 return;
2080 2124
2081 /* The following deals with possibly attacking peaceful 2125 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2126 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2127 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2128 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2129 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2130 * and thus will not push them.
2087 */ 2131 */
2088 2132
2089 /* If the creature is a pet, push it even if the player is not 2133 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2134 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2135 * player owns it and it is either friendly or unagressive.
2092 */ 2136 */
2093 if ((op->type==PLAYER) 2137 if ((op->type == PLAYER)
2094#if COZY_SERVER 2138#if COZY_SERVER
2095 && 2139 &&
2096 ( 2140 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2141 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2142#else
2102 && get_owner(mon)==op 2143 && mon->owner == op
2103#endif 2144#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2145 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2146 {
2106 /* If we're braced, we don't want to switch places with it */ 2147 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2148 if (op->contr->braced)
2149 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2150 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2151 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2152 if (op->contr->tmp_invis || op->hide)
2153 make_visible (op);
2111 return; 2154 return;
2112 } 2155 }
2113 2156
2114 /* in certain circumstances, you shouldn't attack friendly 2157 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2158 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2159 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2160 * attack them either.
2118 */ 2161 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2162 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2163 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2164#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2165 (op->contr->peaceful
2166 || (mon->type == PLAYER
2167 && mon->contr->
2168 peaceful)) &&
2124#else 2169#else
2125 op->contr->peaceful && 2170 op->contr->peaceful &&
2126#endif 2171#endif
2127 !on_battleground 2172 !on_battleground))
2173 {
2174 if (!op->contr->braced)
2128 )) { 2175 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2176 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2177 (void) push_ob (mon, dir, op);
2132 } else { 2178 }
2179 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2180 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2181
2182 if (op->contr->tmp_invis || op->hide)
2183 make_visible (op);
2184 }
2185
2138 /* If the object is a boulder or other rollable object, then 2186 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2187 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2188 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2189 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2190 {
2142 recursive_roll(mon,dir,op); 2191 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2192 if (action_makes_visible (op))
2144 } 2193 make_visible (op);
2194 }
2145 2195
2146 /* Any generic living creature. Including things like doors. 2196 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2197 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2198 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2199 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2200 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2201 */
2152 2202
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2203 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2204 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2205 {
2156 2206
2157 /* If the player hasn't hit something this tick, and does 2207 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2208 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2209 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2210 * incurred a 1 tick offset.
2161 */ 2211 */
2162 if (!op->contr->has_hit) { 2212 if (!op->contr->has_hit)
2213 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2214 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2215
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2216 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2217 }
2167 2218
2168 skill_attack(mon, op, 0, NULL, NULL); 2219 skill_attack (mon, op, 0, 0, 0);
2169 2220
2170 /* If attacking another player, that player gets automatic 2221 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2222 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2223 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2224 * the wiz.
2174 */ 2225 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2226 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2227 {
2177 short luck = mon->stats.luck; 2228 short luck = mon->stats.luck;
2229
2178 mon->contr->has_hit = 1; 2230 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2231 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2232 mon->stats.luck = luck;
2181 } 2233 }
2182 if(action_makes_visible(op)) make_visible(op); 2234
2183 } 2235 if (action_makes_visible (op))
2236 make_visible (op);
2237 }
2184 } /* if player should attack something */ 2238 } /* if player should attack something */
2185} 2239}
2186 2240
2241int
2187int move_player(object *op,int dir) { 2242move_player (object *op, int dir)
2243{
2188 int pick; 2244 int pick;
2189 2245
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2246 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 return 0; 2247 return 0;
2248
2249 /* Sanity check: make sure dir is valid */
2250 if ((dir < 0) || (dir >= 9))
2251 {
2252 LOG (llevError, "move_player: invalid direction %d\n", dir);
2253 return 0;
2254 }
2255
2256 /* peterm: added following line */
2257 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2258 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2259
2260 op->facing = dir;
2261
2262 if (op->hide)
2263 do_hidden_move (op);
2264
2265 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2266 /*nop */ ;
2267 else if (op->contr->fire_on)
2268 fire (op, dir);
2269 else
2270 {
2271 move_player_attack (op, dir);
2272 pick = check_pick (op);
2273 }
2274
2275 /* Add special check for newcs players and fire on - this way, the
2276 * server can handle repeat firing.
2277 */
2278 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2279 op->direction = dir;
2280 else
2281 op->direction = 0;
2282
2283 /* Update how the player looks. Use the facing, so direction may
2284 * get reset to zero. This allows for full animation capabilities
2285 * for players.
2286 */
2287 animate_object (op, op->facing);
2288 return 0;
2229} 2289}
2230 2290
2231/* This is similar to handle_player, below, but is only used by the 2291/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2292 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2293 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2294 * the new speed values for commands.
2235 * 2295 *
2236 * Returns true if there are more actions we can do. 2296 * Returns true if there are more actions we can do.
2237 */ 2297 */
2298int
2238int handle_newcs_player(object *op) 2299handle_newcs_player (object *op)
2239{ 2300{
2240 if (op->contr->hidden) { 2301 if (op->contr->hidden)
2302 {
2241 op->invisible = 1000; 2303 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2304 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2305 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2306 * alternate it here for it to work correctly.
