ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.66 by root, Tue Dec 26 04:36:17 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 save (false);
322 enable_save = false;
323
324 disconnect ();
325
326 terminate_all_pets (ob);
327
328 if (first_player != this)
329 {
330 player *prev = first_player;
331
332 while (prev && prev->next && prev->next != this)
333 prev = prev->next;
334
335 if (prev->next != this)
336 {
337 LOG (llevError, "Free_player: Can't find previous player.\n");
338 abort ();
339 }
340
341 prev->next = next;
342 }
343 else
344 first_player = next;
345
346 if (ob)
347 {
348 ob->destroy_inv (false);
349 ob->destroy (true);
350 }
351
352 if (ns)
353 {
354 client *ns = this->ns;
355 ns->send_packet ("goodbye");
356 ns->flush ();
357 ns->pl = 0;
358 this->ns = 0;
359 ns->destroy ();
360 }
361}
362
363player::~player ()
364{
365 /* Clear item stack */
366 free (stack_items);
367}
368
311/* Tries to add player on the connection passwd in ns. 369/* 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 370 * All we can really get in this is some settings like host and display
313 * mode. 371 * mode.
314 */ 372 */
373player *
374player::create ()
375{
376 player *pl = new player;
315 377
316int add_player(NewSocket *ns) { 378 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 379
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; 380 return pl;
339} 381}
340 382
341/* 383/*
342 * get_player_archetype() return next player archetype from archetype 384 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 385 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 386 * Note: there MUST be at least one player archetype!
345 */ 387 */
388archetype *
346archetype *get_player_archetype(archetype* at) 389get_player_archetype (archetype *at)
347{ 390{
348 archetype *start = at; 391 archetype *start = at;
392
349 for (;;) { 393 for (;;)
394 {
350 if (at==NULL || at->next==NULL) 395 if (at == NULL || at->next == NULL)
351 at=first_archetype; 396 at = first_archetype;
352 else 397 else
353 at=at->next; 398 at = at->next;
399
354 if(at->clone.type==PLAYER) 400 if (at->clone.type == PLAYER)
355 return at; 401 return at;
402
356 if (at == start) { 403 if (at == start)
404 {
357 LOG (llevError, "No Player archetypes\n"); 405 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 406 exit (-1);
359 } 407 }
360 } 408 }
361} 409}
362 410
363 411object *
364object *get_nearest_player(object *mon) { 412get_nearest_player (object *mon)
413{
365 object *op = NULL; 414 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 415 objectlink *ol;
368 unsigned lastdist; 416 unsigned lastdist;
369 rv_vector rv; 417 rv_vector rv;
370 418
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 419 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
420 {
372 /* We should not find free objects on this friendly list, but it 421 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 422 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 423 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 424 * list is also free, so encapsulate this in a while loop.
376 */ 425 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 426 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
427 {
378 object *tmp=ol->ob; 428 object *tmp = ol->ob;
379 429
380 /* Can't do much more other than log the fact, because the object 430 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 431 * itself will have been cleared.
382 */ 432 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 433 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 434 ol = ol->next;
385 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
386 if (!ol) return op; 436 if (!ol)
387 } 437 return op;
438 }
388 439
389 /* Remove special check for player from this. First, it looks to cause 440 /* 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 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 442 * 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 443 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
395 */ 446 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 448 continue;
398 449
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) { 450 if (lastdist > rv.distance)
408 op=pl->ob; 451 {
452 op = ol->ob;
409 lastdist=rv.distance; 453 lastdist = rv.distance;
454 }
410 } 455 }
411 } 456
412 } 457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
413#if 0 465#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 467#endif
416 return op; 468 return op;
417} 469}
418 470
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* 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 472 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 489 * is probably not a good thing.
438 */ 490 */
439#define MAX_SPACES 50 491#define MAX_SPACES 50
440
441 492
442/* 493/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * 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. 509 * 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, 510 * 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 511 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 512 * is blocking itself.
462 */ 513 */
514int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
464 rv_vector rv; 517 rv_vector rv;
465 sint16 x,y; 518 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
468 521
469 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
470 523
471 if (rv.distance<mindiff) return 0; 524 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; 525 return 0;
724}
725 526
726void confirm_password(object *op) { 527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
533 /* If we can't solve it within the search distance, return now. */
534 if (diff > max)
535 return 0;
536 while (diff > 1 && max > 0)
537 {
538 lastx = x;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
727 543
728 op->contr->write_buf[0]='\0'; 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 545 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}
732 546
547 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
551 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before.
553 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
555 if (rv.direction != dir)
556 {
557 /* OK - says direction should be different - lets reset the
558 * the values so it will try again.
559 */
560 x = lastx;
561 y = lasty;
562 m = lastmap;
563 dir = firstdir = rv.direction;
564 }
565 else
566 {
567 /* direct path is blocked - try taking a side step to
568 * either the left or right.
569 * Note increase the values in the loop below to be
570 * more than -1/1 respectively will mean the monster takes
571 * bigger detour. Have to be careful about these values getting
572 * too big (3 or maybe 4 or higher) as the monster may just try
573 * stepping back and forth
574 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
578 continue; /* already did this, so skip it */
579 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in
581 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance,
584 * gets blocked, finds that it should move north,
585 * can't do that, but now finds it can move east, and
586 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully
588 * moved.
589 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap;
594 mflags = get_map_flags (m, &m, x, y, &x, &y);
595 if (mflags & P_OUT_OF_MAP)
596 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
600 if (mflags & P_BLOCKSVIEW)
601 continue;
602
603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
605 }
606 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path.
608 */
609 if (i == (DETOUR_AMOUNT + 1))
610 return 0;
611 diff--;
612 lastdir = dir;
613 max--;
614 if (!firstdir)
615 firstdir = dir + i;
616 } /* else check alternate directions */
617 } /* if blocked */
618 else
619 {
620 /* we moved towards creature, so diff is less */
621 diff--;
622 max--;
623 lastdir = dir;
624 if (!firstdir)
625 firstdir = dir;
626 }
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
634 }
635 if (diff > max)
636 return 0;
637 }
638 /* If we reached the max, didn't find a direction in time */
639 if (!max)
640 return 0;
641
642 return firstdir;
643}
644
645void
646give_initial_items (object *pl, treasurelist * items)
647{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652
653 for (op = pl->inv; op; op = next)
654 {
655 next = op->below;
656
657 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way
659 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
661 SET_FLAG (op, FLAG_APPLIED);
662
663 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions
665 */
666 if (pl->type == PLAYER)
667 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
669 (op->type == ARMOUR || op->type == BOOTS ||
670 op->type == CLOAK || op->type == HELMET ||
671 op->type == SHIELD || op->type == GLOVES ||
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 {
674 op->destroy ();
675 continue;
676 }
677 }
678
679 /* This really needs to be better - we should really give
680 * a substitute spellbook. The problem is that we don't really
681 * have a good idea what to replace it with (need something like
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */
685 if (op->type == SPELLBOOK || op->type == SKILL)
686 {
687 object *tmp;
688
689 for (tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 {
695 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697 continue;
698 }
699
700 if (op->nrof > 1)
701 op->nrof = 1;
702 }
703
704 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708
709 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be
711 * merged properly.
712 */
713 if (need_identify (op))
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
720 {
721 op->destroy ();
722 continue;
723 }
724 else if (op->type == SKILL)
725 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0;
728 op->level = 1;
729 }
730 /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */
734
735 /* Need to set up the skill pointers */
736 link_player_skills (pl);
737}
738
739void
733void get_party_password(object *op, partylist *party) { 740get_party_password (object *op, partylist *party)
741{
734 if (party == NULL) { 742 if (party == NULL)
743 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 745 return;
737 } 746 }
747
738 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 752}
743
744 753
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int
746int roll_stat(void) { 756roll_stat (void)
757{
747 int a[4],i,j,k; 758 int a[4], i, j, k;
748 759
749 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) RANDOM () % 6 + 1;
751 762
752 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 764 if (a[i] < k)
754 k=a[i],j=i; 765 k = a[i], j = i;
755 766
756 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 768 if (i != j)
758 k+=a[i]; 769 k += a[i];
759 } 770
760 return k; 771 return k;
761} 772}
762 773
763void roll_stats(object *op) { 774void
764 int sum=0; 775object::roll_stats ()
765 int i = 0, j = 0; 776{
766 int statsort[7]; 777 int statsort [7];
767 778
779 for (;;)
768 do { 780 {
769 op->stats.Str=roll_stat(); 781 int sum = 0;
770 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 783 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);
780 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
781 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 790 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;
789 791
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]; 792 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
809 799
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; 800 stats.exp = 0;
821 op->stats.ac=0; 801 stats.ac = 0;
822 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
823 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
826 812
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; 813 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 } 814 }
815}
920 816
921#if 0 817void
922 /* So that enter_exit will put us at startx/starty */ 818object::swap_stats (int a, int b)
923 op->x= -1; 819{
820 int tmp = get_attr_value (&contr->orig_stats, a);
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
924 823
925 enter_exit(op,NULL); 824 stats.Str = contr->orig_stats.Str;
926#endif 825 stats.Dex = contr->orig_stats.Dex;
927 SET_ANIMATION(op, 2); /* So player faces south */ 826 stats.Con = contr->orig_stats.Con;
928 /* Enter exit adds a player otherwise */ 827 stats.Int = contr->orig_stats.Int;
929 add_statbonus(op); 828 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"); 829 stats.Pow = contr->orig_stats.Pow;
931 op->contr->state = ST_CHANGE_CLASS; 830 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;
941 831
942 case 'q': 832 //TODO: the following code looks so borked and should, at the very least,
943 case 'Q': 833 // be merged with the similar code in roll_stats
944 play_again(op); 834 stats.ac = 0;
945 return 1;
946 835
947 default: 836 level = 1;
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 837 stats.exp = 0;
949 return 0; 838 stats.ac = 0;
839
840 stats.hp = stats.maxhp;
841 stats.sp = stats.maxsp;
842 stats.grace = stats.maxgrace;
843
844 if (contr)
950 } 845 {
951 return 0; 846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
850 contr->orig_stats = stats;
851 }
952} 852}
953 853
954/* This function takes the key that is passed, and does the 854/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 855 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 856 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 857 * separate race and class; this actually changes the RACE,
958 * not the class. 858 * not the class.