2245 */ 2307 */
2246 if (pticks & 2) op->invisible--; 2308 if (pticks & 2)
2309 op->invisible--;
2247 } 2310 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2311 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2312 {
2249 op->invisible--; 2313 op->invisible--;
2250 if(!op->invisible) { 2314 if (!op->invisible)
2315 {
2251 make_visible(op); 2316 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2317 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2318 }
2254 } 2319 }
2255 2320
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2321 if (QUERY_FLAG (op, FLAG_SCARED))
2322 {
2257 flee_player(op); 2323 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2324 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2325 if (QUERY_FLAG (op, FLAG_SCARED))
2326 {
2260 op->speed_left--; 2327 op->speed_left--;
2261 return 0; 2328 return 0;
2262 } 2329 }
2263 } 2330 }
2264 2331
2265 /* I've been seeing crashes where the golem has been destroyed, but 2332 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2333 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2334 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2335 * put this in a a workaround to clean up the golem pointer.
2269 */ 2336 */
2270 if (op->contr->ranges[range_golem] && 2337 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2338 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2339
2277 /* call this here - we also will call this in do_ericserver, but 2340 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2341 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2342 * called, so we recheck it here.
2280 */ 2343 */
2281 HandleClient(&op->contr->socket, op->contr); 2344 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2345 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2283
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2285 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--;
2287
2288 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff.
2291 */
2292 move_player(op, op->direction);
2293 if (op->speed_left>0) return 1;
2294 else return 0;
2295 } 2346 ;
2347
2348 if (op->speed_left < 0)
2296 return 0; 2349 return 0;
2297}
2298 2350
2351 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2352 {
2353 /* All move commands take 1 tick, at least for now */
2354 op->speed_left--;
2355
2356 /* Instead of all the stuff below, let move_player take care
2357 * of it. Also, some of the skill stuff is only put in
2358 * there, as well as the confusion stuff.
2359 */
2360 move_player (op, op->direction);
2361 if (op->speed_left > 0)
2362 return 1;
2363 else
2364 return 0;
2365 }
2366
2367 return 0;
2368}
2369
2370int
2299int save_life(object *op) { 2371save_life (object *op)
2300 object *tmp; 2372{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2373 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op,
2309 "Your %s vibrates violently, then evaporates.",
2310 query_name(tmp));
2311 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count);
2313 remove_ob(tmp);
2314 free_object(tmp);
2315 CLEAR_FLAG(op, FLAG_LIFESAVE);
2316 if(op->stats.hp<0)
2317 op->stats.hp = op->stats.maxhp;
2318 if(op->stats.food<0)
2319 op->stats.food = 999;
2320 fix_player(op);
2321 return 1;
2322 }
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */
2326 return 0; 2374 return 0;
2375
2376 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2377 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2378 {
2379 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2380 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2381
2382 if (op->contr)
2383 esrv_del_item (op->contr, tmp->count);
2384
2385 tmp->destroy ();
2386 CLEAR_FLAG (op, FLAG_LIFESAVE);
2387
2388 if (op->stats.hp < 0)
2389 op->stats.hp = op->stats.maxhp;
2390
2391 if (op->stats.food < 0)
2392 op->stats.food = 999;
2393
2394 op->update_stats ();
2395 return 1;
2396 }
2397
2398 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400 enter_player_savebed (op); /* bring him home. */
2401 return 0;
2327} 2402}
2328 2403
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2404/* This goes throws the inventory and removes unpaid objects, and puts them
2330 * back in the map (location and map determined by values of env). This 2405 * back in the map (location and map determined by values of env). This
2331 * function will descend into containers. op is the object to start the search 2406 * function will descend into containers. op is the object to start the search
2332 * from. 2407 * from.
2333 */ 2408 */
2409void
2334void remove_unpaid_objects(object *op, object *env) 2410remove_unpaid_objects (object *op, object *env)
2335{ 2411{
2336 object *next; 2412 object *next;
2337 2413
2338 while (op) { 2414 while (op)
2415 {
2339 next=op->below; /* Make sure we have a good value, in case 2416 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2417 * we remove object 'op'
2341 */ 2418 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2419 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2420 {
2421 op->remove ();
2344 op->x = env->x; 2422 op->x = env->x;
2345 op->y = env->y; 2423 op->y = env->y;
2346 if (env->type == PLAYER) 2424 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2425 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2426 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2427 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2428 else if (op->inv)
2351 op=next; 2429 remove_unpaid_objects (op->inv, env);
2352 }
2353}
2354 2430
2431 op = next;
2432 }
2433}
2355 2434
2356/* 2435/*
2357 * Returns pointer a static string containing gravestone text 2436 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2437 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2438 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2439 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2440 * but there isn't one in the server directory.
2362 */ 2441 */
2442char *
2363char *gravestone_text (object *op) 2443gravestone_text (object *op)
2364{ 2444{
2365 static char buf2[MAX_BUF]; 2445 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2446 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2447 time_t now = time (NULL);
2368 2448
2369 strcpy (buf2, " R.I.P.\n\n"); 2449 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2450 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2451 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2452 else
2373 sprintf (buf, "%s\n", op->name); 2453 sprintf (buf, "%s\n", &op->name);
2454
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2455 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2456 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2458 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2459 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2460 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2461
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2463 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2464 if (op->type == PLAYER)
2465 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2466 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2467 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2468 strcat (buf2, buf);
2386 } 2469 }
2470
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2471 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2472 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2473 strcat (buf2, buf);
2474
2390 return buf2; 2475 return buf2;
2391} 2476}
2392 2477
2393 2478void
2394
2395void do_some_living(object *op) { 2479do_some_living (object *op)
2480{
2396 int last_food=op->stats.food; 2481 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2482 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2483 int over_hp, over_sp, over_grace;
2399 int i; 2484 int i;
2400 int rate_hp = 1200; 2485 int rate_hp = 1200;
2401 int rate_sp = 2500; 2486 int rate_sp = 2500;
2402 int rate_grace = 2000; 2487 int rate_grace = 2000;
2403 const int max_hp = 1; 2488 const int max_hp = 1;
2404 const int max_sp = 1; 2489 const int max_sp = 1;
2405 const int max_grace = 1; 2490 const int max_grace = 1;
2406 2491
2407 if (op->contr->outputs_sync) { 2492 if (op->contr->outputs_sync)
2493 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2494 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2495 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2496 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2497 }
2413 2498
2414 if(op->contr->state==ST_PLAYING) { 2499 if (op->contr->ns->state == ST_PLAYING)
2415 2500 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2501 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2502 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2503 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2504 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2505 else
2506 {
2421 gen_hp = op->stats.maxhp; 2507 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2508 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2509 }
2510
2424 if(op->contr->gen_sp >= 0 ) 2511 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2512 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2513 else
2514 {
2427 gen_sp = op->stats.maxsp; 2515 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2516 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2517 }
2518
2430 if(op->contr->gen_grace >= 0) 2519 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2520 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2521 else
2522 {
2433 gen_grace = op->stats.maxgrace; 2523 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2524 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2525 }
2436 2526
2437 /* Regenerate Spell Points */ 2527 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2528 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2529 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2530 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2440 if(op->stats.sp<op->stats.maxsp) { 2531 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2532 {
2533 op->stats.sp++;
2442 /* dms do not consume food */ 2534 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2535 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2536 {
2537 op->stats.food--;
2445 if(op->contr->digestion<0) 2538 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2539 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2540 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2541 op->stats.food = last_food;
2542 }
2543 }
2544
2545 if (max_sp > 1)
2546 {
2547 over_sp = (gen_sp + 10) / rate_sp;
2548 if (over_sp > 0)
2549 {
2550 if (op->stats.sp < op->stats.maxsp)
2551 {
2552 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2553
2554 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2555 op->stats.sp--;
2556
2557 if (op->stats.sp > op->stats.maxsp)
2558 op->stats.sp = op->stats.maxsp;
2559 }
2560 op->last_sp = 0;
2561 }
2562 else
2563 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2567 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2568
2471 /* Regenerate Grace */ 2569 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2570 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2571 if (--op->last_grace < 0)
2572 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2573 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2574 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2575
2576 if (max_grace > 1)
2577 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2578 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2579 if (over_grace > 0)
2479 op->stats.sp += over_grace 2580 {
2581 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2582 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2583 op->last_grace = 0;
2482 } else { 2584 }
2585 else
2586 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2587 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2588 }
2485 } else { 2589 }
2590 else
2591 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2592 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2593 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2594 /* wearing stuff doesn't detract from grace generation. */
2489 } 2595 }
2490 2596
2491 /* Regenerate Hit Points */ 2597 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2598 if (--op->last_heal < 0)
2599 {
2493 if(op->stats.hp<op->stats.maxhp) { 2600 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2601 {
2602 op->stats.hp++;
2495 /* dms do not consume food */ 2603 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2604 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2605 {
2606 op->stats.food--;
2498 if(op->contr->digestion<0) 2607 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2608 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2609 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 op->stats.food=last_food; 2610 op->stats.food = last_food;
2611 }
2612 }
2613
2614 if (max_hp > 1)
2615 {
2616 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2617 if (over_hp > 0)
2618 {
2619 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2620 op->last_heal = 0;
2621 }
2622 else
2623 {
2624 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2625 }
2626 }
2627 else
2628 {
2629 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2630 }
2503 } 2631 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2632
2519 /* Digestion */ 2633 /* Digestion */
2520 if(--op->last_eat<0) { 2634 if (--op->last_eat < 0)
2635 {
2521#ifdef COZY_SERVER 2636#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2637 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2638 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2639#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2640 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2641#endif
2529 2642
2530 if(op->contr->gen_hp > 0) 2643 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2644 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2645 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2646 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2647
2534 /* dms do not consume food */ 2648 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2649 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2650 op->stats.food--;
2537 } 2651 }
2538 2652
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2653 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2654 {
2655 object *tmp, *flesh = 0;
2541 2656
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2657 for (tmp = op->inv; tmp; tmp = tmp->below)
2658 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2659 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2660 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2661 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2662 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2663 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2664 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2665 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2666 break;
2549 } 2667 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2668 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2669 flesh = tmp;
2552 } /* end of for loop */ 2670 } /* End if paid for object */
2671 } /* end of for loop */
2672
2553 /* If player is still starving, it means they don't have any food, so 2673 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2674 * eat flesh instead.
2555 */ 2675 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2676 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2677 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2679 manual_apply (op, flesh, 0);
2559 } 2680 }
2560 } /* end if player is starving */ 2681 }
2561 2682
2562 while(op->stats.food<0&&op->stats.hp>0) 2683 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2684 op->stats.food++, op->stats.hp--;
2564 2685
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2686 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2687 kill_player (op);
2688 }
2567} 2689}
2568
2569
2570 2690
2571/* If the player should die (lack of hp, food, etc), we call this. 2691/* If the player should die (lack of hp, food, etc), we call this.