959 */ 859 */
960 860int
961int key_change_class(object *op, char key) 861key_change_class (object *op, char key)
962{ 862{
963 int tmp_loop; 863 int tmp_loop;
964 864
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 865 if (key == 'd' || key == 'D')
866 {
971 char buf[MAX_BUF]; 867 char buf[MAX_BUF];
972 868
973 /* this must before then initial items are given */ 869 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 870 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 871
872 treasurelist *tl = find_treasurelist ("starting_wealth");
873 if (tl)
874 create_treasure (tl, op, 0, 0, 0);
875
977 INVOKE_PLAYER (BIRTH, op->contr); 876 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 877 INVOKE_PLAYER (LOGIN, op->contr);
979 878
980 op->contr->state=ST_PLAYING; 879 op->contr->ns->state = ST_PLAYING;
981 880
982 if (op->msg) { 881 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 882 op->msg = NULL;
985 }
986 883
987 /* We create this now because some of the unique maps will need it 884 /* We create this now because some of the unique maps will need it
988 * to save here. 885 * to save here.
989 */ 886 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 887 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 888 make_path_to_file (buf);
992 889
993#ifdef AUTOSAVE 890#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 891 op->contr->last_save_tick = pticks;
995#endif 892#endif
996 start_info(op); 893 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 894 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 895 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 896 link_player_skills (op);
1000 esrv_send_inventory(op, op); 897 esrv_send_inventory (op, op);
1001 fix_player(op); 898 op->update_stats ();
1002 899
1003 /* This moves the player to a different start map, if there 900 /* This moves the player to a different start map, if there
1004 * is one for this race 901 * is one for this race
1005 */ 902 */
1006 if(*first_map_ext_path) { 903 if (*first_map_ext_path)
904 {
1007 object *tmp; 905 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 906 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 907
1011 first_map_ext_path, op->arch->name); 908 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 909 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 910 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 911 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 912 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 913 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 914 * if the map isn't there, then stay on the
1018 * default initial map */ 915 * default initial map */
1019 free_object(tmp); 916 tmp->destroy ();
917 }
1020 } else { 918 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 919 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 920
921 return 0;
922 }
923
1026 /* Following actually changes the race - this is the default command 924 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 925 * if we don't match with one of the options above.
1028 */ 926 */
1029 927
1030 tmp_loop = 0; 928 tmp_loop = 0;
1031 while(!tmp_loop) { 929 while (!tmp_loop)
1032 const char *name = add_string (op->name); 930 {
931 shstr name = op->name;
1033 int x = op->x, y = op->y; 932 int x = op->x, y = op->y;
1034 remove_statbonus(op); 933
1035 remove_ob (op); 934 op->remove_statbonus ();
935 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 936 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 937 op->arch->clone.copy_to (op);
1038 op->instantiate (); 938 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 939 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 940 op->name = op->name_pl = name;
1041 op->name = name; 941 op->x = x;
1042 free_string(op->name_pl); 942 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 */ 943 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 944 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 945 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 946 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 947 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 948 }
949
1055 update_object(op,UP_OBJ_FACE); 950 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 951 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 952 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 953 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 954 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 955 op->stats.grace = 0;
956
1061 if (op->msg) 957 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 958 new_draw_info (NDI_BLUE, 0, op, op->msg);
959
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 960 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; 961 return 0;
1065} 962}
1066 963
964int
1067int key_confirm_quit(object *op, char key) 965key_confirm_quit (object *op, char key)
1068{ 966{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 967 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
968 {
1072 op->contr->state=ST_PLAYING; 969 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 970 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 971 return 1;
1075 } 972 }
1076 973
1077 INVOKE_PLAYER (LOGOUT, op->contr); 974 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 975 INVOKE_PLAYER (QUIT, op->contr);
1079 976
977 op->contr->enable_save = false;
978
1080 terminate_all_pets(op); 979 terminate_all_pets (op);
1081 leave_map(op); 980 leave_map (op);
1082 op->direction=0; 981 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 982 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 983
1086 strcpy(op->contr->killer,"quit"); 984 strcpy (op->contr->killer, "quit");
1087 check_score(op); 985 check_score (op);
1088 op->contr->party=NULL; 986 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 987 op->contr->own_title[0] = '\0';
1091 988
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 989 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 990
1095 /* We need to hunt for any per player unique maps in memory and 991 /* 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, 992 * 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 993 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 994 */
995 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 996 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 997
998 for (maptile *next, *mp = first_map; mp; mp = next)
999 {
1101 next = mp->next; 1000 next = mp->next;
1001
1102 if (!strncmp(mp->path, buf, strlen(buf))) 1002 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 1003 delete_map (mp);
1104 } 1004 }
1105 1005
1106 delete_character(op->name, 1); 1006 delete_character (ob->name, 1);
1107 } 1007 ob->contr->destroy ();
1108 play_again(op); 1008
1109 return 1; 1009 return 1;
1110} 1010}
1111 1011
1012void
1112void flee_player(object *op) { 1013flee_player (object *op)
1014{
1113 int dir,diff; 1015 int dir, diff;
1114 rv_vector rv; 1016 rv_vector rv;
1115 1017
1116 if(op->stats.hp < 0) { 1018 if (op->stats.hp < 0)
1019 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1020 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1022 return;
1120 } 1023 }
1121 1024
1122 if(op->enemy==NULL) { 1025 if (op->enemy == NULL)
1026 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1027 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1029 return;
1126 } 1030 }
1127 1031
1128 /* Seen some crashes here. Since we don't store an 1032 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1033 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1034 * actual enemy, and the object is recycled.
1131 */ 1035 */
1132 if (op->enemy->map == NULL) { 1036 if (op->enemy->map == NULL)
1037 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1038 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1039 op->enemy = NULL;
1135 return; 1040 return;
1136 } 1041 }
1137 1042
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1043 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1044 {
1139 op->enemy=NULL; 1045 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1046 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1047 return;
1142 } 1048 }
1049
1143 get_rangevector(op, op->enemy, &rv, 0); 1050 get_rangevector (op, op->enemy, &rv, 0);
1144 1051
1145 dir=absdir(4+rv.direction); 1052 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1053 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 } 1054 {
1055 int m = 1 - (RANDOM () & 2);
1056
1057 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1058 return;
1059 }
1060
1153 /* Cornered, get rid of scared */ 1061 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1063 op->enemy = NULL;
1156} 1064}
1157 1065
1158 1066
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1067/* 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 1068 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1069 * stop.
1162 */ 1070 */
1071int
1163int check_pick(object *op) { 1072check_pick (object *op)
1073{
1164 object *tmp, *next; 1074 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1075 int stop = 0;
1167 int j, k, wvratio; 1076 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1077 char putstring[128], tmpstr[16];
1169 1078
1170
1171 /* if you're flying, you cna't pick up anything */ 1079 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1080 if (op->move_type & MOVE_FLYING)
1173 return 1; 1081 return 1;
1174 1082
1175 op_tag = op->count;
1176
1177 next = op->below; 1083 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1084
1181 /* loop while there are items on the floor that are not marked as 1085 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1086 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1087 while (next && !next->destroyed ())
1184 { 1088 {
1185 tmp = next; 1089 tmp = next;
1186 next = tmp->below; 1090 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1091
1190 if (was_destroyed (op, op_tag)) 1092 if (op->destroyed ())
1191 return 0; 1093 return 0;
1192 1094
1193 if ( ! can_pick (op, tmp)) 1095 if (!can_pick (op, tmp))
1194 continue; 1096 continue;
1195 1097
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1098 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1099 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1100 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1101 pick_up (op, tmp);
1200 continue; 1102 continue;
1201 } 1103 }
1202 1104
1203 /* high not bit set? We're using the old autopickup model */ 1105 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1106 if (!(op->contr->mode & PU_NEWMODE))
1107 {
1205 switch (op->contr->mode) { 1108 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1109 {
1207 case 1: pick_up (op, tmp); 1110 case 0:
1208 return 1; 1111 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1112 case 1:
1210 return 0; 1113 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1114 return 1;
1212 case 4: pick_up (op, tmp); 1115 case 2:
1213 break; 1116 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1117 return 0;
1215 stop = 1; 1118 case 3:
1216 break; 1119 return 0; /* stop before pickup */
1217 case 6: 1120 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1121 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1122 break;
1220 pick_up(op, tmp); 1123 case 5:
1221 break; 1124 pick_up (op, tmp);
1125 stop = 1;
1126 break;
1127 case 6:
1128 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1129 pick_up (op, tmp);
1130 break;
1222 1131
1223 case 7: 1132 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1133 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1134 pick_up (op, tmp);
1226 break; 1135 break;
1227 1136
1228 default: 1137 default:
1229 /* use value density */ 1138 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1139 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1140 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1141 pick_up (op, tmp);
1233 >= op->contr->mode) 1142 }
1234 pick_up(op,tmp); 1143 }
1235 } 1144 else
1236 } 1145 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1146 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1147 if (op->contr->mode & PU_DEBUG)
1240 { 1148 {
1241 /* some debugging code to figure out item information */ 1149 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1150 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1151 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1152 &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)))); 1153 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1154 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1155 &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)))); 1156
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1157 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1158 }
1251 1159
1252 sprintf(putstring,"...flags: "); 1160 /* philosophy:
1253 for(k=0;k<4;k++) 1161 * It's easy to grab an item type from a pile, as long as it's
1254 { 1162 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1163 * and selections, select-items should be used. This is a
1256 { 1164 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1165 * example.