2572 * op is the player in jeopardy. If the player can not be saved (not 2692 * op is the player in jeopardy. If the player can not be saved (not
2573 * permadeath, no lifesave), this will take care of removing the player 2693 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2694 * file.
2575 */ 2695 */
2696void
2576void kill_player(object *op) 2697kill_player (object *op)
2577{ 2698{
2578 char buf[MAX_BUF]; 2699 char buf[MAX_BUF];
2579 int x,y,i; 2700 int x, y;
2701
2702 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2703 maptile *map; /* this is for resurrection */
2704
2581 int z; 2705 /* int z;
2582 int num_stats_lose; 2706 int num_stats_lose;
2583 int lost_a_stat; 2707 int lost_a_stat;
2584 int lose_this_stat; 2708 int lose_this_stat;
2585 int this_stat; 2709 int this_stat; */
2586 int will_kill_again; 2710 int will_kill_again;
2587 archetype *at; 2711 archetype *at;
2588 object *tmp; 2712 object *tmp;
2589 2713
2590 if(save_life(op)) 2714 if (save_life (op))
2591 return; 2715 return;
2592 2716
2593 2717
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2718 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2595 * in cities ONLY!!! It is very important that this doesn't get abused. 2719 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2720 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2721 */
2598 if (op_on_battleground(op, &x, &y)) { 2722 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2723 {
2600 "You have been defeated in combat!"); 2724 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2725 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2726
2603
2604 /* restore player */ 2727 /* restore player */
2605 at = find_archetype("poisoning"); 2728 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2729 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2730 if (tmp)
2608 remove_ob(tmp); 2731 {
2609 free_object(tmp); 2732 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2733 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2734 }
2612 2735
2613 at = find_archetype("confusion"); 2736 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2737 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2738 if (tmp)
2616 remove_ob(tmp); 2739 {
2617 free_object(tmp); 2740 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2741 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2742 }
2620 2743
2621 cure_disease(op,0); /* remove any disease */ 2744 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2745 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2746 if (op->stats.food <= 0)
2624 2747 op->stats.food = 999;
2748
2625 /* create a bodypart-trophy to make the winner happy */ 2749 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2750 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2751 if (tmp != NULL)
2628 { 2752 {
2629 sprintf(buf,"%s's finger",op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2754 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2758 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2761 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2762 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2763 }
2764
2642 /* teleport defeated player to new destination*/ 2765 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2766 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2767 op->contr->braced = 0;
2645 return; 2768 return;
2646 } 2769 }
2647 2770
2648 INVOKE_PLAYER (DEATH, op->contr); 2771 INVOKE_PLAYER (DEATH, op->contr);
2649 2772
2650 command_kill_pets (op, 0); 2773 command_kill_pets (op, 0);
2651 2774
2652 if(op->stats.food<0) { 2775 if (op->stats.food < 0)
2776 {
2653 if (op->contr->explore) { 2777 if (op->contr->explore)
2778 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2779 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2780 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2781 op->stats.food = 999;
2657 return; 2782 return;
2658 } 2783 }
2659 sprintf(buf,"%s starved to death.",op->name); 2784 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2785 strcpy (op->contr->killer, "starvation");
2786 }
2787 else
2661 } 2788 {
2662 else {
2663 if (op->contr->explore) { 2789 if (op->contr->explore)
2790 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2791 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2792 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2793 op->stats.hp = op->stats.maxhp;
2667 return; 2794 return;
2668 } 2795 }
2669 sprintf(buf,"%s died.",op->name); 2796 sprintf (buf, "%s died.", &op->name);
2670 } 2797 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2799
2673 /* save the map location for corpse, gravestone*/ 2800 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2801 x = op->x;
2802 y = op->y;
2803 map = op->map;
2675 2804
2676 2805
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2806 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2807 * life if they are dead - it takes some exp and a random stat.
2680 * See the config.h file for a little more in depth detail about this. 2808 * See the config.h file for a little more in depth detail about this.
2681 */ 2809 */
2682 2810
2683 /* Basically two ways to go - remove a stat permanently, or just 2811 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2812 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2813 * of death.
2686 */ 2814 */
2687#ifndef COZY_SERVER 2815#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2816 if (settings.balanced_stat_loss)
2817 {
2689 /* If stat loss is permanent, lose one stat only. */ 2818 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2819 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2820 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2821 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2822 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2823 little bit harder. */
2695 /* GD */ 2824 /* GD */
2696 if (settings.stat_loss_on_death) 2825 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2826 num_stats_lose = 1;
2698 else 2827 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2828 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2829 }
2830 else
2831 {
2701 num_stats_lose = 1; 2832 num_stats_lose = 1;
2702 } 2833 }
2703 lost_a_stat = 0; 2834 lost_a_stat = 0;
2704 2835
2705 for (z=0; z<num_stats_lose; z++) { 2836 for (z = 0; z < num_stats_lose; z++)
2837 {
2706 i = RANDOM() % NUM_STATS; 2838 i = RANDOM () % NUM_STATS;
2707 2839
2708 if (settings.stat_loss_on_death) { 2840 if (settings.stat_loss_on_death)
2841 {
2709 /* Pick a random stat and take a point off it. Tell the player 2842 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2843 * what he lost.
2711 */ 2844 */
2712 change_attr_value(&(op->stats), i,-1); 2845 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2846 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2847 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2848 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2850 lost_a_stat = 1;
2718 } else { 2851 }
2852 else
2853 {
2719 /* deplete a stat */ 2854 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2855 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2856 object *dep;
2857
2858 dep = present_arch_in_ob (deparch, op);
2859 if (!dep)
2722 2860 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2861 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2862 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2863 }
2756 if (lose_this_stat) { 2864 lose_this_stat = 1;
2865 if (settings.balanced_stat_loss)
2866 {
2867 /* GD */
2868 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2869 this_stat = get_attr_value (&(dep->stats), i);
2870 if (this_stat < 0)
2871 {
2872 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2873 int keep_chance = this_stat * this_stat;
2874
2875 /* Yes, I am paranoid. Sue me. */
2876 if (keep_chance < 1)
2877 keep_chance = 1;
2878
2879 /* There is a maximum depletion total per level. */
2880 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2881 {
2882 lose_this_stat = 0;
2883 /* Take loss chance vs keep chance to see if we
2884 retain the stat. */
2885 }
2886 else
2887 {
2888 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2889 lose_this_stat = 0;
2890 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2891 this_stat, keep_chance, loss_chance,
2892 lose_this_stat?"LOSE":"KEEP"); */
2893 }
2894 }
2895 }
2896
2897 if (lose_this_stat)
2898 {
2899 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2900 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2901 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2902 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2903 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2904 * difference.
2763 */ 2905 */
2764 if (this_stat>=-50) { 2906 if (this_stat >= -50)
2907 {
2765 change_attr_value(&(dep->stats), i, -1); 2908 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2909 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2910 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2911 op->update_stats ();
2769 lost_a_stat = 1; 2912 lost_a_stat = 1;
2770 } 2913 }
2771 } 2914 }
2915 }
2772 } 2916 }
2773 }
2774 /* If no stat lost, tell the player. */ 2917 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2918 if (!lost_a_stat)
2776 { 2919 {
2777 /* determine_god() seems to not work sometimes... why is this? 2920 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2921 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2922 const char *god = determine_god (op);
2923
2780 if (god && (strcmp(god, "none"))) 2924 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2925 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2926 else
2783 " you.", god); 2927 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 2928 }
2929#else
2930 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2931#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2932
2792 /* Put a gravestone up where the character 'almost' died. List the 2933 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2934 * exp loss on the stone.
2794 */ 2935 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2936 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2937 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2938 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2939 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2940 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2941 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);
2801 "who was killed\n" 2942 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2943 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2944 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2945
2809 /**************************************/ 2946 /**************************************/
2810 /* */ 2947 /* */
2811 /* Subtract the experience points, */ 2948 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2949 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2950 /* food, and reset HP's... */
2814 /* */ 2951 /* */
2815 /**************************************/ 2952 /**************************************/
2816 2953
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2954 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2955 /* restore player */
2819 at = find_archetype("poisoning"); 2956 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2957 tmp = present_arch_in_ob (at, op);
2958
2821 if (tmp) { 2959 if (tmp)
2822 remove_ob(tmp); 2960 {
2823 free_object(tmp); 2961 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2962 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2963 }
2826 2964
2827 at = find_archetype("confusion"); 2965 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2966 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2967 if (tmp)
2830 remove_ob(tmp); 2968 {
2831 free_object(tmp); 2969 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2970 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2971 }
2972
2834 cure_disease(op,0); /* remove any disease */ 2973 cure_disease (op, 0); /* remove any disease */
2835 2974
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2975 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2976 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2977 if (op->stats.food < 100)
2978 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2979 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2980 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2981 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2982
2843 /* 2983 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2984 * Check to see if the player is in a shop. IF so, then check to see if
2845 * the player has any unpaid items. If so, remove them and put them back 2985 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2986 * in the map.
2847 */ 2987 */
2848 2988
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2989 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2990 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2991
2857 /****************************************/ 2992 /****************************************/
2858 /* */ 2993 /* */
2859 /* Move player to his current respawn- */ 2994 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2995 /* position (usually last savebed) */
2861 /* */ 2996 /* */
2862 /****************************************/ 2997 /****************************************/
2863 2998
2864 enter_player_savebed(op); 2999 enter_player_savebed (op);
2865 3000
2866 /* Save the player before inserting the force to reduce 3001 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3002 * chance of abuse.
2868 */ 3003 */
2869 op->contr->braced=0; 3004 op->contr->braced = 0;
2870 save_player(op,1); 3005 op->contr->save ();
2871 3006
2872 /* it is possible that the player has blown something up 3007 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3008 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3009 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3010 * on the space that might harm the player.
2876 */ 3011 */
2877 will_kill_again=0; 3012 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3013 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3014 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3015 will_kill_again |= tmp->attacktype;
2881 } 3016
2882 if (will_kill_again) { 3017 if (will_kill_again)
3018 {
2883 object *force; 3019 object *force;
2884 int at; 3020 int at;
2885 3021
2886 force=get_archetype(FORCE_NAME); 3022 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3023 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3024 force->speed = 0.1;
2889 force->speed_left=-5.0; 3025 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3026 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3027 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3028 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3029 force->resist[at] = 100;
2894 } 3030
2895 insert_ob_in_ob(force, op); 3031 insert_ob_in_ob (force, op);
2896 fix_player(op); 3032 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3033
3034 }
3035
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3036 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 3037}
2972 3038
2973 3039void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3040loot_object (object *op)
3041{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3042 object *tmp, *tmp2, *next;
2976 3043
3044 if (op->container)
2977 if (op->container) { /* close open sack first */ 3045 esrv_apply_container (op, op->container); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 3046
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3047 for (tmp = op->inv; tmp; tmp = next)
3048 {
2982 next=tmp->below; 3049 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3050
2984 remove_ob(tmp); 3051 if (tmp->invisible)
3052 continue;
3053
3054 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3055 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3056 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3057 { /* empty container to ground */
2988 } 3058 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3059 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3060 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3061 {
2991 if(tmp->nrof>1) { 3062 if (tmp->nrof > 1)
3063 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3064 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3065 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3066 insert_ob_in_map (tmp, op->map, NULL, 0);
3067 }
3068 else
3069 tmp->destroy ();
3070 }
2995 } else 3071 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3072 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3073 }
3000} 3074}
3001 3075
3002/* 3076/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3077 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3078 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3079 * was changed.