1258 { 1166 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1167 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1168 * convert to decimal and then 'pickup <#>
1261 } 1169 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1170
1171 /* the first two modes are exclusive: if NOTHING we return, if
1172 * STOP then we stop. All the rest are applied sequentially,
1173 * meaning if any test passes, the item gets picked up. */
1174
1175 /* if mode is set to pick nothing up, return */
1176
1177 if (op->contr->mode & PU_NOTHING)
1178 return 1;
1179
1180 /* if mode is set to stop when encountering objects, return */
1181 /* take STOP before INHIBIT since it doesn't actually pick
1182 * anything up */
1183
1184 if (op->contr->mode & PU_STOP)
1185 return 0;
1186
1187 /* useful for going into stores and not losing your settings... */
1188 /* and for battles wher you don't want to get loaded down while
1189 * fighting */
1190 if (op->contr->mode & PU_INHIBIT)
1191 return 1;
1192
1193 /* prevent us from turning into auto-thieves :) */
1194 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1195 continue;
1196
1197 /* ignore known cursed objects */
1198 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1199 continue;
1200
1201 /* all food and drink if desired */
1202 /* question: don't pick up known-poisonous stuff? */
1203 if (op->contr->mode & PU_FOOD)
1204 if (tmp->type == FOOD)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_DRINK)
1211 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_POTION)
1218 if (tmp->type == POTION)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* spellbooks, skillscrolls and normal books/scrolls */
1225 if (op->contr->mode & PU_SPELLBOOK)
1226 if (tmp->type == SPELLBOOK)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 if (op->contr->mode & PU_SKILLSCROLL)
1233 if (tmp->type == SKILLSCROLL)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_READABLES)
1240 if (tmp->type == BOOK || tmp->type == SCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* wands/staves/rods/horns */
1247 if (op->contr->mode & PU_MAGIC_DEVICE)
1248 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 /* pick up all magical items */
1255 if (op->contr->mode & PU_MAGICAL)
1256 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 if (op->contr->mode & PU_VALUABLES)
1263 {
1264 if (tmp->type == MONEY || tmp->type == GEM)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269 }
1270
1271 /* rings & amulets - talismans seems to be typed AMULET */
1272 if (op->contr->mode & PU_JEWELS)
1273 if (tmp->type == RING || tmp->type == AMULET)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 /* we don't forget dragon food */
1280 if (op->contr->mode & PU_FLESH)
1281 if (tmp->type == FLESH)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 /* bows and arrows. Bows are good for selling! */
1288 if (op->contr->mode & PU_BOW)
1289 if (tmp->type == BOW)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_ARROW)
1296 if (tmp->type == ARROW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 /* all kinds of armor etc. */
1303 if (op->contr->mode & PU_ARMOUR)
1304 if (tmp->type == ARMOUR)
1305 {
1306 pick_up (op, tmp);
1307 continue;
1308 }
1309
1310 if (op->contr->mode & PU_HELMET)
1311 if (tmp->type == HELMET)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_SHIELD)
1318 if (tmp->type == SHIELD)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_BOOTS)
1325 if (tmp->type == BOOTS)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_GLOVES)
1332 if (tmp->type == GLOVES)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_CLOAK)
1339 if (tmp->type == CLOAK)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 /* hoping to catch throwing daggers here */
1346 if (op->contr->mode & PU_MISSILEWEAPON)
1347 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* careful: chairs and tables are weapons! */
1354 if (op->contr->mode & PU_ALLWEAPON)
1355 {
1356 if (tmp->type == WEAPON && tmp->name != NULL)
1357 {
1358 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1359 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364 }
1365
1366 if (tmp->type == WEAPON && tmp->name == NULL)
1367 {
1368 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1369 {
1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374 }
1375
1376 /* misc stuff that's useful */
1377 if (op->contr->mode & PU_KEY)
1378 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1379 {
1380 pick_up (op, tmp);
1381 continue;
1382 }
1383
1384 /* any of the last 4 bits set means we use the ratio for value
1385 * pickups */
1386 if (op->contr->mode & PU_RATIO)
1387 {
1388 /* use value density to decide what else to grab */
1389 /* >=7 was >= op->contr->mode */
1390 /* >=7 is the old standard setting. Now we take the last 4 bits
1391 * and multiply them by 5, giving 0..15*5== 5..75 */
1392 wvratio = (op->contr->mode & PU_RATIO) * 5;
1393 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1394 {
1395 pick_up (op, tmp);
1266#if 0 1396#if 0
1267 /* print the flags too */ 1397 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1398 if (tmp->name != NULL)
1269 { 1399 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1400 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1401 }
1272 { 1402 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1403 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1404 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1405 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 1406#endif
1407 continue;
1408 }
1409 }
1410 } /* the new pickup model */
1279 } 1411 }
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 1412
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; 1413 return !stop;
1443} 1414}
1444 1415
1445/* 1416/*
1446 * Find an arrow in the inventory and after that 1417 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1418 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1419 * found object is returned.
1449 */ 1420 */
1421object *
1450object *find_arrow(object *op, const char *type) 1422find_arrow (object *op, const char *type)
1451{ 1423{
1452 object *tmp = NULL; 1424 object *tmp = NULL;
1453 1425
1454 for(op=op->inv; op; op=op->below) 1426 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1427 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); 1428 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1429 else if (op->type == ARROW && op->race == type)
1459 return op; 1430 return op;
1460 return tmp; 1431 return tmp;
1461} 1432}
1462 1433
1463/* 1434/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1435 * 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 1436 * 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 1437 * 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. 1438 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1439 */
1469 1440
1441object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1442find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1443{
1472 object *tmp = NULL, *arrow, *ntmp; 1444 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1445 int attacknum, attacktype, betterby = 0, i;
1474 1446
1475 if (!type) 1447 if (!type)
1476 return NULL; 1448 return NULL;
1477 1449
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1450 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1451 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1452 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1453 {
1454 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1455 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1456 if (i > betterby)
1484 tmp = ntmp; 1457 {
1485 betterby = i; 1458 tmp = ntmp;
1486 } 1459 betterby = i;
1460 }
1461 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1462 else if (arrow->type == ARROW && arrow->race == type)
1463 {
1488 /* allways prefer assasination/slaying */ 1464 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1465 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1466 {
1491 if (arrow->attacktype & AT_DEATH) { 1467 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1468 {
1493 return arrow; 1469 *better = 100;
1494 } else { 1470 return arrow;
1495 tmp = arrow; 1471 }
1472 else
1473 {
1474 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1475 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1476 }
1498 } else { 1477 }
1478 else
1479 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1480 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1481 {
1500 attacktype = 1<<attacknum; 1482 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1483 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) { 1484 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1485 {
1486 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1487 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1488 }
1506 } 1489 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1490 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1491 {
1492 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1493 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1494 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1495 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1496 {
1497 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1498 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1499 }
1500 }
1501 }
1515 } 1502 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1503 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1504 return find_arrow (op, type);
1520 1505
1521 *better = betterby; 1506 *better = betterby;
1522 return tmp; 1507 return tmp;
1523} 1508}
1524 1509
1525/* looks in a given direction, finds the first valid target, and calls 1510/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1511 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1512 * op = the shooter
1528 * type = bow->race 1513 * type = bow->race
1529 * dir = fire direction 1514 * dir = fire direction
1530 */ 1515 */
1531 1516
1517object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1518pick_arrow_target (object *op, const char *type, int dir)
1533{ 1519{
1534 object *tmp = NULL; 1520 object *tmp = NULL;
1535 mapstruct *m; 1521 maptile *m;
1536 int i, mflags, found, number; 1522 int i, mflags, found, number;
1537 sint16 x, y; 1523 sint16 x, y;
1538 1524
1539 if (op->map == NULL) 1525 if (op->map == NULL)
1540 return find_arrow(op, type); 1526 return find_arrow (op, type);
1541 1527
1542 /* do a dex check */ 1528 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1529 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))) 1530 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1531 return find_arrow (op, type);
1546 1532
1547 m = op->map; 1533 m = op->map;
1548 x = op->x; 1534 x = op->x;
1549 y = op->y; 1535 y = op->y;
1550 1536
1551 /* find the first target */ 1537 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1538 for (i = 0, found = 0; i < 20; i++)
1539 {
1553 x += freearr_x[dir]; 1540 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1541 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1542 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1543 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1544 {
1557 tmp = NULL; 1545 tmp = NULL;
1558 break; 1546 break;
1547 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1548 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1549 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1551 * perhaps a bad assumption.
1562 */ 1552 */
1563 tmp = NULL; 1553 tmp = NULL;
1564 break; 1554 break;
1565 } 1555 }
1566 if (mflags & P_IS_ALIVE) { 1556 if (mflags & P_IS_ALIVE)
1557 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1558 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1559 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1560 {
1570 break; 1561 found++;
1571 } 1562 break;
1563 }
1572 if (found) 1564 if (found)
1573 break; 1565 break;
1574 } 1566 }
1575 } 1567 }
1576 if (tmp == NULL) 1568 if (tmp == NULL)
1577 return find_arrow(op, type); 1569 return find_arrow (op, type);
1578 1570
1579 if (tmp->head) 1571 if (tmp->head)
1580 tmp = tmp->head; 1572 tmp = tmp->head;
1581 1573
1582 return find_better_arrow(op, tmp, type, &i); 1574 return find_better_arrow (op, tmp, type, &i);
1583} 1575}
1584 1576
1585/* 1577/*
1586 * Creature fires a bow - op can be monster or player. Returns 1578 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1579 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1582 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1583 * 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 1584 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1585 * player fire modes.
1594 */ 1586 */
1587int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1588fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1589{
1598 object *left, *bow; 1590 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1591 int bowspeed, mflags;
1601 mapstruct *m; 1592 maptile *m;
1602 1593
1603 if (!dir) { 1594 if (!dir)
1595 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1596 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1597 return 0;
1606 } 1598 }
1599
1607 if (op->type == PLAYER) 1600 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1601 bow = op->contr->ranges[range_bow];
1609 else { 1602 else
1603 {
1610 for(bow=op->inv; bow; bow=bow->below) 1604 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1605 /* 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. 1606 * don't need to switch back and forth between bows and weapons.
1613 */ 1607 */
1614 if(bow->type==BOW) 1608 if (bow->type == BOW)
1615 break; 1609 break;
1616 1610
1617 if (!bow) { 1611 if (!bow)
1612 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1613 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1614 return 0;
1620 } 1615 }
1621 } 1616 }
1617
1622 if( !bow->race || !bow->skill) { 1618 if (!bow->race || !bow->skill)
1619 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1620 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1621 return 0;
1625 } 1622 }
1626 1623
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1624 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1625
1629 /* penalize ROF for bestarrow */ 1626 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1627 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1628 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1629
1632 if (bowspeed < 1) 1630 if (bowspeed < 1)
1633 bowspeed = 1; 1631 bowspeed = 1;
1634 1632
1635 if (arrow == NULL) { 1633 if (arrow == NULL)
1634 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1635 if ((arrow = find_arrow (op, bow->race)) == NULL)
1636 {
1637 if (op->type == PLAYER) 1637 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1638 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 */ 1639 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1640 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1641 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1642 return 0;
1644 } 1643 }
1645 } 1644 }
1645
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1646 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1647 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1648 return 0;
1649 } 1649
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1650 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1651 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1652 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1653 return 0;
1653 } 1654 }
1654 1655
1655 /* this should not happen, but sometimes does */ 1656 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1657 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1658 {
1659 arrow->destroy ();
1660 return 0;
1661 }
1661 1662
1662 left = arrow; /* these are arrows left to the player */ 1663 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1664 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1665 if (!arrow)
1666 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1667 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1668 return 0;
1668 return 0;
1669 } 1669 }
1670 set_owner(arrow, op); 1670
1671 if (arrow->skill) free_string(arrow->skill); 1671 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1672 arrow->skill = bow->skill;
1673 1673
1674 arrow->direction=dir; 1674 arrow->direction = dir;
1675 arrow->x = sx; 1675 arrow->x = sx;
1676 arrow->y = sy; 1676 arrow->y = sy;
1677 1677
1678 if (op->type == PLAYER) { 1678 if (op->type == PLAYER)
1679 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1680 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1681 op->update_stats ();
1681 } 1682 }
1682 1683
1683 SET_ANIMATION(arrow, arrow->direction); 1684 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1686 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1687 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1688 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1689 arrow->spellarg = strdup (arrow->slaying);
1689 1690
1690 /* Note that this was different for monsters - they got their level 1691 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1692 * added to the damage. I think the strength bonus is more proper.