3006 */ 3080 */
3007 3081
3082void
3008void fix_weight(void) { 3083fix_weight (void)
3009 player *pl; 3084{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3085 for_all_players (pl)
3086 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3087 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3088
3012 if(old == sum) 3089 if (old == sum)
3013 continue; 3090 continue;
3014 fix_player(pl->ob); 3091 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3092 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3093 }
3018} 3094}
3019 3095
3096void
3020void fix_luck(void) { 3097fix_luck (void)
3021 player *pl; 3098{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3099 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3100 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3101 pl->ob->change_luck (0);
3025} 3102}
3026
3027 3103
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3104/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3105 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3106 * just treat this as any other spell casting object.
3031 */ 3107 */
3032
3033void 3108void
3034cast_dust (object * op, object * throw_ob, int dir) 3109cast_dust (object *op, object *throw_ob, int dir)
3035{ 3110{
3036 object *skop, *spob; 3111 object *skop, *spob;
3037 3112
3038 skop = find_skill_by_name (op, throw_ob->skill); 3113 skop = find_skill_by_name (op, throw_ob->skill);
3039 3114
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3115 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3116 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3117 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3118 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3119 return;
3046 } 3120 }
3047 3121
3048 spob = throw_ob->inv; 3122 spob = throw_ob->inv;
3049 3123
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3124 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3051 // not pass NULL to cast_spell (which did indeed check itself, but 3125 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3126 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3127 if (!spob)
3054 { 3128 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3129 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 throw_ob->name, op->name);
3057 return; 3130 return;
3058 } 3131 }
3059 3132
3060 if (op->type == PLAYER) 3133 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3134 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3135
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3136 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3137
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3138 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3139}
3069 3140
3141void
3070void make_visible (object *op) { 3142make_visible (object *op)
3143{
3071 op->hide = 0; 3144 op->hide = 0;
3072 op->invisible = 0; 3145 op->invisible = 0;
3073 if(op->type==PLAYER) { 3146 if (op->type == PLAYER)
3147 {
3074 op->contr->tmp_invis = 0; 3148 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3149 op->contr->invis_race = 0;
3076 } 3150 }
3077 update_object(op,UP_OBJ_FACE); 3151 update_object (op, UP_OBJ_FACE);
3078} 3152}
3079 3153
3154int
3080int is_true_undead(object *op) { 3155is_true_undead (object *op)
3156{
3081 object *tmp=NULL; 3157 object *tmp = NULL;
3082 3158
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3159 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3160 return 1;
3084 3161
3085 if(op->type==PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3089 return 0; 3162 return 0;
3090} 3163}
3091 3164
3092/* look at the surrounding terrain to determine 3165/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3166 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3167 * indicate greater hideability.
3095 */ 3168 */
3096 3169
3170int
3097int hideability(object *ob) { 3171hideability (object *ob)
3172{
3098 int i,level=0, mflag; 3173 int i, level = 0, mflag;
3099 sint16 x,y; 3174 sint16 x, y;
3100 3175
3101 if(!ob||!ob->map) return 0; 3176 if (!ob || !ob->map)
3177 return 0;
3102 3178
3103 /* so, on normal lighted maps, its hard to hide */ 3179 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3180 level = ob->map->darkness - 2;
3105 3181
3106 /* this also picks up whether the object is glowing. 3182 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3183 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3184 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3185 if (has_carried_lights (ob))
3186 level = -(10 + (2 * ob->map->darkness));
3110 3187
3111 /* scan through all nearby squares for terrain to hide in */ 3188 /* scan through all nearby squares for terrain to hide in */
3112 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3189 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3190 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3191 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3192 if (mflag & P_OUT_OF_MAP)
3193 {
3194 continue;
3195 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3196 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3197 level += 2;
3117 else /* open terrain! */ 3198 else /* open terrain! */
3118 level -= 1; 3199 level -= 1;
3119 } 3200 }
3120 3201
3121#if 0 3202#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3203 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3204#endif
3124 return level; 3205 return level;
3125} 3206}
3126 3207
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3208/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3209 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3210 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3211 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3212 */
3132 3213
3214void
3133void do_hidden_move (object *op) { 3215do_hidden_move (object *op)
3216{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3217 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3218 object *skop;
3136 3219
3137 if(!op || !op->map) return; 3220 if (!op || !op->map)
3221 return;
3138 3222
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3223 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3224
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3225 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3226 if (op->type == PLAYER && op->contr->run_on)
3227 {
3143 if(!skop || num >= skop->level) { 3228 if (!skop || num >= skop->level)
3229 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3230 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3231 make_visible (op);
3146 return; 3232 return;
3147 } else num += 20; 3233 }
3234 else
3235 num += 20;
3148 } 3236 }
3149 num += op->map->difficulty; 3237 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3238 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3239 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3240 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3241 {
3153 make_visible(op); 3242 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3243 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3244 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3245 }
3157 else if (op->type == PLAYER && skop) { 3246 else if (op->type == PLAYER && skop)
3247 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3248 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3249 }
3160} 3250}
3161 3251
3162/* determine if who is standing near a hostile creature. */ 3252/* determine if who is standing near a hostile creature. */
3163 3253
3254int
3164int stand_near_hostile( object *who ) { 3255stand_near_hostile (object *who)
3256{
3165 object *tmp=NULL; 3257 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3258 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3259 maptile *m;
3168 sint16 x,y; 3260 sint16 x, y;
3169 3261
3170 if(!who) return 0; 3262 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3263 return 0;
3264
3265 if (who->type == PLAYER)
3266 player = 1;
3267
3268 else
3269 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3270
3271 /* search adjacent squares */
3272 for (i = 1; i < 9; i++)
3273 {
3274 x = who->x + freearr_x[i];
3275 y = who->y + freearr_y[i];
3276 m = who->map;
3277 mflags = get_map_flags (m, &m, x, y, &x, &y);
3278 /* space must be blocked if there is a monster. If not
3279 * blocked, don't need to check this space.