1692 */ 1693 */
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 1694
1695 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1696
1698 /* update the speed */ 1697 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1698 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1699 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 1700
1704 if (arrow->speed < 1.0) 1701 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1702 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1703 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1704 arrow->speed_left = 0;
1708 1705
1709 if (op->type == PLAYER) { 1706 if (op->type == PLAYER)
1707 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1708 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1709 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1710 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 1711
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1712 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1713 }
1714 else
1715 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1716 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; 1717 arrow->level = op->level;
1721 } 1718 }
1719
1722 if (arrow->attacktype == AT_PHYSICAL) 1720 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1721 arrow->attacktype |= bow->attacktype;
1722
1724 if (bow->slaying != NULL) 1723 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1724 arrow->slaying = bow->slaying;
1726 1725
1727 arrow->map = m; 1726 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1727 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1728 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1729
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1730 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); 1731 insert_ob_in_map (arrow, m, op, 0);
1734 1732
1735 if (!was_destroyed(arrow, tag)) 1733 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1734 move_arrow (arrow);
1737 1735
1738 if (op->type == PLAYER) { 1736 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1737 {
1738 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1739 esrv_del_item (op->contr, left->count);
1741 else 1740 else
1742 esrv_send_item(op, left); 1741 esrv_send_item (op, left);
1743 } 1742 }
1743
1744 return 1; 1744 return 1;
1745} 1745}
1746 1746
1747/* Special fire code for players - this takes into 1747/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1748 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1749 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1750 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1751 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1752 * hence the function name.
1753 */ 1753 */
1754int
1754int player_fire_bow(object *op, int dir) 1755player_fire_bow (object *op, int dir)
1755{ 1756{
1756 int ret=0, wcmod=0; 1757 int ret = 0, wcmod = 0;
1757 1758
1758 if (op->contr->bowtype == bow_bestarrow) { 1759 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1760 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1761 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); 1762 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1763 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1764 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1765 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1766 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1767 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1768 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1769 else if (op->contr->bowtype == bow_threewide)
1770 {
1768 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);
1769 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1772 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1773 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1774 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1775 else if (op->contr->bowtype == bow_spreadshot)
1776 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1777 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); 1778 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); 1779 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1780
1776 } else { 1781 }
1782 else
1783 {
1777 /* Simple case */ 1784 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1785 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1786 }
1780 return ret; 1787 return ret;
1781} 1788}
1782 1789
1783 1790
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1791/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1792 * Broken apart from 'fire' to keep it more readable.
1786 */ 1793 */
1794void
1787void fire_misc_object(object *op, int dir) 1795fire_misc_object (object *op, int dir)
1788{ 1796{
1789 object *item; 1797 object *item;
1790 1798
1791 if (!op->contr->ranges[range_misc]) { 1799 if (!op->contr->ranges[range_misc])
1800 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1801 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1802 return;
1794 } 1803 }
1795 1804
1796 item = op->contr->ranges[range_misc]; 1805 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1806 if (!item->inv)
1807 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1808 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1809 return;
1800 } 1810 }
1801 if (item->type == WAND) { 1811 if (item->type == WAND)
1812 {
1802 if(item->stats.food<=0) { 1813 if (item->stats.food <= 0)
1814 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1815 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)); 1816 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1817 return;
1806 } 1818 }
1819 }
1807 } else if (item->type == ROD || item->type==HORN) { 1820 else if (item->type == ROD || item->type == HORN)
1821 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1822 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1823 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1824 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1825 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1826 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)); 1827 else
1813 else 1828 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; 1829 return;
1817 } 1830 }
1818 } 1831 }
1819 1832
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1833 if (cast_spell (op, item, dir, item->inv, NULL))
1834 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1835 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1836 if (item->type == WAND)
1837 {
1823 if (!(--item->stats.food)) { 1838 if (!(--item->stats.food))
1824 object *tmp; 1839 {
1825 if (item->arch) { 1840 object *tmp;
1841
1842 if (item->arch)
1843 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1844 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1845 item->face = item->arch->clone.face;
1828 item->speed = 0; 1846 item->speed = 0;
1829 update_ob_speed(item); 1847 update_ob_speed (item);
1830 } 1848 }
1831 if ((tmp=is_player_inv(item))) 1849 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1850 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1851 }
1834 } 1852 }
1835 else if (item->type == ROD || item->type==HORN) { 1853 else if (item->type == ROD || item->type == HORN)
1854 {
1836 drain_rod_charge(item); 1855 drain_rod_charge (item);
1837 } 1856 }
1838 } 1857 }
1839} 1858}
1840 1859
1841/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
1842 */ 1861 */
1862void
1843void fire(object *op,int dir) { 1863fire (object *op, int dir)
1864{
1844 int spellcost=0; 1865 int spellcost = 0;
1845 1866
1846 /* check for loss of invisiblity/hide */ 1867 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1868 if (action_makes_visible (op))
1869 make_visible (op);
1848 1870
1849 switch(op->contr->shoottype) { 1871 switch (op->contr->shoottype)
1872 {
1850 case range_none: 1873 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; 1874 return;
1887 default: 1875
1876 case range_bow:
1877 player_fire_bow (op, dir);
1878 return;
1879
1880 case range_magic: /* Casting spells */
1881 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1882 return;
1883
1884 case range_misc:
1885 fire_misc_object (op, dir);
1886 return;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1903 return;
1904 }
1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1910 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1912 return;
1890 } 1913 }
1891} 1914}
1892 1915
1893 1916
1894 1917
1901 * inv is the objects inventory to searched 1924 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1925 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1926 * This function can be called recursively to search containers.
1904 */ 1927 */
1905 1928
1929object *
1906object * find_key(object *pl, object *container, object *door) 1930find_key (object *pl, object *container, object *door)
1907{ 1931{
1908 object *tmp,*key; 1932 object *tmp, *key;
1909 1933
1910 /* Should not happen, but sanity checking is never bad */ 1934 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1935 if (container->inv == NULL)
1936 return NULL;
1912 1937
1913 /* First, lets try to find a key in the top level inventory */ 1938 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1940 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1941 if (door->type == DOOR && tmp->type == KEY)
1942 break;
1916 /* For sanity, we should really check door type, but other stuff 1943 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1944 * (like containers) can be locked with special keys
1918 */ 1945 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1947 break;
1921 } 1948 }
1922 /* No key found - lets search inventories now */ 1949 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1950 /* 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 1951 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1952 * a key, return
1926 */ 1953 */
1927 if (!tmp) { 1954 if (!tmp)
1955 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1957 {
1929 /* No reason to search empty containers */ 1958 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1959 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1960 {
1961 if ((key = find_key (pl, tmp, door)) != NULL)
1962 return key;
1963 }
1964 }
1965 if (!tmp)
1966 return NULL;
1932 } 1967 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1968 /* 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 1969 * see if we actually want to use it
1938 */ 1970 */
1939 if (pl!=container) { 1971 if (pl != container)
1972 {
1940 /* Only let players use keys in containers */ 1973 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1974 if (!pl->contr)
1975 return NULL;
1942 /* cases where this fails: 1976 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1977 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1978 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1979 * If the container is not active, return now since only active
1946 * containers can be used. 1980 * containers can be used.
1947 * If we only search keyrings and the container does not have 1981 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1982 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1983 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1984 * inv must have been an container and must have been active.
1951 * 1985 *
1952 * Change the color so that the message doesn't disappear with 1986 * Change the color so that the message doesn't disappear with
1953 * all the others. 1987 * all the others.
1954 */ 1988 */
1955 if (pl->contr->usekeys == key_inventory || 1989 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1990 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1991 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1992 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1994 "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; 1995 return NULL;
1964 } 1996 }
1965 } 1997 }
1966 return tmp; 1998 return tmp;
1967} 1999}
1968 2000
1969/* moved door processing out of move_player_attack. 2001/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2002 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2003 * such that the caller should not do anything more,
1972 * 0 otherwise 2004 * 0 otherwise
1973 */ 2005 */
2006static int
1974static int player_attack_door(object *op, object *door) 2007player_attack_door (object *op, object *door)
1975{ 2008{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* 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 - 2010 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
1980 */ 2012 */
1981 object *key=find_key(op, op, door); 2013 object *key = find_key (op, op, door);
1982 2014
1983 /* IF we found a key, do some extra work */ 2015 /* IF we found a key, do some extra work */
1984 if (key) { 2016 if (key)
2017 {
1985 object *container=key->env; 2018 object *container = key->env;
1986 2019
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2021 if (action_makes_visible (op))
2022 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2025 if (door->type == DOOR)
2026 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2027 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2028 }
1993 else if(door->type==LOCKED_DOOR) { 2029 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2030 {
1995 "You open the door with the %s", query_short_name(key)); 2031 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 ;-) */ 2032 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2033 }
1998 /* Do this after we print the message */ 2034 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2035 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2036 /* Need to update the weight the container the key was in */
2001 if (container != op) 2037 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2038 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2039 return 1; /* Nothing more to do below */
2040 }
2004 } else if (door->type==LOCKED_DOOR) { 2041 else if (door->type == LOCKED_DOOR)
2042 {
2005 /* Might as well return now - no other way to open this */ 2043 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2045 return 1;
2008 } 2046 }
2009 return 0; 2047 return 0;
2010} 2048}
2011 2049
2012/* This function is just part of a breakup from move_player. 2050/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2017 */ 2055 */
2018 2056void
2019void move_player_attack(object *op, int dir) 2057move_player_attack (object *op, int dir)
2020{ 2058{
2021 object *tmp, *mon; 2059 object *tmp, *mon;
2022 sint16 nx, ny; 2060 sint16 nx, ny;
2023 int on_battleground; 2061 int on_battleground;
2024 mapstruct *m; 2062 maptile *m;
2025 2063
2026 nx=freearr_x[dir]+op->x; 2064 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2065 ny = freearr_y[dir] + op->y;
2028 2066
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2030 2068
2031 /* If braced, or can't move to the square, and it is not out of the 2069 /* 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 2070 * 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 2071 * 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 2072 * 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 2073 * 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 2074 * 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 2075 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2076 * move_ob uses.
2039 */ 2077 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2078 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2079 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2082 m = get_map_from_coord (op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */ 2083 if (!m)
2044 } 2084 return; /* Don't think this should happen */
2045 else m =op->map; 2085 }
2046 2086 else
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2087 m = op->map;
2088
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2090 {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2049 return; 2092 return;
2050 } 2093 }
2051 2094
2052 mon = NULL; 2095 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2096 /* 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. 2097 * 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 2098 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2099 * on the space
2057 */ 2100 */
2058 while (tmp!=NULL) { 2101 while (tmp)
2102 {
2059 if (tmp == op) { 2103 if (tmp == op)
2060 tmp=tmp->above; 2104 {
2061 continue; 2105 tmp = tmp->above;
2062 } 2106 continue;
2107 }
2108
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2110 {
2065 break; 2111 mon = tmp;
2066 } 2112 break;
2113 }
2114
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2116 mon = tmp;
2117
2069 tmp=tmp->above; 2118 tmp = tmp->above;
2070 } 2119 }
2071 2120
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2121 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2122 return; /* into a wall */
2074 2123
2075 if(mon->head != NULL) 2124 if (mon->head)
2076 mon = mon->head; 2125 mon = mon->head;
2077 2126
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2128 if (player_attack_door (op, mon))
2129 return;
2080 2130
2081 /* The following deals with possibly attacking peaceful 2131 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2132 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2133 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2134 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2135 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2136 * and thus will not push them.
2087 */ 2137 */
2088 2138
2089 /* If the creature is a pet, push it even if the player is not 2139 /* 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 2140 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2141 * player owns it and it is either friendly or unagressive.
2092 */ 2142 */
2093 if ((op->type==PLAYER) 2143 if ((op->type == PLAYER)
2094#if COZY_SERVER 2144#if COZY_SERVER
2095 && 2145 &&
2096 ( 2146 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2148#else
2102 && get_owner(mon)==op 2149 && mon->owner == op
2103#endif 2150#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2152 {
2106 /* If we're braced, we don't want to switch places with it */ 2153 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2154 if (op->contr->braced)
2155 return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2157 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2158 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op);
2111 return; 2160 return;
2112 } 2161 }
2113 2162
2114 /* in certain circumstances, you shouldn't attack friendly 2163 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2164 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2165 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2166 * attack them either.
2118 */ 2167 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2170#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2171 (op->contr->peaceful
2172 || (mon->type == PLAYER
2173 && mon->contr->
2174 peaceful)) &&
2124#else 2175#else
2125 op->contr->peaceful && 2176 op->contr->peaceful &&
2126#endif 2177#endif
2127 !on_battleground 2178 !on_battleground))
2179 {
2180 if (!op->contr->braced)
2128 )) { 2181 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2183 (void) push_ob (mon, dir, op);
2132 } else { 2184 }
2185 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2186 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2187
2188 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op);
2190 }
2191
2138 /* If the object is a boulder or other rollable object, then 2192 /* 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. 2193 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2194 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2195 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2196 {
2142 recursive_roll(mon,dir,op); 2197 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2198 if (action_makes_visible (op))
2144 } 2199 make_visible (op);
2200 }
2145 2201
2146 /* Any generic living creature. Including things like doors. 2202 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2203 * 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: 2204 * 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 2205 * 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. 2206 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2207 */
2152 2208
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2210 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2211 {
2156 2212
2157 /* If the player hasn't hit something this tick, and does 2213 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2214 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2215 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2216 * incurred a 1 tick offset.
2161 */ 2217 */
2162 if (!op->contr->has_hit) { 2218 if (!op->contr->has_hit)
2219 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2220 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2221
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2223 }
2167 2224
2168 skill_attack(mon, op, 0, NULL, NULL); 2225 skill_attack (mon, op, 0, 0, 0);
2169 2226
2170 /* If attacking another player, that player gets automatic 2227 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2228 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2229 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2230 * the wiz.
2174 */ 2231 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2232 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)) { 2233 {
2177 short luck = mon->stats.luck; 2234 short luck = mon->stats.luck;
2235
2178 mon->contr->has_hit = 1; 2236 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2237 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2238 mon->stats.luck = luck;
2181 } 2239 }
2182 if(action_makes_visible(op)) make_visible(op); 2240
2183 } 2241 if (action_makes_visible (op))
2242 make_visible (op);
2243 }
2184 } /* if player should attack something */ 2244 } /* if player should attack something */
2185} 2245}
2186 2246
2247int
2187int move_player(object *op,int dir) { 2248move_player (object *op, int dir)
2249{
2188 int pick; 2250 int pick;
2189 2251
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2252 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; 2253 return 0;
2254
2255 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9))
2257 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0;
2260 }
2261
2262 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2265
2266 op->facing = dir;
2267
2268 if (op->hide)
2269 do_hidden_move (op);
2270
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ;
2273 else if (op->contr->fire_on)
2274 fire (op, dir);
2275 else
2276 {
2277 move_player_attack (op, dir);
2278 pick = check_pick (op);
2279 }
2280
2281 /* Add special check for newcs players and fire on - this way, the
2282 * server can handle repeat firing.
2283 */
2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2285 op->direction = dir;
2286 else
2287 op->direction = 0;
2288
2289 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities
2291 * for players.
2292 */
2293 animate_object (op, op->facing);
2294 return 0;
2229} 2295}
2230 2296
2231/* This is similar to handle_player, below, but is only used by the 2297/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2298 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2299 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2300 * the new speed values for commands.
2235 * 2301 *
2236 * Returns true if there are more actions we can do. 2302 * Returns true if there are more actions we can do.
2237 */ 2303 */
2304int
2238int handle_newcs_player(object *op) 2305handle_newcs_player (object *op)
2239{ 2306{
2240 if (op->contr->hidden) { 2307 if (op->contr->hidden)
2308 {
2241 op->invisible = 1000; 2309 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2310 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2311 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2312 * alternate it here for it to work correctly.
2245 */ 2313 */
2246 if (pticks & 2) op->invisible--; 2314 if (pticks & 2)
2315 op->invisible--;
2247 } 2316 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2249 op->invisible--; 2319 op->invisible--;
2250 if(!op->invisible) { 2320 if (!op->invisible)
2321 {
2251 make_visible(op); 2322 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2324 }
2254 } 2325 }
2255 2326
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2327 if (QUERY_FLAG (op, FLAG_SCARED))
2328 {
2257 flee_player(op); 2329 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2330 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 {
2260 op->speed_left--; 2333 op->speed_left--;
2261 return 0; 2334 return 0;
2262 } 2335 }
2263 } 2336 }
2264 2337
2265 /* I've been seeing crashes where the golem has been destroyed, but 2338 /* 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 2339 * 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 2340 * 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. 2341 * put this in a a workaround to clean up the golem pointer.
2269 */ 2342 */
2270 if (op->contr->ranges[range_golem] && 2343 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; 2344 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2345
2277 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2348 * called, so we recheck it here.
2280 */ 2349 */
2281 HandleClient(&op->contr->socket, op->contr); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2282 if (op->speed_left<0) return 0; 2351 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 } 2352 ;
2353
2354 if (op->speed_left < 0)
2296 return 0; 2355 return 0;
2297}
2298 2356
2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2361
2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2370 return 0;
2371 }
2372
2373 return 0;
2374}
2375
2376int
2299int save_life(object *op) { 2377save_life (object *op)
2300 object *tmp; 2378{
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2379 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; 2380 return 0;
2381
2382 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384 {
2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2387
2388 if (op->contr)
2389 esrv_del_item (op->contr, tmp->count);
2390
2391 tmp->destroy ();
2392 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393
2394 if (op->stats.hp < 0)
2395 op->stats.hp = op->stats.maxhp;
2396
2397 if (op->stats.food < 0)
2398 op->stats.food = 999;
2399
2400 op->update_stats ();
2401 return 1;
2402 }
2403
2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2406 enter_player_savebed (op); /* bring him home. */
2407 return 0;
2327} 2408}
2328 2409
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2410/* 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 2411 * 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 2412 * function will descend into containers. op is the object to start the search
2332 * from. 2413 * from.
2333 */ 2414 */
2415void
2334void remove_unpaid_objects(object *op, object *env) 2416remove_unpaid_objects (object *op, object *env)
2335{ 2417{
2336 object *next; 2418 object *next;
2337 2419
2338 while (op) { 2420 while (op)
2421 {
2339 next=op->below; /* Make sure we have a good value, in case 2422 next = op->below; /* Make sure we have a good value, in case
2340 * we remove object 'op' 2423 * we remove object 'op'
2341 */ 2424 */
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2425 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2426 {
2427 op->remove ();
2344 op->x = env->x; 2428 op->x = env->x;
2345 op->y = env->y; 2429 op->y = env->y;
2346 if (env->type == PLAYER) 2430 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2431 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0); 2432 insert_ob_in_map (op, env->map, NULL, 0);
2349 } 2433 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env); 2434 else if (op->inv)
2351 op=next; 2435 remove_unpaid_objects (op->inv, env);
2352 }
2353}
2354 2436
2437 op = next;
2438 }
2439}
2355 2440
2356/* 2441/*
2357 * Returns pointer a static string containing gravestone text 2442 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2443 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2444 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2445 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2446 * but there isn't one in the server directory.