3280 */
3281 if (mflags & P_OUT_OF_MAP)
3282 continue;
3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284 continue;
3285
3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 {
3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3289 return 1;
3290 else if (tmp->type == PLAYER)
3291 {
3292 /*don't let a hidden DM prevent you from hiding */
3293 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 return 1;
3295 }
3296 }
3297 }
3298 return 0;
3200} 3299}
3201 3300
3202/* check the player los field for viewability of the 3301/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3302 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3303 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3310 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3311 * -b.t.
3213 * This function is now map tiling safe. 3312 * This function is now map tiling safe.
3214 */ 3313 */
3215 3314
3315int
3216int player_can_view (object *pl,object *op) { 3316player_can_view (object *pl, object *op)
3317{
3217 rv_vector rv; 3318 rv_vector rv;
3218 int dx,dy; 3319 int dx, dy;
3219 3320
3220 if(pl->type!=PLAYER) { 3321 if (pl->type != PLAYER)
3322 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3323 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3324 return -1;
3247 op = op->more;
3248 } 3325 }
3326 if (!pl || !op)
3249 return 0; 3327 return 0;
3328
3329 if (op->head)
3330 {
3331 op = op->head;
3332 }
3333 get_rangevector (pl, op, &rv, 0x1);
3334
3335 /* starting with the 'head' part, lets loop
3336 * through the object and find if it has any
3337 * part that is in the los array but isnt on
3338 * a blocked los square.
3339 * we use the archetype to figure out offsets.
3340 */
3341 while (op)
3342 {
3343 dx = rv.distance_x + op->arch->clone.x;
3344 dy = rv.distance_y + op->arch->clone.y;
3345
3346 /* only the viewable area the player sees is updated by LOS
3347 * code, so we need to restrict ourselves to that range of values
3348 * for any meaningful values.
3349 */
3350 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3351 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3352 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3353 return 1;
3354 op = op->more;
3355 }
3356 return 0;
3250} 3357}
3251 3358
3252/* routine for both players and monsters. We call this when 3359/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3360 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3361 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3362 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3363 * return 0.
3257 */ 3364 */
3365int
3258int action_makes_visible (object *op) { 3366action_makes_visible (object *op)
3367{
3259 3368
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3369 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3370 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3371 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3372 return 0;
3263 3373
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3374 if (op->contr && op->contr->tmp_invis == 0)
3375 return 0;
3265 3376
3266 /* If monsters, they should become visible */ 3377 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3378 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3379 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3380 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3381 return 1;
3270 } 3382 }
3271 } 3383 }
3272 return 0; 3384 return 0;
3273} 3385}
3274 3386
3275/* op_on_battleground - checks if the given object op (usually 3387/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3388 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3389 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3390 * -exit-coord. (and if x, y not NULL)
3279 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3391 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3280 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3392 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3281 * Default is to do the same as before, so only people wanting to have different points need worry about this 3393 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3394 */
3395int
3283int op_on_battleground (object *op, int *x, int *y) { 3396op_on_battleground (object *op, int *x, int *y)
3397{
3284 object *tmp; 3398 object *tmp;
3285 3399
3286 /* A battleground-tile needs the following attributes to be valid: 3400 /* A battleground-tile needs the following attributes to be valid:
3287 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3401 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3402 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3403 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3404 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3405 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3406 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3407 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3408 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3409 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3410 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3411 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3412 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3413 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3414 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3415 {
3299 object *invtmp; 3416 object *invtmp;
3417
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3418 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3419 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3420 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3421 {
3422 if (x != NULL && y != NULL)
3423 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3424 return 1;
3425 }
3426 }
3427 }
3303 if (x != NULL && y != NULL) 3428 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3429 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3430 return 1;
3306 } 3431 }
3307 } 3432 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3433 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3434 /* If we got here, did not find a battleground */
3316 return 0; 3435 return 0;
3317} 3436}
3318 3437
3319/* 3438/*
3323 * attributes: 3442 * attributes:
3324 * object *who the dragon player 3443 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3444 * int atnr the attack-number of the ability focus
3326 * int level ability level 3445 * int level ability level
3327 */ 3446 */
3447void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3448dragon_ability_gain (object *who, int atnr, int level)
3449{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3450 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3451 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3452 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3453 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3454 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3455 int i = 0, j = 0;
3335 3456
3336 /* get the appropriate treasurelist */ 3457 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3458 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3459 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3460 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3461 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3462 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3463 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3464 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3465 trlist = find_treasurelist ("dragon_ability_poison");
3345 3466
3346 if (trlist == NULL || who->type != PLAYER) 3467 if (trlist == NULL || who->type != PLAYER)
3347 return; 3468 return;
3348 3469
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3470 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3471
3351
3352 if (tr == NULL || tr->item == NULL) { 3472 if (tr == NULL || tr->item == NULL)
3473 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3474 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3475 return;
3355 } 3476 }
3356 3477
3357 /* everything seems okay - now bring on the gift: */ 3478 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3479 item = &(tr->item->clone);
3359 3480
3360 if (item->type == SPELL) { 3481 if (item->type == SPELL)
3482 {
3361 if (check_spell_known (who, item->name)) 3483 if (check_spell_known (who, item->name))
3362 return; 3484 return;
3363 3485
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3486 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3487 do_learn_spell (who, item, 0);
3366 return; 3488 return;
3367 } 3489 }
3368 3490
3369 /* grant direct spell */ 3491 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3492 if (item->type == SPELLBOOK)
3493 {
3371 if (!item->inv) { 3494 if (!item->inv)
3495 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3496 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3497 return;
3375 } 3498 }
3376 if (check_spell_known (who, item->inv->name)) 3499 if (check_spell_known (who, item->inv->name))
3377 return; 3500 return;
3378 if (item->invisible) { 3501 if (item->invisible)
3502 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3503 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3380 do_learn_spell (who, item->inv, 0); 3504 do_learn_spell (who, item->inv, 0);
3381 return; 3505 return;
3382 } 3506 }
3383 } 3507 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3508 else if (item->type == SKILL_TOOL && item->invisible)
3509 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3510 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3511 {
3386 3512
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3513 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * in this way, if the player is missing any of the attacktypes, he gets 3514 * in this way, if the player is missing any of the attacktypes, he gets
3389 * them. As it is now, if the player has any that match the granted skill, 3515 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3516 * but not all of them, he gets nothing.
3391 */ 3517 */
3392 if (!(skop->attacktype & item->attacktype)) { 3518 if (!(skop->attacktype & item->attacktype))
3519 {
3393 /* Give new attacktype */ 3520 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3521 skop->attacktype |= item->attacktype;
3395 3522
3396 /* always add physical if there's none */ 3523 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3524 skop->attacktype |= AT_PHYSICAL;
3398 3525
3399 if (item->msg != NULL) 3526 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3527 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3528
3402 /* Give player new face */ 3529 /* Give player new face */
3403 if (item->animation_id) { 3530 if (item->animation_id)
3531 {
3404 who->face = skop->face; 3532 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3533 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3534 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3535 who->last_anim = 0;
3408 who->state = 0; 3536 who->state = 0;
3409 animate_object(who, who->direction); 3537 animate_object (who, who->direction);
3410 } 3538 }
3539 }
3540 }
3411 } 3541 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3542 else if (item->type == FORCE)
3543 {
3415 /* forces in the treasurelist can alter the player's stats */ 3544 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3545 object *skin;
3546
3417 /* first get the dragon skin force */ 3547 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3548 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3549 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3550 ;
3421 3551
3552 if (!skin)
3553 return;
3554
3422 /* adding new spellpath attunements */ 3555 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3556 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3557 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3558 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3559
3426 /* print message */ 3560 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3561 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3562 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3563 {
3430 if (j) 3564 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3565 {
3432 else 3566 if (j)
3433 j = 1; 3567 strcat (buf, " and ");
3568 else
3569 j = 1;
3434 strcat(buf, spellpathnames[i]); 3570 strcat (buf, spellpathnames[i]);
3435 } 3571 }
3436 } 3572 }
3437 strcat(buf,"."); 3573 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3574 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3575 }
3440 3576
3441 /* evtl. adding flags: */ 3577 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3578 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3579 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3580 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3581 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3582 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3583 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3584
3449 /* print message if there is one */ 3585 /* print message if there is one */
3450 if (item->msg != NULL) 3586 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3587 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3588 }
3589 else
3452 } 3590 {
3453 else {
3454 /* generate misc. treasure */ 3591 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3592 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3593 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3457 tmp = insert_ob_in_ob (tmp, who); 3594 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3595 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3596 esrv_send_item (who, tmp);
3460 } 3597 }
3461} 3598}
3462 3599
3463/** 3600/**
3464 * Unready an object for a player. This function does nothing if the object was 3601 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3602 * not readied.
3466 */ 3603 */
3604void
3467void player_unready_range_ob(player *pl, object *ob) { 3605player_unready_range_ob (player *pl, object *ob)
3606{
3468 rangetype i; 3607 rangetype i;
3469 3608
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3609 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3610 {
3471 if (pl->ranges[i] == ob) { 3611 if (pl->ranges[i] == ob)
3612 {
3472 pl->ranges[i] = NULL; 3613 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3614 if (pl->shoottype == i)
3615 {
3474 pl->shoottype = range_none; 3616 pl->shoottype = range_none;
3475 } 3617 }
3476 } 3618 }
3477 } 3619 }
3478} 3620}

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