2362 */ 2447 */
2448char *
2363char *gravestone_text (object *op) 2449gravestone_text (object *op)
2364{ 2450{
2365 static char buf2[MAX_BUF]; 2451 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2452 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2453 time_t now = time (NULL);
2368 2454
2369 strcpy (buf2, " R.I.P.\n\n"); 2455 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2456 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2457 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2458 else
2373 sprintf (buf, "%s\n", op->name); 2459 sprintf (buf, "%s\n", &op->name);
2460
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2461 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2462 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2463 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2464 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2465 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2466 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2467
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2469 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2470 if (op->type == PLAYER)
2471 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2472 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2473 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2474 strcat (buf2, buf);
2386 } 2475 }
2476
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2477 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2479 strcat (buf2, buf);
2480
2390 return buf2; 2481 return buf2;
2391} 2482}
2392 2483
2393 2484void
2394
2395void do_some_living(object *op) { 2485do_some_living (object *op)
2486{
2396 int last_food=op->stats.food; 2487 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2488 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2489 int over_hp, over_sp, over_grace;
2399 int i; 2490 int i;
2400 int rate_hp = 1200; 2491 int rate_hp = 1200;
2401 int rate_sp = 2500; 2492 int rate_sp = 2500;
2402 int rate_grace = 2000; 2493 int rate_grace = 2000;
2403 const int max_hp = 1; 2494 const int max_hp = 1;
2404 const int max_sp = 1; 2495 const int max_sp = 1;
2405 const int max_grace = 1; 2496 const int max_grace = 1;
2406 2497
2407 if (op->contr->outputs_sync) { 2498 if (op->contr->outputs_sync)
2499 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2500 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2501 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]); 2502 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2503 }
2413 2504
2414 if(op->contr->state==ST_PLAYING) { 2505 if (op->contr->ns->state == ST_PLAYING)
2415 2506 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2507 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2508 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2509 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2510 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2511 else
2512 {
2421 gen_hp = op->stats.maxhp; 2513 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2514 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2515 }
2516
2424 if(op->contr->gen_sp >= 0 ) 2517 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2518 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2519 else
2520 {
2427 gen_sp = op->stats.maxsp; 2521 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2522 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2523 }
2524
2430 if(op->contr->gen_grace >= 0) 2525 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2526 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2527 else
2528 {
2433 gen_grace = op->stats.maxgrace; 2529 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2530 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2531 }
2436 2532
2437 /* Regenerate Spell Points */ 2533 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2534 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2535 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2536 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) { 2537 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2538 {
2539 op->stats.sp++;
2442 /* dms do not consume food */ 2540 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2541 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2542 {
2543 op->stats.food--;
2445 if(op->contr->digestion<0) 2544 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2545 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2546 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; 2547 op->stats.food = last_food;
2548 }
2549 }
2550
2551 if (max_sp > 1)
2552 {
2553 over_sp = (gen_sp + 10) / rate_sp;
2554 if (over_sp > 0)
2555 {
2556 if (op->stats.sp < op->stats.maxsp)
2557 {
2558 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2559
2560 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2561 op->stats.sp--;
2562
2563 if (op->stats.sp > op->stats.maxsp)
2564 op->stats.sp = op->stats.maxsp;
2565 }
2566 op->last_sp = 0;
2567 }
2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 }
2571 else
2572 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2573 }
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 2574
2471 /* Regenerate Grace */ 2575 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2576 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2577 if (--op->last_grace < 0)
2578 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2579 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2580 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2581
2582 if (max_grace > 1)
2583 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2584 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2585 if (over_grace > 0)
2479 op->stats.sp += over_grace 2586 {
2587 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; 2588 + (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; 2589 op->last_grace = 0;
2482 } else { 2590 }
2591 else
2592 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2593 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2594 }
2485 } else { 2595 }
2596 else
2597 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2598 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2599 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2600 /* wearing stuff doesn't detract from grace generation. */
2489 } 2601 }
2490 2602
2491 /* Regenerate Hit Points */ 2603 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2604 if (--op->last_heal < 0)
2605 {
2493 if(op->stats.hp<op->stats.maxhp) { 2606 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2607 {
2608 op->stats.hp++;
2495 /* dms do not consume food */ 2609 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2610 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2611 {
2612 op->stats.food--;
2498 if(op->contr->digestion<0) 2613 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2614 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2615 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; 2616 op->stats.food = last_food;
2617 }
2618 }
2619
2620 if (max_hp > 1)
2621 {
2622 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2623 if (over_hp > 0)
2624 {
2625 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2626 op->last_heal = 0;
2627 }
2628 else
2629 {
2630 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2631 }
2632 }
2633 else
2634 {
2635 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2636 }
2503 } 2637 }
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 2638
2519 /* Digestion */ 2639 /* Digestion */
2520 if(--op->last_eat<0) { 2640 if (--op->last_eat < 0)
2641 {
2521#ifdef COZY_SERVER 2642#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2643 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2644 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2645#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2646 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 2647#endif
2529 2648
2530 if(op->contr->gen_hp > 0) 2649 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2650 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2651 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2652 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2653
2534 /* dms do not consume food */ 2654 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2655 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2656 op->stats.food--;
2537 } 2657 }
2538 2658
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2659 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2660 {
2661 object *tmp, *flesh = 0;
2541 2662
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2663 for (tmp = op->inv; tmp; tmp = tmp->below)
2664 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2665 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2666 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2667 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2668 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2669 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2670 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2671 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2672 break;
2549 } 2673 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2674 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2675 flesh = tmp;
2552 } /* end of for loop */ 2676 } /* End if paid for object */
2677 } /* end of for loop */
2678
2553 /* If player is still starving, it means they don't have any food, so 2679 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2680 * eat flesh instead.
2555 */ 2681 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2682 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2683 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2684 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2685 manual_apply (op, flesh, 0);
2559 } 2686 }
2560 } /* end if player is starving */ 2687 }
2561 2688
2562 while(op->stats.food<0&&op->stats.hp>0) 2689 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2690 op->stats.food++, op->stats.hp--;
2564 2691
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2692 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2693 kill_player (op);
2694 }
2567} 2695}
2568
2569
2570 2696
2571/* If the player should die (lack of hp, food, etc), we call this. 2697/* 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 2698 * 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 2699 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2700 * file.
2575 */ 2701 */
2702void
2576void kill_player(object *op) 2703kill_player (object *op)
2577{ 2704{
2578 char buf[MAX_BUF]; 2705 char buf[MAX_BUF];
2579 int x,y,i; 2706 int x, y;
2707
2708 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2709 maptile *map; /* this is for resurrection */
2710
2581 int z; 2711 /* int z;
2582 int num_stats_lose; 2712 int num_stats_lose;
2583 int lost_a_stat; 2713 int lost_a_stat;
2584 int lose_this_stat; 2714 int lose_this_stat;
2585 int this_stat; 2715 int this_stat; */
2586 int will_kill_again; 2716 int will_kill_again;
2587 archetype *at; 2717 archetype *at;
2588 object *tmp; 2718 object *tmp;
2589 2719
2590 if(save_life(op)) 2720 if (save_life (op))
2591 return; 2721 return;
2592 2722
2593 2723
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2724 /* 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. 2725 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2726 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2727 */
2598 if (op_on_battleground(op, &x, &y)) { 2728 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2729 {
2600 "You have been defeated in combat!"); 2730 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, 2731 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2732
2603
2604 /* restore player */ 2733 /* restore player */
2605 at = find_archetype("poisoning"); 2734 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2735 tmp = present_arch_in_ob (at, op);
2607 if (tmp) { 2736 if (tmp)
2608 remove_ob(tmp); 2737 {
2609 free_object(tmp); 2738 tmp->destroy ();
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2739 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2740 }
2612 2741
2613 at = find_archetype("confusion"); 2742 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2743 tmp = present_arch_in_ob (at, op);
2615 if (tmp) { 2744 if (tmp)
2616 remove_ob(tmp); 2745 {
2617 free_object(tmp); 2746 tmp->destroy ();
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2747 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2748 }
2620 2749
2621 cure_disease(op,0); /* remove any disease */ 2750 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2751 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2752 if (op->stats.food <= 0)
2624 2753 op->stats.food = 999;
2754
2625 /* create a bodypart-trophy to make the winner happy */ 2755 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2756 tmp = arch_to_object (archetype::find ("finger"));
2627 if (tmp != NULL) 2757 if (tmp != NULL)
2628 { 2758 {
2629 sprintf(buf,"%s's finger",op->name); 2759 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2760 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2761 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2762 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2763 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2764 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2765 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2766 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2767 tmp->x = op->x, tmp->y = op->y;
2639 insert_ob_in_map(tmp,op->map,op,0); 2768 insert_ob_in_map (tmp, op->map, op, 0);
2640 }
2641 2769 }
2770
2642 /* teleport defeated player to new destination*/ 2771 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2772 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2773 op->contr->braced = 0;
2645 return; 2774 return;
2646 } 2775 }
2647 2776
2648 INVOKE_PLAYER (DEATH, op->contr); 2777 INVOKE_PLAYER (DEATH, op->contr);
2649 2778
2650 command_kill_pets (op, 0); 2779 command_kill_pets (op, 0);
2651 2780
2652 if(op->stats.food<0) { 2781 if (op->stats.food < 0)
2782 {
2653 if (op->contr->explore) { 2783 if (op->contr->explore)
2784 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2785 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..."); 2786 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2787 op->stats.food = 999;
2657 return; 2788 return;
2658 } 2789 }
2659 sprintf(buf,"%s starved to death.",op->name); 2790 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2791 strcpy (op->contr->killer, "starvation");
2792 }
2793 else
2661 } 2794 {
2662 else {
2663 if (op->contr->explore) { 2795 if (op->contr->explore)
2796 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2797 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..."); 2798 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2799 op->stats.hp = op->stats.maxhp;
2667 return; 2800 return;
2668 } 2801 }
2669 sprintf(buf,"%s died.",op->name); 2802 sprintf (buf, "%s died.", &op->name);
2670 } 2803 }
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2804 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2805
2673 /* save the map location for corpse, gravestone*/ 2806 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2807 x = op->x;
2808 y = op->y;
2809 map = op->map;
2675 2810
2676 2811
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2812 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2813 * 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. 2814 * See the config.h file for a little more in depth detail about this.
2681 */ 2815 */
2682 2816
2683 /* Basically two ways to go - remove a stat permanently, or just 2817 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2818 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2819 * of death.
2686 */ 2820 */
2687#ifndef COZY_SERVER 2821#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2822 if (settings.balanced_stat_loss)
2823 {
2689 /* If stat loss is permanent, lose one stat only. */ 2824 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2825 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2826 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2827 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2828 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2829 little bit harder. */
2695 /* GD */ 2830 /* GD */
2696 if (settings.stat_loss_on_death) 2831 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2832 num_stats_lose = 1;
2698 else 2833 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2834 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2835 }
2836 else
2837 {
2701 num_stats_lose = 1; 2838 num_stats_lose = 1;
2702 } 2839 }
2703 lost_a_stat = 0; 2840 lost_a_stat = 0;
2704 2841
2705 for (z=0; z<num_stats_lose; z++) { 2842 for (z = 0; z < num_stats_lose; z++)
2843 {
2706 i = RANDOM() % NUM_STATS; 2844 i = RANDOM () % NUM_STATS;
2707 2845
2708 if (settings.stat_loss_on_death) { 2846 if (settings.stat_loss_on_death)
2847 {
2709 /* Pick a random stat and take a point off it. Tell the player 2848 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2849 * what he lost.
2711 */ 2850 */
2712 change_attr_value(&(op->stats), i,-1); 2851 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2852 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2853 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2854 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2855 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2856 lost_a_stat = 1;
2718 } else { 2857 }
2858 else
2859 {
2719 /* deplete a stat */ 2860 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2861 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2862 object *dep;
2863
2864 dep = present_arch_in_ob (deparch, op);
2865 if (!dep)
2722 2866 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2867 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2868 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 2869 }
2756 if (lose_this_stat) { 2870 lose_this_stat = 1;
2871 if (settings.balanced_stat_loss)
2872 {
2873 /* GD */
2874 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2875 this_stat = get_attr_value (&(dep->stats), i);
2876 if (this_stat < 0)
2877 {
2878 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2879 int keep_chance = this_stat * this_stat;
2880
2881 /* Yes, I am paranoid. Sue me. */
2882 if (keep_chance < 1)
2883 keep_chance = 1;
2884
2885 /* There is a maximum depletion total per level. */
2886 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2887 {
2888 lose_this_stat = 0;
2889 /* Take loss chance vs keep chance to see if we
2890 retain the stat. */
2891 }
2892 else
2893 {
2894 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2895 lose_this_stat = 0;
2896 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2897 this_stat, keep_chance, loss_chance,
2898 lose_this_stat?"LOSE":"KEEP"); */
2899 }
2900 }
2901 }
2902
2903 if (lose_this_stat)
2904 {
2905 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2906 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2907 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2908 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2909 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2910 * difference.
2763 */ 2911 */
2764 if (this_stat>=-50) { 2912 if (this_stat >= -50)
2913 {
2765 change_attr_value(&(dep->stats), i, -1); 2914 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2915 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2916 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2917 op->update_stats ();
2769 lost_a_stat = 1; 2918 lost_a_stat = 1;
2770 } 2919 }
2771 } 2920 }
2921 }
2772 } 2922 }
2773 }
2774 /* If no stat lost, tell the player. */ 2923 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2924 if (!lost_a_stat)
2776 { 2925 {
2777 /* determine_god() seems to not work sometimes... why is this? 2926 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2927 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2928 const char *god = determine_god (op);
2929
2780 if (god && (strcmp(god, "none"))) 2930 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2931 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" 2932 else
2783 " you.", god); 2933 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 } 2934 }
2935#else
2936 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2937#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 2938
2792 /* Put a gravestone up where the character 'almost' died. List the 2939 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2940 * exp loss on the stone.
2794 */ 2941 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2942 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2943 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2944 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2945 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2946 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2947 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" 2948 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; 2949 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2950 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2951
2809 /**************************************/ 2952 /**************************************/
2810 /* */ 2953 /* */
2811 /* Subtract the experience points, */ 2954 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2955 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2956 /* food, and reset HP's... */
2814 /* */ 2957 /* */
2815 /**************************************/ 2958 /**************************************/
2816 2959
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2960 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2961 /* restore player */
2819 at = find_archetype("poisoning"); 2962 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2963 tmp = present_arch_in_ob (at, op);
2964
2821 if (tmp) { 2965 if (tmp)
2822 remove_ob(tmp); 2966 {
2823 free_object(tmp); 2967 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2968 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2969 }
2826 2970
2827 at = find_archetype("confusion"); 2971 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2972 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2973 if (tmp)
2830 remove_ob(tmp); 2974 {
2831 free_object(tmp); 2975 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2976 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2977 }
2978
2834 cure_disease(op,0); /* remove any disease */ 2979 cure_disease (op, 0); /* remove any disease */
2835 2980
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2981 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2982 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2983 if (op->stats.food < 100)
2984 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2985 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2986 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2987 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2988
2843 /* 2989 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2990 * 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 2991 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2992 * in the map.
2847 */ 2993 */
2848 2994
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2995 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2996 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2997
2857 /****************************************/ 2998 /****************************************/
2858 /* */ 2999 /* */
2859 /* Move player to his current respawn- */ 3000 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 3001 /* position (usually last savebed) */
2861 /* */ 3002 /* */
2862 /****************************************/ 3003 /****************************************/
2863 3004
2864 enter_player_savebed(op); 3005 enter_player_savebed (op);
2865 3006
2866 /* Save the player before inserting the force to reduce 3007 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3008 * chance of abuse.
2868 */ 3009 */
2869 op->contr->braced=0; 3010 op->contr->braced = 0;
2870 save_player(op,1); 3011 op->contr->save ();
2871 3012
2872 /* it is possible that the player has blown something up 3013 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3014 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3015 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3016 * on the space that might harm the player.
2876 */ 3017 */
2877 will_kill_again=0; 3018 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3019 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3020 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3021 will_kill_again |= tmp->attacktype;
2881 } 3022
2882 if (will_kill_again) { 3023 if (will_kill_again)
3024 {
2883 object *force; 3025 object *force;
2884 int at; 3026 int at;
2885 3027
2886 force=get_archetype(FORCE_NAME); 3028 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3029 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3030 force->speed = 0.1;
2889 force->speed_left=-5.0; 3031 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3032 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3033 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3034 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3035 force->resist[at] = 100;
2894 } 3036
2895 insert_ob_in_ob(force, op); 3037 insert_ob_in_ob (force, op);
2896 fix_player(op); 3038 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3039
3040 }
3041
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3042 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} 3043}
2972 3044
2973 3045void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3046loot_object (object *op)
3047{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3048 object *tmp, *tmp2, *next;
2976 3049
3050 if (op->container)
2977 if (op->container) { /* close open sack first */ 3051 esrv_apply_container (op, op->container); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 3052
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3053 for (tmp = op->inv; tmp; tmp = next)
3054 {
2982 next=tmp->below; 3055 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3056
2984 remove_ob(tmp); 3057 if (tmp->invisible)
3058 continue;
3059
3060 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3061 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3062 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3063 { /* empty container to ground */
2988 } 3064 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3065 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3066 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3067 {
2991 if(tmp->nrof>1) { 3068 if (tmp->nrof > 1)
3069 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3070 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3071 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3072 insert_ob_in_map (tmp, op->map, NULL, 0);
3073 }
3074 else
3075 tmp->destroy ();
3076 }
2995 } else 3077 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3078 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3079 }
3000} 3080}
3001 3081
3002/* 3082/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3083 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3084 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3085 * was changed.
3006 */ 3086 */
3007 3087
3088void
3008void fix_weight(void) { 3089fix_weight (void)
3009 player *pl; 3090{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3091 for_all_players (pl)
3092 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3093 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3094
3012 if(old == sum) 3095 if (old == sum)
3013 continue; 3096 continue;
3014 fix_player(pl->ob); 3097 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3098 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3099 }
3018} 3100}
3019 3101
3102void
3020void fix_luck(void) { 3103fix_luck (void)
3021 player *pl; 3104{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3105 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3106 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3107 pl->ob->change_luck (0);
3025} 3108}
3026
3027 3109
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3110/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3111 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3112 * just treat this as any other spell casting object.
3031 */ 3113 */
3032
3033void 3114void
3034cast_dust (object * op, object * throw_ob, int dir) 3115cast_dust (object *op, object *throw_ob, int dir)
3035{ 3116{
3036 object *skop, *spob; 3117 object *skop, *spob;
3037 3118
3038 skop = find_skill_by_name (op, throw_ob->skill); 3119 skop = find_skill_by_name (op, throw_ob->skill);
3039 3120
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3121 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3122 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3123 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3124 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3125 return;
3046 } 3126 }
3047 3127
3048 spob = throw_ob->inv; 3128 spob = throw_ob->inv;
3049 3129
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3130 // 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 3131 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3132 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3133 if (!spob)
3054 { 3134 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3135 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; 3136 return;
3058 } 3137 }
3059 3138
3060 if (op->type == PLAYER) 3139 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3140 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3141
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3142 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3143
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3144 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3145}
3069 3146
3147void
3070void make_visible (object *op) { 3148make_visible (object *op)
3149{
3071 op->hide = 0; 3150 op->hide = 0;
3072 op->invisible = 0; 3151 op->invisible = 0;
3073 if(op->type==PLAYER) { 3152 if (op->type == PLAYER)
3153 {
3074 op->contr->tmp_invis = 0; 3154 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3155 op->contr->invis_race = 0;
3076 } 3156 }
3077 update_object(op,UP_OBJ_FACE); 3157 update_object (op, UP_OBJ_FACE);
3078} 3158}
3079 3159
3160int
3080int is_true_undead(object *op) { 3161is_true_undead (object *op)
3162{
3081 object *tmp=NULL; 3163 object *tmp = NULL;
3082 3164
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3165 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3166 return 1;
3084 3167
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; 3168 return 0;
3090} 3169}
3091 3170
3092/* look at the surrounding terrain to determine 3171/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3172 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3173 * indicate greater hideability.
3095 */ 3174 */
3096 3175
3176int
3097int hideability(object *ob) { 3177hideability (object *ob)
3178{
3098 int i,level=0, mflag; 3179 int i, level = 0, mflag;
3099 sint16 x,y; 3180 sint16 x, y;
3100 3181
3101 if(!ob||!ob->map) return 0; 3182 if (!ob || !ob->map)
3183 return 0;
3102 3184
3103 /* so, on normal lighted maps, its hard to hide */ 3185 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3186 level = ob->map->darkness - 2;
3105 3187
3106 /* this also picks up whether the object is glowing. 3188 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3189 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3190 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3191 if (has_carried_lights (ob))
3192 level = -(10 + (2 * ob->map->darkness));
3110 3193
3111 /* scan through all nearby squares for terrain to hide in */ 3194 /* 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]) { 3195 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3196 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3197 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3198 if (mflag & P_OUT_OF_MAP)
3199 {
3200 continue;
3201 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3202 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3203 level += 2;
3117 else /* open terrain! */ 3204 else /* open terrain! */
3118 level -= 1; 3205 level -= 1;
3119 } 3206 }
3120 3207
3121#if 0 3208#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3209 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3210#endif
3124 return level; 3211 return level;
3125} 3212}
3126 3213
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3214/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3215 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3216 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3217 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3218 */
3132 3219
3220void
3133void do_hidden_move (object *op) { 3221do_hidden_move (object *op)
3222{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3223 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3224 object *skop;
3136 3225
3137 if(!op || !op->map) return; 3226 if (!op || !op->map)
3227 return;
3138 3228
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3229 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3230
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3231 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3232 if (op->type == PLAYER && op->contr->run_on)
3233 {
3143 if(!skop || num >= skop->level) { 3234 if (!skop || num >= skop->level)
3235 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3236 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3237 make_visible (op);
3146 return; 3238 return;
3147 } else num += 20; 3239 }
3240 else
3241 num += 20;
3148 } 3242 }
3149 num += op->map->difficulty; 3243 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3244 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3245 num -= hide;
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3246 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3247 {
3153 make_visible(op); 3248 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3249 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3250 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3251 }
3157 else if (op->type == PLAYER && skop) { 3252 else if (op->type == PLAYER && skop)
3253 {
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3254 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 } 3255 }
3160} 3256}
3161 3257
3162/* determine if who is standing near a hostile creature. */ 3258/* determine if who is standing near a hostile creature. */
3163 3259
3260int
3164int stand_near_hostile( object *who ) { 3261stand_near_hostile (object *who)
3262{
3165 object *tmp=NULL; 3263 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3264 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3265 maptile *m;
3168 sint16 x,y; 3266 sint16 x, y;
3169 3267
3170 if(!who) return 0; 3268 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; 3269 return 0;
3270
3271 if (who->type == PLAYER)
3272 player = 1;
3273
3274 else
3275 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3276
3277 /* search adjacent squares */
3278 for (i = 1; i < 9; i++)
3279 {
3280 x = who->x + freearr_x[i];
3281 y = who->y + freearr_y[i];
3282 m = who->map;
3283 mflags = get_map_flags (m, &m, x, y, &x, &y);
3284 /* space must be blocked if there is a monster. If not
3285 * blocked, don't need to check this space.
3286 */
3287 if (mflags & P_OUT_OF_MAP)
3288 continue;
3289 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3290 continue;
3291
3292 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3293 {
3294 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3295 return 1;
3296 else if (tmp->type == PLAYER)
3297 {
3298 /*don't let a hidden DM prevent you from hiding */
3299 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3300 return 1;
3301 }
3302 }
3303 }
3304 return 0;
3200} 3305}
3201 3306
3202/* check the player los field for viewability of the 3307/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3308 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3309 * 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. 3316 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3317 * -b.t.
3213 * This function is now map tiling safe. 3318 * This function is now map tiling safe.
3214 */ 3319 */
3215 3320
3321int
3216int player_can_view (object *pl,object *op) { 3322player_can_view (object *pl, object *op)
3323{
3217 rv_vector rv; 3324 rv_vector rv;
3218 int dx,dy; 3325 int dx, dy;
3219 3326
3220 if(pl->type!=PLAYER) { 3327 if (pl->type != PLAYER)
3328 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3329 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; 3330 return -1;
3247 op = op->more;
3248 } 3331 }
3332 if (!pl || !op)
3249 return 0; 3333 return 0;
3334
3335 if (op->head)
3336 {
3337 op = op->head;
3338 }
3339 get_rangevector (pl, op, &rv, 0x1);
3340
3341 /* starting with the 'head' part, lets loop
3342 * through the object and find if it has any
3343 * part that is in the los array but isnt on
3344 * a blocked los square.
3345 * we use the archetype to figure out offsets.
3346 */
3347 while (op)
3348 {
3349 dx = rv.distance_x + op->arch->clone.x;
3350 dy = rv.distance_y + op->arch->clone.y;
3351
3352 /* only the viewable area the player sees is updated by LOS
3353 * code, so we need to restrict ourselves to that range of values
3354 * for any meaningful values.
3355 */
3356 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3357 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3358 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3359 return 1;
3360 op = op->more;
3361 }
3362 return 0;
3250} 3363}
3251 3364
3252/* routine for both players and monsters. We call this when 3365/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3366 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3367 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3368 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3369 * return 0.
3257 */ 3370 */
3371int
3258int action_makes_visible (object *op) { 3372action_makes_visible (object *op)
3373{
3259 3374
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3375 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3376 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3377 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3378 return 0;
3263 3379
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3380 if (op->contr && op->contr->tmp_invis == 0)
3381 return 0;
3265 3382
3266 /* If monsters, they should become visible */ 3383 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3384 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3385 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3386 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3387 return 1;
3270 } 3388 }
3271 } 3389 }
3272 return 0; 3390 return 0;
3273} 3391}
3274 3392
3275/* op_on_battleground - checks if the given object op (usually 3393/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3394 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3395 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3396 * -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 3397 * 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 3398 * 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 3399 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3400 */
3401int
3283int op_on_battleground (object *op, int *x, int *y) { 3402op_on_battleground (object *op, int *x, int *y)
3403{
3284 object *tmp; 3404 object *tmp;
3285 3405
3286 /* A battleground-tile needs the following attributes to be valid: 3406 /* 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), 3407 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3408 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3409 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3410 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3411 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3412 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3413 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3414 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3415 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3416 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3417 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3418 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3419 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3420 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3421 {
3299 object *invtmp; 3422 object *invtmp;
3423
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3424 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3425 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3426 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3427 {
3428 if (x != NULL && y != NULL)
3429 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3430 return 1;
3431 }
3432 }
3433 }
3303 if (x != NULL && y != NULL) 3434 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3435 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3436 return 1;
3306 } 3437 }
3307 } 3438 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3439 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3440 /* If we got here, did not find a battleground */
3316 return 0; 3441 return 0;
3317} 3442}
3318 3443
3319/* 3444/*
3323 * attributes: 3448 * attributes:
3324 * object *who the dragon player 3449 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3450 * int atnr the attack-number of the ability focus
3326 * int level ability level 3451 * int level ability level
3327 */ 3452 */
3453void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3454dragon_ability_gain (object *who, int atnr, int level)
3455{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3456 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3457 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3458 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3459 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3460 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3461 int i = 0, j = 0;
3335 3462
3336 /* get the appropriate treasurelist */ 3463 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3464 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3465 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3466 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3467 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3468 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3469 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3470 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3471 trlist = find_treasurelist ("dragon_ability_poison");
3345 3472
3346 if (trlist == NULL || who->type != PLAYER) 3473 if (trlist == NULL || who->type != PLAYER)
3347 return; 3474 return;
3348 3475
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3476 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3477
3351
3352 if (tr == NULL || tr->item == NULL) { 3478 if (tr == NULL || tr->item == NULL)
3479 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3480 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3481 return;
3355 } 3482 }
3356 3483
3357 /* everything seems okay - now bring on the gift: */ 3484 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3485 item = &(tr->item->clone);
3359 3486
3360 if (item->type == SPELL) { 3487 if (item->type == SPELL)
3488 {
3361 if (check_spell_known (who, item->name)) 3489 if (check_spell_known (who, item->name))
3362 return; 3490 return;
3363 3491
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3492 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); 3493 do_learn_spell (who, item, 0);
3366 return; 3494 return;
3367 } 3495 }
3368 3496
3369 /* grant direct spell */ 3497 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3498 if (item->type == SPELLBOOK)
3499 {
3371 if (!item->inv) { 3500 if (!item->inv)
3501 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3502 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3503 return;
3375 } 3504 }
3376 if (check_spell_known (who, item->inv->name)) 3505 if (check_spell_known (who, item->inv->name))
3377 return; 3506 return;
3378 if (item->invisible) { 3507 if (item->invisible)
3508 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3509 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); 3510 do_learn_spell (who, item->inv, 0);
3381 return; 3511 return;
3382 } 3512 }
3383 } 3513 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3514 else if (item->type == SKILL_TOOL && item->invisible)
3515 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3516 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3517 {
3386 3518
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3519 /* 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 3520 * 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, 3521 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3522 * but not all of them, he gets nothing.
3391 */ 3523 */
3392 if (!(skop->attacktype & item->attacktype)) { 3524 if (!(skop->attacktype & item->attacktype))
3525 {
3393 /* Give new attacktype */ 3526 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3527 skop->attacktype |= item->attacktype;
3395 3528
3396 /* always add physical if there's none */ 3529 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3530 skop->attacktype |= AT_PHYSICAL;
3398 3531
3399 if (item->msg != NULL) 3532 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3533 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3534
3402 /* Give player new face */ 3535 /* Give player new face */
3403 if (item->animation_id) { 3536 if (item->animation_id)
3537 {
3404 who->face = skop->face; 3538 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3539 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3540 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3541 who->last_anim = 0;
3408 who->state = 0; 3542 who->state = 0;
3409 animate_object(who, who->direction); 3543 animate_object (who, who->direction);
3410 } 3544 }
3545 }
3546 }
3411 } 3547 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3548 else if (item->type == FORCE)
3549 {
3415 /* forces in the treasurelist can alter the player's stats */ 3550 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3551 object *skin;
3552
3417 /* first get the dragon skin force */ 3553 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3554 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3555 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3556 ;
3421 3557
3558 if (!skin)
3559 return;
3560
3422 /* adding new spellpath attunements */ 3561 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3562 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3563 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3564 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3565
3426 /* print message */ 3566 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3567 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3568 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3569 {
3430 if (j) 3570 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3571 {
3432 else 3572 if (j)
3433 j = 1; 3573 strcat (buf, " and ");
3574 else
3575 j = 1;
3434 strcat(buf, spellpathnames[i]); 3576 strcat (buf, spellpathnames[i]);
3435 } 3577 }
3436 } 3578 }
3437 strcat(buf,"."); 3579 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3580 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3581 }
3440 3582
3441 /* evtl. adding flags: */ 3583 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3584 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3585 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3586 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3587 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3588 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3589 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3590
3449 /* print message if there is one */ 3591 /* print message if there is one */
3450 if (item->msg != NULL) 3592 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3593 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3594 }
3595 else
3452 } 3596 {
3453 else {
3454 /* generate misc. treasure */ 3597 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3598 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3599 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); 3600 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3601 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3602 esrv_send_item (who, tmp);
3460 } 3603 }
3461} 3604}
3462 3605
3463/** 3606/**
3464 * Unready an object for a player. This function does nothing if the object was 3607 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3608 * not readied.
3466 */ 3609 */
3610void
3467void player_unready_range_ob(player *pl, object *ob) { 3611player_unready_range_ob (player *pl, object *ob)
3612{
3468 rangetype i; 3613 rangetype i;
3469 3614
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3615 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3616 {
3471 if (pl->ranges[i] == ob) { 3617 if (pl->ranges[i] == ob)
3618 {
3472 pl->ranges[i] = NULL; 3619 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3620 if (pl->shoottype == i)
3621 {
3474 pl->shoottype = range_none; 3622 pl->shoottype = range_none;
3475 } 3623 }
3476 } 3624 }
3477 } 3625 }
3478} 3626}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines