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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.88 by pippijn, Sat Jan 6 14:42:31 2007 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
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
11 7
12 This program is free software; you can redistribute it and/or modify 8 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 it under the terms of the GNU General Public License as published by
21 17
22 You should have received a copy of the GNU General Public License 18 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 21
26 The author can be reached via e-mail to crossfire-devel@real-time.com 22 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 23*/
28 24
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
37player *
47player *find_player(const char *plname) 38find_player (const char *plname)
48{ 39{
49 player *pl; 40 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)) 41 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 42 return pl;
54 }; 43
55 return NULL; 44 return 0;
56} 45}
57 46
58player* find_player_partial_name( const char* plname ) 47void
48display_motd (const object *op)
49{
50 char buf[MAX_BUF];
51 char motd[HUGE_BUF];
52 FILE *fp;
53 int comp;
54 int size;
55
56 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
57 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
58 return;
59
60 motd[0] = '\0';
61 size = 0;
62
63 while (fgets (buf, MAX_BUF, fp))
59 { 64 {
60 player* pl; 65 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; 66 continue;
67 67
68 if ( !strcmp( pl->ob->name, plname) ) 68 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 69 size += strlen (buf);
70 }
70 71
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 72 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
73 close_and_delete (fp, comp);
74}
75
76void
77send_rules (const object *op)
78{
79 char buf[MAX_BUF];
80 char rules[HUGE_BUF];
81 FILE *fp;
82 int comp;
83 int size;
84
85 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
86 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
87 return;
88
89 rules[0] = '\0';
90 size = 0;
91
92 while (fgets (buf, MAX_BUF, fp))
93 {
94 if (*buf == '#')
95 continue;
96
97 if (size + strlen (buf) >= HUGE_BUF)
72 { 98 {
73 if ( found ) 99 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 100 break;
101 }
75 102
76 found = pl; 103 strncat (rules + size, buf, HUGE_BUF - size);
104 size += strlen (buf);
105 }
106
107 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
108 close_and_delete (fp, comp);
109}
110
111void
112send_news (const object *op)
113{
114 char buf[MAX_BUF];
115 char news[HUGE_BUF];
116 char subject[MAX_BUF];
117 FILE *fp;
118 int comp;
119 int size;
120
121 sprintf (buf, "%s/%s", settings.confdir, settings.news);
122 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
123 return;
124
125 news[0] = '\0';
126 subject[0] = '\0';
127 size = 0;
128
129 while (fgets (buf, MAX_BUF, fp) != NULL)
130 {
131 if (*buf == '#')
132 continue;
133
134 if (*buf == '%')
135 { /* send one news */
136 if (size > 0)
137 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 */
138 strcpy (subject, buf + 1);
139 strip_endline (subject);
140 size = 0;
141 news[0] = '\0';
142 }
143 else
144 {
145 if (size + strlen (buf) >= HUGE_BUF)
146 {
147 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
148 break;
77 } 149 }
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); 150 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 151 size += strlen (buf);
170 } 152 }
171 }
172 153 }
154
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 155 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 156 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); 157 close_and_delete (fp, comp);
179} 158}
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
301 159
302/* This loads the first map an puts the player on it. */ 160/* This loads the first map an puts the player on it. */
161static void
303static void set_first_map(object *op) 162set_first_map (object *op)
304{ 163{
305 strcpy(op->contr->maplevel, first_map_path); 164 op->contr->maplevel = first_map_path;
306 op->x = -1; 165 op->x = -1;
307 op->y = -1; 166 op->y = -1;
308 enter_exit(op, NULL);
309} 167}
310 168
169void
170player::enter_map ()
171{
172 object *tmp = object::create ();
173
174 EXIT_PATH (tmp) = maplevel;
175 EXIT_X (tmp) = ob->x;
176 EXIT_Y (tmp) = ob->y;
177 ob->enter_exit (tmp);
178
179 tmp->destroy ();
180}
181
182// connect the player with a specific client
183// also changed, rationalises, and fixes some incorrect settings
184void
185player::connect (client *ns)
186{
187 this->ns = ns;
188 ns->pl = this;
189
190 next = first_player;
191 first_player = this;
192
193 ns->update_look = 0;
194 ns->look_position = 0;
195
196 clear_los (ob);
197
198 /* make sure he's a player -- needed because of class change. */
199 ob->type = PLAYER; // we are paranoid
200 ob->race = ob->arch->clone.race;
201
202 if (!legal_range (ob, shoottype))
203 shoottype = range_none;
204
205 ob->carrying = sum_weight (ob);
206 link_player_skills (ob);
207
208 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
209
210 assign (title, ob->arch->clone.name);
211
212 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
213 * from the class, and not race. I don't see any way to get the class information
214 * to then update this. I don't think this will actually break anything - anyone
215 * that can use armour should be able to use a shield. What this may 'break'
216 * are features new characters get, eg, if someone starts up with a Q, they
217 * should be able to use a shield. However, old Q's won't get that advantage.
218 */
219 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
220 SET_FLAG (ob, FLAG_USE_SHIELD);
221
222 /* if it's a dragon player, set the correct title here */
223 if (is_dragon_pl (ob))
224 {
225 object *tmp, *abil = 0, *skin = 0;
226
227 shstr_cmp dragon_ability_force ("dragon_ability_force");
228 shstr_cmp dragon_skin_force ("dragon_skin_force");
229
230 for (tmp = ob->inv; tmp; tmp = tmp->below)
231 if (tmp->type == FORCE)
232 if (tmp->arch->name == dragon_ability_force)
233 abil = tmp;
234 else if (tmp->arch->name == dragon_skin_force)
235 skin = tmp;
236
237 set_dragon_name (ob, abil, skin);
238 }
239
240 CLEAR_FLAG (ob, FLAG_FRIENDLY);
241 add_friendly_object (ob);
242
243 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
244
245 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
246
247 esrv_new_player (this, ob->weight + ob->carrying);
248
249 ob->update_stats ();
250 ns->floorbox_update ();
251
252 esrv_send_inventory (ob, ob);
253 esrv_add_spells (this, 0);
254
255 ob->activate_recursive ();
256 enter_map ();
257
258 send_rules (ob);
259 send_news (ob);
260 display_motd (ob);
261
262 INVOKE_PLAYER (CONNECT, this);
263 INVOKE_PLAYER (LOGIN, this);
264}
265
266void
267player::disconnect ()
268{
269 if (ob)
270 ob->deactivate_recursive ();
271
272 //TODO: don't be so harsh and destroy :)
273 if (ns)
274 {
275 if (enable_save)
276 {
277 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
278 save (true);
279 }
280
281 INVOKE_PLAYER (DISCONNECT, this);
282
283 client *ns = this->ns;
284 ns->send_packet ("goodbye");
285 ns->flush ();
286 ns->pl = 0;
287 this->ns = 0;
288
289 ns->destroy ();
290 destroy ();
291 }
292}
293
294// the need for this function can be explained
295// by load_object not returning the object
296void
297player::set_object (object *op)
298{
299 ob = op;
300 ob->contr = this; /* this aren't yet in archetype */
301
302 ob->speed_left = 0.5;
303 ob->speed = 1.0;
304 ob->direction = 5; /* So player faces south */
305 ob->stats.wc = 2;
306 ob->run_away = 25; /* Then we panick... */
307
308 ob->roll_stats ();
309}
310
311player::player ()
312{
313 /* There are some elements we want initialised to non zero value -
314 * we deal with that below this point.
315 */
316 outputs_sync = 16; /* Every 2 seconds */
317 outputs_count = 8; /* Keeps present behaviour */
318 unapply = unapply_nochoice;
319
320 savebed_map = first_map_path; /* Init. respawn position */
321
322 gen_sp_armour = 10;
323 last_speed = -1;
324 shoottype = range_none;
325 bowtype = bow_normal;
326 petmode = pet_normal;
327 listening = 10;
328 usekeys = containers;
329 last_weapon_sp = -1;
330 peaceful = 1; /* default peaceful */
331 do_los = 1;
332
333 /* we need to clear these to -1 and not zero - otherwise,
334 * if a player quits and starts a new character, we wont
335 * send new values to the client, as things like exp start
336 * at zero.
337 */
338 for (int i = 0; i < NUM_SKILLS; i++)
339 last_skill_exp[i] = -1;
340
341 for (int i = 0; i < NROFATTACKS; i++)
342 last_resist[i] = -1;
343
344 last_stats.exp = -1;
345 last_weight = (uint32) - 1;
346}
347
348void
349player::do_destroy ()
350{
351 disconnect ();
352
353 save (false);
354 enable_save = false;
355
356 attachable::do_destroy ();
357
358 terminate_all_pets (ob);
359
360 if (first_player != this)
361 {
362 player *prev = first_player;
363
364 while (prev && prev->next && prev->next != this)
365 prev = prev->next;
366
367 if (prev->next != this)
368 {
369 LOG (llevError, "Free_player: Can't find previous player.\n");
370 abort ();
371 }
372
373 prev->next = next;
374 }
375 else
376 first_player = next;
377
378 if (ob)
379 {
380 ob->destroy_inv (false);
381 ob->destroy ();
382 }
383}
384
385player::~player ()
386{
387 /* Clear item stack */
388 free (stack_items);
389}
390
311/* Tries to add player on the connection passwd in ns. 391/* 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 392 * All we can really get in this is some settings like host and display
313 * mode. 393 * mode.
314 */ 394 */
395player *
396player::create ()
397{
398 player *pl = new player;
315 399
316int add_player(NewSocket *ns) { 400 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 401 set_first_map (pl->ob);
331 402
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; 403 return pl;
339} 404}
340 405
341/* 406/*
342 * get_player_archetype() return next player archetype from archetype 407 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 408 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 409 * Note: there MUST be at least one player archetype!
345 */ 410 */
411archetype *
346archetype *get_player_archetype(archetype* at) 412get_player_archetype (archetype *at)
347{ 413{
348 archetype *start = at; 414 archetype *start = at;
415
349 for (;;) { 416 for (;;)
417 {
350 if (at==NULL || at->next==NULL) 418 if (at == NULL || at->next == NULL)
351 at=first_archetype; 419 at = first_archetype;
352 else 420 else
353 at=at->next; 421 at = at->next;
422
354 if(at->clone.type==PLAYER) 423 if (at->clone.type == PLAYER)
355 return at; 424 return at;
425
356 if (at == start) { 426 if (at == start)
427 {
357 LOG (llevError, "No Player archetypes\n"); 428 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 429 exit (-1);
359 } 430 }
360 } 431 }
361} 432}
362 433
363 434object *
364object *get_nearest_player(object *mon) { 435get_nearest_player (object *mon)
436{
365 object *op = NULL; 437 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 438 objectlink *ol;
368 unsigned lastdist; 439 unsigned lastdist;
369 rv_vector rv; 440 rv_vector rv;
370 441
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 442 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
443 {
372 /* We should not find free objects on this friendly list, but it 444 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 445 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 446 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 447 * list is also free, so encapsulate this in a while loop.
376 */ 448 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 449 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
450 {
378 object *tmp=ol->ob; 451 object *tmp = ol->ob;
379 452
380 /* Can't do much more other than log the fact, because the object 453 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 454 * itself will have been cleared.
382 */ 455 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 456 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 457 ol = ol->next;
385 remove_friendly_object(tmp); 458 remove_friendly_object (tmp);
386 if (!ol) return op; 459 if (!ol)
387 } 460 return op;
461 }
388 462
389 /* Remove special check for player from this. First, it looks to cause 463 /* 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 464 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 465 * 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 466 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 467 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 468 * on_same_map check, as can_detect_enemy also does this
395 */ 469 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 470 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 471 continue;
398 472
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) { 473 if (lastdist > rv.distance)
408 op=pl->ob; 474 {
475 op = ol->ob;
409 lastdist=rv.distance; 476 lastdist = rv.distance;
477 }
410 } 478 }
411 } 479
412 } 480 for_all_players (pl)
481 if (can_detect_enemy (mon, pl->ob, &rv))
482 if (lastdist > rv.distance)
483 {
484 op = pl->ob;
485 lastdist = rv.distance;
486 }
487
413#if 0 488#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 489 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 490#endif
416 return op; 491 return op;
417} 492}
418 493
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 494/* 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 495 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 496 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 510 * 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 511 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 512 * is probably not a good thing.
438 */ 513 */
439#define MAX_SPACES 50 514#define MAX_SPACES 50
440
441 515
442/* 516/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 517 * 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 518 * 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 519 * 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. 532 * 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, 533 * 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 534 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 535 * is blocking itself.
462 */ 536 */
537int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 538path_to_player (object *mon, object *pl, unsigned mindiff)
539{
464 rv_vector rv; 540 rv_vector rv;
465 sint16 x,y; 541 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 542 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 543 maptile *m, *lastmap;
468 544
469 get_rangevector(mon, pl, &rv, 0); 545 get_rangevector (mon, pl, &rv, 0);
470 546
471 if (rv.distance<mindiff) return 0; 547 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; 548 return 0;
724}
725 549
726void confirm_password(object *op) { 550 x = mon->x;
551 y = mon->y;
552 m = mon->map;
553 dir = rv.direction;
554 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
555 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
556 /* If we can't solve it within the search distance, return now. */
557 if (diff > max)
558 return 0;
559 while (diff > 1 && max > 0)
560 {
561 lastx = x;
562 lasty = y;
563 lastmap = m;
564 x = lastx + freearr_x[dir];
565 y = lasty + freearr_y[dir];
727 566
728 op->contr->write_buf[0]='\0'; 567 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 568 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}
732 569
570 /* Space is blocked - try changing direction a little */
571 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
572 && (m == mon->map && blocked_link (mon, m, x, y))))
573 {
574 /* recalculate direction from last good location. Possible
575 * we were not traversing ideal location before.
576 */
577 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
578 if (rv.direction != dir)
579 {
580 /* OK - says direction should be different - lets reset the
581 * the values so it will try again.
582 */
583 x = lastx;
584 y = lasty;
585 m = lastmap;
586 dir = firstdir = rv.direction;
587 }
588 else
589 {
590 /* direct path is blocked - try taking a side step to
591 * either the left or right.
592 * Note increase the values in the loop below to be
593 * more than -1/1 respectively will mean the monster takes
594 * bigger detour. Have to be careful about these values getting
595 * too big (3 or maybe 4 or higher) as the monster may just try
596 * stepping back and forth
597 */
598 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
599 {
600 if (i == 0)
601 continue; /* already did this, so skip it */
602 /* Use lastdir here - otherwise,
603 * since the direction that the creature should move in
604 * may change, you could get infinite loops.
605 * ie, player is northwest, but monster can only
606 * move west, so it does that. It goes some distance,
607 * gets blocked, finds that it should move north,
608 * can't do that, but now finds it can move east, and
609 * gets back to its original point. lastdir contains
610 * the last direction the creature has successfully
611 * moved.
612 */
613
614 x = lastx + freearr_x[absdir (lastdir + i)];
615 y = lasty + freearr_y[absdir (lastdir + i)];
616 m = lastmap;
617 mflags = get_map_flags (m, &m, x, y, &x, &y);
618 if (mflags & P_OUT_OF_MAP)
619 continue;
620 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
621 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
622 continue;
623 if (mflags & P_BLOCKSVIEW)
624 continue;
625
626 if (m == mon->map && blocked_link (mon, m, x, y))
627 break;
628 }
629 /* go through entire loop without finding a valid
630 * sidestep to take - thus, no valid path.
631 */
632 if (i == (DETOUR_AMOUNT + 1))
633 return 0;
634 diff--;
635 lastdir = dir;
636 max--;
637 if (!firstdir)
638 firstdir = dir + i;
639 } /* else check alternate directions */
640 } /* if blocked */
641 else
642 {
643 /* we moved towards creature, so diff is less */
644 diff--;
645 max--;
646 lastdir = dir;
647 if (!firstdir)
648 firstdir = dir;
649 }
650 if (diff <= 1)
651 {
652 /* Recalculate diff (distance) because we may not have actually
653 * headed toward player for entire distance.
654 */
655 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
656 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
657 }
658 if (diff > max)
659 return 0;
660 }
661 /* If we reached the max, didn't find a direction in time */
662 if (!max)
663 return 0;
664
665 return firstdir;
666}
667
668void
669give_initial_items (object *pl, treasurelist * items)
670{
671 object *op, *next = NULL;
672
673 if (pl->randomitems != NULL)
674 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
675
676 for (op = pl->inv; op; op = next)
677 {
678 next = op->below;
679
680 /* Forces get applied per default, unless they have the
681 * flag "neutral" set. Sorry but I can't think of a better way
682 */
683 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
684 SET_FLAG (op, FLAG_APPLIED);
685
686 /* we never give weapons/armour if these cannot be used
687 * by this player due to race restrictions
688 */
689 if (pl->type == PLAYER)
690 {
691 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
692 (op->type == ARMOUR || op->type == BOOTS ||
693 op->type == CLOAK || op->type == HELMET ||
694 op->type == SHIELD || op->type == GLOVES ||
695 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
696 {
697 op->destroy ();
698 continue;
699 }
700 }
701
702 /* This really needs to be better - we should really give
703 * a substitute spellbook. The problem is that we don't really
704 * have a good idea what to replace it with (need something like
705 * a first level treasurelist for each skill.)
706 * remove duplicate skills also
707 */
708 if (op->type == SPELLBOOK || op->type == SKILL)
709 {
710 object *tmp;
711
712 for (tmp = op->below; tmp; tmp = tmp->below)
713 if (tmp->type == op->type && tmp->name == op->name)
714 break;
715
716 if (tmp)
717 {
718 op->destroy ();
719 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
720 continue;
721 }
722
723 if (op->nrof > 1)
724 op->nrof = 1;
725 }
726
727 if (op->type == SPELLBOOK && op->inv)
728 {
729 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
730 }
731
732 /* Give starting characters identified, uncursed, and undamned
733 * items. Just don't identify gold or silver, or it won't be
734 * merged properly.
735 */
736 if (need_identify (op))
737 {
738 SET_FLAG (op, FLAG_IDENTIFIED);
739 CLEAR_FLAG (op, FLAG_CURSED);
740 CLEAR_FLAG (op, FLAG_DAMNED);
741 }
742 if (op->type == SPELL)
743 {
744 op->destroy ();
745 continue;
746 }
747 else if (op->type == SKILL)
748 {
749 SET_FLAG (op, FLAG_CAN_USE_SKILL);
750 op->stats.exp = 0;
751 op->level = 1;
752 }
753 /* lock all 'normal items by default */
754 else
755 SET_FLAG (op, FLAG_INV_LOCKED);
756 } /* for loop of objects in player inv */
757
758 /* Need to set up the skill pointers */
759 link_player_skills (pl);
760}
761
762void
733void get_party_password(object *op, partylist *party) { 763get_party_password (object *op, partylist *party)
764{
734 if (party == NULL) { 765 if (party == NULL)
766 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 767 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 768 return;
737 } 769 }
770
738 op->contr->write_buf[0]='\0'; 771 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 772 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 773 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 774 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 775}
743
744 776
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 777/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
778static int
746int roll_stat(void) { 779roll_stat (void)
780{
747 int a[4],i,j,k; 781 int a[4], i, j, k;
748 782
749 for(i=0;i<4;i++) 783 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 784 a[i] = (int) RANDOM () % 6 + 1;
751 785
752 for(i=0,j=0,k=7;i<4;i++) 786 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 787 if (a[i] < k)
754 k=a[i],j=i; 788 k = a[i], j = i;
755 789
756 for(i=0,k=0;i<4;i++) { 790 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 791 if (i != j)
758 k+=a[i]; 792 k += a[i];
759 } 793
760 return k; 794 return k;
761} 795}
762 796
763void roll_stats(object *op) { 797void
764 int sum=0; 798object::roll_stats ()
765 int i = 0, j = 0; 799{
766 int statsort[7]; 800 int statsort [7];
767 801
802 for (;;)
768 do { 803 {
769 op->stats.Str=roll_stat(); 804 int sum = 0;
770 op->stats.Dex=roll_stat(); 805 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 806 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);
780 807
808 if (sum >= 82 && sum <= 116)
809 break;
810 }
811
781 /* Sort the stats so that rerolling is easier... */ 812 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 813 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;
789 814
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]; 815 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 816 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 817 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 818 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 819 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 820 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 821 stats.Cha = statsort[6];
809 822
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; 823 stats.exp = 0;
821 op->stats.ac=0; 824 stats.ac = 0;
822 825
826 stats.hp = stats.maxhp;
827 stats.sp = stats.maxsp;
828 stats.grace = stats.maxgrace;
829
830 if (contr)
831 {
823 op->contr->levhp[1] = 9; 832 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 833 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 834 contr->levgrace[1] = 3;
826 835
827 fix_player(op); 836 contr->orig_stats = stats;
837 }
838}
839
840void
841object::swap_stats (int a, int b)
842{
843 int tmp = get_attr_value (&contr->orig_stats, a);
844 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
845 set_attr_value (&contr->orig_stats, b, tmp);
846
847 stats.Str = contr->orig_stats.Str;
848 stats.Dex = contr->orig_stats.Dex;
849 stats.Con = contr->orig_stats.Con;
850 stats.Int = contr->orig_stats.Int;
851 stats.Wis = contr->orig_stats.Wis;
852 stats.Pow = contr->orig_stats.Pow;
853 stats.Cha = contr->orig_stats.Cha;
854
855 //TODO: the following code looks so borked and should, at the very least,
856 // be merged with the similar code in roll_stats
857 stats.ac = 0;
858
859 level = 1;
860 stats.exp = 0;
861 stats.ac = 0;
862
828 op->stats.hp = op->stats.maxhp; 863 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 864 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 865 stats.grace = stats.maxgrace;
866
867 if (contr)
868 {
869 contr->levhp[1] = 9;
870 contr->levsp[1] = 6;
871 contr->levgrace[1] = 3;
872
831 op->contr->orig_stats=op->stats; 873 contr->orig_stats = stats;
874 }
832} 875}
833 876
834void Roll_Again(object *op) 877static void
878start_info (object *op)
835{ 879{
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]; 880 char buf[MAX_BUF];
844 881
845 if ( op->contr->Swap_First == -1 ) { 882 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 883 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 884 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 885 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 886}
953 887
954/* This function takes the key that is passed, and does the 888/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 889 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 890 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 891 * separate race and class; this actually changes the RACE,
958 * not the class. 892 * not the class.
959 */ 893 */
960 894int
961int key_change_class(object *op, char key) 895key_change_class (object *op, char key)
962{ 896{
963 int tmp_loop; 897 int tmp_loop;
964 898
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 899 if (key == 'd' || key == 'D')
900 {
971 char buf[MAX_BUF]; 901 char buf[MAX_BUF];
972 902
973 /* this must before then initial items are given */ 903 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 904 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 905
906 treasurelist *tl = find_treasurelist ("starting_wealth");
907 if (tl)
908 create_treasure (tl, op, 0, 0, 0);
909
977 INVOKE_PLAYER (BIRTH, op->contr); 910 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 911 INVOKE_PLAYER (LOGIN, op->contr);
979 912
980 op->contr->state=ST_PLAYING; 913 op->contr->ns->state = ST_PLAYING;
981 914
982 if (op->msg) { 915 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 916 op->msg = NULL;
985 }
986 917
987 /* We create this now because some of the unique maps will need it 918 /* We create this now because some of the unique maps will need it
988 * to save here. 919 * to save here.
989 */ 920 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 921 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 922 make_path_to_file (buf);
992 923
993#ifdef AUTOSAVE 924#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 925 op->contr->last_save_tick = pticks;
995#endif 926#endif
996 start_info(op); 927 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 928 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 929 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 930 link_player_skills (op);
1000 esrv_send_inventory(op, op); 931 esrv_send_inventory (op, op);
1001 fix_player(op); 932 op->update_stats ();
1002 933
1003 /* This moves the player to a different start map, if there 934 /* This moves the player to a different start map, if there
1004 * is one for this race 935 * is one for this race
1005 */ 936 */
1006 if(*first_map_ext_path) { 937 if (*first_map_ext_path)
938 {
1007 object *tmp; 939 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 940 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 941
1011 first_map_ext_path, op->arch->name); 942 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 943 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 944 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 945 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 946 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 947 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 948 * if the map isn't there, then stay on the
1018 * default initial map */ 949 * default initial map */
1019 free_object(tmp); 950 tmp->destroy ();
951 }
1020 } else { 952 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 953 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 954
955 return 0;
956 }
957
1026 /* Following actually changes the race - this is the default command 958 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 959 * if we don't match with one of the options above.
1028 */ 960 */
1029 961
1030 tmp_loop = 0; 962 tmp_loop = 0;
1031 while(!tmp_loop) { 963 while (!tmp_loop)
1032 const char *name = add_string (op->name); 964 {
965 shstr name = op->name;
1033 int x = op->x, y = op->y; 966 int x = op->x, y = op->y;
1034 remove_statbonus(op); 967
1035 remove_ob (op); 968 op->remove_statbonus ();
969 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 970 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 971 op->arch->clone.copy_to (op);
1038 op->instantiate (); 972 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 973 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 974 op->name = op->name_pl = name;
1041 op->name = name; 975 op->x = x;
1042 free_string(op->name_pl); 976 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 */ 977 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 978 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 979 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 980 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 981 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 982 }
983
1055 update_object(op,UP_OBJ_FACE); 984 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 985 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 986 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 987 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 988 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 989 op->stats.grace = 0;
990
1061 if (op->msg) 991 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 992 new_draw_info (NDI_BLUE, 0, op, op->msg);
993
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 994 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; 995 return 0;
1065} 996}
1066 997
998int
1067int key_confirm_quit(object *op, char key) 999key_confirm_quit (object *op, char key)
1068{ 1000{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 1001 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
1002 {
1072 op->contr->state=ST_PLAYING; 1003 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 1004 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 1005 return 1;
1075 } 1006 }
1076 1007
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1008 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1009 INVOKE_PLAYER (QUIT, op->contr);
1079 1010
1011 op->contr->enable_save = false;
1012 delete_character (op->name);
1013
1080 terminate_all_pets(op); 1014 terminate_all_pets (op);
1081 leave_map(op); 1015 op->remove ();
1082 op->direction=0; 1016 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1017 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1018
1086 strcpy(op->contr->killer,"quit"); 1019 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1020 check_score (op);
1088 op->contr->party=NULL; 1021 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1022 op->contr->own_title[0] = '\0';
1023 op->contr->destroy ();
1091 1024
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1; 1025 return 1;
1110} 1026}
1111 1027
1028void
1112void flee_player(object *op) { 1029flee_player (object *op)
1030{
1113 int dir,diff; 1031 int dir, diff;
1114 rv_vector rv; 1032 rv_vector rv;
1115 1033
1116 if(op->stats.hp < 0) { 1034 if (op->stats.hp < 0)
1035 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1036 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1037 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1038 return;
1120 } 1039 }
1121 1040
1122 if(op->enemy==NULL) { 1041 if (op->enemy == NULL)
1042 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1043 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1045 return;
1126 } 1046 }
1127 1047
1128 /* Seen some crashes here. Since we don't store an 1048 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1049 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1050 * actual enemy, and the object is recycled.
1131 */ 1051 */
1132 if (op->enemy->map == NULL) { 1052 if (op->enemy->map == NULL)
1053 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1054 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1055 op->enemy = NULL;
1135 return; 1056 return;
1136 } 1057 }
1137 1058
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1059 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1060 {
1139 op->enemy=NULL; 1061 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1062 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1063 return;
1142 } 1064 }
1065
1143 get_rangevector(op, op->enemy, &rv, 0); 1066 get_rangevector (op, op->enemy, &rv, 0);
1144 1067
1145 dir=absdir(4+rv.direction); 1068 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1069 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 } 1070 {
1071 int m = 1 - (RANDOM () & 2);
1072
1073 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1074 return;
1075 }
1076
1153 /* Cornered, get rid of scared */ 1077 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1078 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1079 op->enemy = NULL;
1156} 1080}
1157 1081
1158 1082
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1083/* 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 1084 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1085 * stop.
1162 */ 1086 */
1087int
1163int check_pick(object *op) { 1088check_pick (object *op)
1089{
1164 object *tmp, *next; 1090 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1091 int stop = 0;
1167 int j, k, wvratio; 1092 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1093 char putstring[128], tmpstr[16];
1169 1094
1170
1171 /* if you're flying, you cna't pick up anything */ 1095 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1096 if (op->move_type & MOVE_FLYING)
1173 return 1; 1097 return 1;
1174 1098
1175 op_tag = op->count;
1176
1177 next = op->below; 1099 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1100
1181 /* loop while there are items on the floor that are not marked as 1101 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1102 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1103 while (next && !next->destroyed ())
1184 { 1104 {
1185 tmp = next; 1105 tmp = next;
1186 next = tmp->below; 1106 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1107
1190 if (was_destroyed (op, op_tag)) 1108 if (op->destroyed ())
1191 return 0; 1109 return 0;
1192 1110
1193 if ( ! can_pick (op, tmp)) 1111 if (!can_pick (op, tmp))
1194 continue; 1112 continue;
1195 1113
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1114 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1115 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1116 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1117 pick_up (op, tmp);
1200 continue; 1118 continue;
1201 } 1119 }
1202 1120
1203 /* high not bit set? We're using the old autopickup model */ 1121 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1122 if (!(op->contr->mode & PU_NEWMODE))
1123 {
1205 switch (op->contr->mode) { 1124 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1125 {
1207 case 1: pick_up (op, tmp); 1126 case 0:
1208 return 1; 1127 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1128 case 1:
1210 return 0; 1129 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1130 return 1;
1212 case 4: pick_up (op, tmp); 1131 case 2:
1213 break; 1132 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1133 return 0;
1215 stop = 1; 1134 case 3:
1216 break; 1135 return 0; /* stop before pickup */
1217 case 6: 1136 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1137 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1138 break;
1220 pick_up(op, tmp); 1139 case 5:
1221 break; 1140 pick_up (op, tmp);
1141 stop = 1;
1142 break;
1143 case 6:
1144 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1145 pick_up (op, tmp);
1146 break;
1222 1147
1223 case 7: 1148 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1149 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1150 pick_up (op, tmp);
1226 break; 1151 break;
1227 1152
1228 default: 1153 default:
1229 /* use value density */ 1154 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1155 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1156 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1157 pick_up (op, tmp);
1233 >= op->contr->mode) 1158 }
1234 pick_up(op,tmp); 1159 }
1235 } 1160 else
1236 } 1161 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1162 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1163 if (op->contr->mode & PU_DEBUG)
1240 { 1164 {
1241 /* some debugging code to figure out item information */ 1165 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1166 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1167 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1168 &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)))); 1169 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1170 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1171 &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)))); 1172
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1173 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1174 }
1251 1175
1252 sprintf(putstring,"...flags: "); 1176 /* philosophy:
1253 for(k=0;k<4;k++) 1177 * It's easy to grab an item type from a pile, as long as it's
1254 { 1178 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1179 * and selections, select-items should be used. This is a
1256 { 1180 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1181 * example.
1258 { 1182 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1183 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1184 * convert to decimal and then 'pickup <#>
1261 } 1185 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1186
1187 /* the first two modes are exclusive: if NOTHING we return, if
1188 * STOP then we stop. All the rest are applied sequentially,
1189 * meaning if any test passes, the item gets picked up. */
1190
1191 /* if mode is set to pick nothing up, return */
1192
1193 if (op->contr->mode & PU_NOTHING)
1194 return 1;
1195
1196 /* if mode is set to stop when encountering objects, return */
1197 /* take STOP before INHIBIT since it doesn't actually pick
1198 * anything up */
1199
1200 if (op->contr->mode & PU_STOP)
1201 return 0;
1202
1203 /* useful for going into stores and not losing your settings... */
1204 /* and for battles wher you don't want to get loaded down while
1205 * fighting */
1206 if (op->contr->mode & PU_INHIBIT)
1207 return 1;
1208
1209 /* prevent us from turning into auto-thieves :) */
1210 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1211 continue;
1212
1213 /* ignore known cursed objects */
1214 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1215 continue;
1216
1217 /* all food and drink if desired */
1218 /* question: don't pick up known-poisonous stuff? */
1219 if (op->contr->mode & PU_FOOD)
1220 if (tmp->type == FOOD)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225
1226 if (op->contr->mode & PU_DRINK)
1227 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1232
1233 if (op->contr->mode & PU_POTION)
1234 if (tmp->type == POTION)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* spellbooks, skillscrolls and normal books/scrolls */
1241 if (op->contr->mode & PU_SPELLBOOK)
1242 if (tmp->type == SPELLBOOK)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_SKILLSCROLL)
1249 if (tmp->type == SKILLSCROLL)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_READABLES)
1256 if (tmp->type == BOOK || tmp->type == SCROLL)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* wands/staves/rods/horns */
1263 if (op->contr->mode & PU_MAGIC_DEVICE)
1264 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 /* pick up all magical items */
1271 if (op->contr->mode & PU_MAGICAL)
1272 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1273 {
1274 pick_up (op, tmp);
1275 continue;
1276 }
1277
1278 if (op->contr->mode & PU_VALUABLES)
1279 {
1280 if (tmp->type == MONEY || tmp->type == GEM)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285 }
1286
1287 /* rings & amulets - talismans seems to be typed AMULET */
1288 if (op->contr->mode & PU_JEWELS)
1289 if (tmp->type == RING || tmp->type == AMULET)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 /* we don't forget dragon food */
1296 if (op->contr->mode & PU_FLESH)
1297 if (tmp->type == FLESH)
1298 {
1299 pick_up (op, tmp);
1300 continue;
1301 }
1302
1303 /* bows and arrows. Bows are good for selling! */
1304 if (op->contr->mode & PU_BOW)
1305 if (tmp->type == BOW)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 if (op->contr->mode & PU_ARROW)
1312 if (tmp->type == ARROW)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317
1318 /* all kinds of armor etc. */
1319 if (op->contr->mode & PU_ARMOUR)
1320 if (tmp->type == ARMOUR)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 if (op->contr->mode & PU_HELMET)
1327 if (tmp->type == HELMET)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1333 if (op->contr->mode & PU_SHIELD)
1334 if (tmp->type == SHIELD)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 if (op->contr->mode & PU_BOOTS)
1341 if (tmp->type == BOOTS)
1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1347 if (op->contr->mode & PU_GLOVES)
1348 if (tmp->type == GLOVES)
1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1353
1354 if (op->contr->mode & PU_CLOAK)
1355 if (tmp->type == CLOAK)
1356 {
1357 pick_up (op, tmp);
1358 continue;
1359 }
1360
1361 /* hoping to catch throwing daggers here */
1362 if (op->contr->mode & PU_MISSILEWEAPON)
1363 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1364 {
1365 pick_up (op, tmp);
1366 continue;
1367 }
1368
1369 /* careful: chairs and tables are weapons! */
1370 if (op->contr->mode & PU_ALLWEAPON)
1371 {
1372 if (tmp->type == WEAPON && tmp->name != NULL)
1373 {
1374 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1375 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1381
1382 if (tmp->type == WEAPON && tmp->name == NULL)
1383 {
1384 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1385 {
1386 pick_up (op, tmp);
1387 continue;
1388 }
1389 }
1390 }
1391
1392 /* misc stuff that's useful */
1393 if (op->contr->mode & PU_KEY)
1394 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1395 {
1396 pick_up (op, tmp);
1397 continue;
1398 }
1399
1400 /* any of the last 4 bits set means we use the ratio for value
1401 * pickups */
1402 if (op->contr->mode & PU_RATIO)
1403 {
1404 /* use value density to decide what else to grab */
1405 /* >=7 was >= op->contr->mode */
1406 /* >=7 is the old standard setting. Now we take the last 4 bits
1407 * and multiply them by 5, giving 0..15*5== 5..75 */
1408 wvratio = (op->contr->mode & PU_RATIO) * 5;
1409 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1410 {
1411 pick_up (op, tmp);
1266#if 0 1412#if 0
1267 /* print the flags too */ 1413 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1414 if (tmp->name != NULL)
1269 { 1415 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1416 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1417 }
1272 { 1418 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1419 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1420 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1421 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 1422#endif
1423 continue;
1424 }
1425 }
1426 } /* the new pickup model */
1279 } 1427 }
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 1428
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; 1429 return !stop;
1443} 1430}
1444 1431
1445/* 1432/*
1446 * Find an arrow in the inventory and after that 1433 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1434 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1435 * found object is returned.
1449 */ 1436 */
1437object *
1450object *find_arrow(object *op, const char *type) 1438find_arrow (object *op, const char *type)
1451{ 1439{
1452 object *tmp = NULL; 1440 object *tmp = NULL;
1453 1441
1454 for(op=op->inv; op; op=op->below) 1442 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1443 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); 1444 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1445 else if (op->type == ARROW && op->race == type)
1459 return op; 1446 return op;
1460 return tmp; 1447 return tmp;
1461} 1448}
1462 1449
1463/* 1450/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1451 * 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 1452 * 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 1453 * 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. 1454 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1455 */
1469 1456
1457object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1458find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1459{
1472 object *tmp = NULL, *arrow, *ntmp; 1460 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1461 int attacknum, attacktype, betterby = 0, i;
1474 1462
1475 if (!type) 1463 if (!type)
1476 return NULL; 1464 return NULL;
1477 1465
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1466 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1467 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1468 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1469 {
1470 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1471 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1472 if (i > betterby)
1484 tmp = ntmp; 1473 {
1485 betterby = i; 1474 tmp = ntmp;
1486 } 1475 betterby = i;
1476 }
1477 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1478 else if (arrow->type == ARROW && arrow->race == type)
1479 {
1488 /* allways prefer assasination/slaying */ 1480 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1481 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1482 {
1491 if (arrow->attacktype & AT_DEATH) { 1483 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1484 {
1493 return arrow; 1485 *better = 100;
1494 } else { 1486 return arrow;
1495 tmp = arrow; 1487 }
1488 else
1489 {
1490 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1491 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1492 }
1498 } else { 1493 }
1494 else
1495 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1496 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1497 {
1500 attacktype = 1<<attacknum; 1498 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1499 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) { 1500 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1501 {
1502 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1503 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1504 }
1506 } 1505 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1506 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1507 {
1508 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1509 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1512 {
1513 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1514 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1515 }
1516 }
1517 }
1515 } 1518 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1519 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1520 return find_arrow (op, type);
1520 1521
1521 *better = betterby; 1522 *better = betterby;
1522 return tmp; 1523 return tmp;
1523} 1524}
1524 1525
1525/* looks in a given direction, finds the first valid target, and calls 1526/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1527 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1528 * op = the shooter
1528 * type = bow->race 1529 * type = bow->race
1529 * dir = fire direction 1530 * dir = fire direction
1530 */ 1531 */
1531 1532
1533object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1534pick_arrow_target (object *op, const char *type, int dir)
1533{ 1535{
1534 object *tmp = NULL; 1536 object *tmp = NULL;
1535 mapstruct *m; 1537 maptile *m;
1536 int i, mflags, found, number; 1538 int i, mflags, found, number;
1537 sint16 x, y; 1539 sint16 x, y;
1538 1540
1539 if (op->map == NULL) 1541 if (op->map == NULL)
1540 return find_arrow(op, type); 1542 return find_arrow (op, type);
1541 1543
1542 /* do a dex check */ 1544 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1545 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))) 1546 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1547 return find_arrow (op, type);
1546 1548
1547 m = op->map; 1549 m = op->map;
1548 x = op->x; 1550 x = op->x;
1549 y = op->y; 1551 y = op->y;
1550 1552
1551 /* find the first target */ 1553 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1554 for (i = 0, found = 0; i < 20; i++)
1555 {
1553 x += freearr_x[dir]; 1556 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1557 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1558 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1559 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1560 {
1557 tmp = NULL; 1561 tmp = NULL;
1558 break; 1562 break;
1563 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1564 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1565 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1566 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1567 * perhaps a bad assumption.
1562 */ 1568 */
1563 tmp = NULL; 1569 tmp = NULL;
1564 break; 1570 break;
1565 } 1571 }
1566 if (mflags & P_IS_ALIVE) { 1572 if (mflags & P_IS_ALIVE)
1573 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1574 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1575 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1576 {
1570 break; 1577 found++;
1571 } 1578 break;
1579 }
1572 if (found) 1580 if (found)
1573 break; 1581 break;
1574 } 1582 }
1575 } 1583 }
1576 if (tmp == NULL) 1584 if (tmp == NULL)
1577 return find_arrow(op, type); 1585 return find_arrow (op, type);
1578 1586
1579 if (tmp->head) 1587 if (tmp->head)
1580 tmp = tmp->head; 1588 tmp = tmp->head;
1581 1589
1582 return find_better_arrow(op, tmp, type, &i); 1590 return find_better_arrow (op, tmp, type, &i);
1583} 1591}
1584 1592
1585/* 1593/*
1586 * Creature fires a bow - op can be monster or player. Returns 1594 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1595 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1598 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1599 * 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 1600 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1601 * player fire modes.
1594 */ 1602 */
1603int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1604fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1605{
1598 object *left, *bow; 1606 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1607 int bowspeed, mflags;
1601 mapstruct *m; 1608 maptile *m;
1602 1609
1603 if (!dir) { 1610 if (!dir)
1611 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1612 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1613 return 0;
1606 } 1614 }
1615
1607 if (op->type == PLAYER) 1616 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1617 bow = op->contr->ranges[range_bow];
1609 else { 1618 else
1619 {
1610 for(bow=op->inv; bow; bow=bow->below) 1620 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1621 /* 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. 1622 * don't need to switch back and forth between bows and weapons.
1613 */ 1623 */
1614 if(bow->type==BOW) 1624 if (bow->type == BOW)
1615 break; 1625 break;
1616 1626
1617 if (!bow) { 1627 if (!bow)
1628 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1629 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1630 return 0;
1620 } 1631 }
1621 } 1632 }
1633
1622 if( !bow->race || !bow->skill) { 1634 if (!bow->race || !bow->skill)
1635 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1636 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1637 return 0;
1625 } 1638 }
1626 1639
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1640 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1641
1629 /* penalize ROF for bestarrow */ 1642 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1643 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1644 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1645
1632 if (bowspeed < 1) 1646 if (bowspeed < 1)
1633 bowspeed = 1; 1647 bowspeed = 1;
1634 1648
1635 if (arrow == NULL) { 1649 if (arrow == NULL)
1650 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1651 if ((arrow = find_arrow (op, bow->race)) == NULL)
1652 {
1637 if (op->type == PLAYER) 1653 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1654 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 */ 1655 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1656 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1657 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1658 return 0;
1644 } 1659 }
1645 } 1660 }
1661
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1662 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1663 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1664 return 0;
1649 } 1665
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1666 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1667 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1668 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1669 return 0;
1653 } 1670 }
1654 1671
1655 /* this should not happen, but sometimes does */ 1672 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1673 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1674 {
1675 arrow->destroy ();
1676 return 0;
1677 }
1661 1678
1662 left = arrow; /* these are arrows left to the player */ 1679 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1680 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1681 if (!arrow)
1682 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1683 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1684 return 0;
1668 return 0;
1669 } 1685 }
1670 set_owner(arrow, op); 1686
1671 if (arrow->skill) free_string(arrow->skill); 1687 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1688 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1689 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1690
1678 if (op->type == PLAYER) { 1691 if (op->type == PLAYER)
1692 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1693 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1694 op->update_stats ();
1681 } 1695 }
1682 1696
1683 SET_ANIMATION(arrow, arrow->direction); 1697 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1698 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1699 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1700 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1701 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1702 arrow->spellarg = strdup (arrow->slaying);
1689 1703
1690 /* Note that this was different for monsters - they got their level 1704 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1705 * added to the damage. I think the strength bonus is more proper.
1692 */ 1706 */
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 1707
1708 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1709
1698 /* update the speed */ 1710 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1711 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1712 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 1713
1704 if (arrow->speed < 1.0) 1714 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1715 arrow->speed_left = 0;
1708 1716
1709 if (op->type == PLAYER) { 1717 if (op->type == PLAYER)
1718 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1719 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1720 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1721 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 1722
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1723 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1724 }
1725 else
1726 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1727 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; 1728 arrow->level = op->level;
1721 } 1729 }
1730
1722 if (arrow->attacktype == AT_PHYSICAL) 1731 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1732 arrow->attacktype |= bow->attacktype;
1733
1724 if (bow->slaying != NULL) 1734 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1735 arrow->slaying = bow->slaying;
1726 1736
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1737 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1739
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1741 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1742
1735 if (!was_destroyed(arrow, tag)) 1743 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1744 move_arrow (arrow);
1737 1745
1738 if (op->type == PLAYER) { 1746 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1747 {
1748 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1749 esrv_del_item (op->contr, left->count);
1741 else 1750 else
1742 esrv_send_item(op, left); 1751 esrv_send_item (op, left);
1743 } 1752 }
1753
1744 return 1; 1754 return 1;
1745} 1755}
1746 1756
1747/* Special fire code for players - this takes into 1757/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1758 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1759 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1760 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1761 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1762 * hence the function name.
1753 */ 1763 */
1764int
1754int player_fire_bow(object *op, int dir) 1765player_fire_bow (object *op, int dir)
1755{ 1766{
1756 int ret=0, wcmod=0; 1767 int ret = 0, wcmod = 0;
1757 1768
1758 if (op->contr->bowtype == bow_bestarrow) { 1769 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1770 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1771 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); 1772 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1776 wcmod = -1;
1777
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1778 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1779 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1780 else if (op->contr->bowtype == bow_threewide)
1781 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1782 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)]); 1783 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)]); 1784 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1785 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1786 else if (op->contr->bowtype == bow_spreadshot)
1787 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1788 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); 1789 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); 1790 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1791
1776 } else { 1792 }
1793 else
1794 {
1777 /* Simple case */ 1795 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1796 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1797 }
1780 return ret; 1798 return ret;
1781} 1799}
1782 1800
1783 1801
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1802/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1803 * Broken apart from 'fire' to keep it more readable.
1786 */ 1804 */
1805void
1787void fire_misc_object(object *op, int dir) 1806fire_misc_object (object *op, int dir)
1788{ 1807{
1789 object *item; 1808 object *item;
1790 1809
1791 if (!op->contr->ranges[range_misc]) { 1810 if (!op->contr->ranges[range_misc])
1811 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1812 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1813 return;
1794 } 1814 }
1795 1815
1796 item = op->contr->ranges[range_misc]; 1816 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1817 if (!item->inv)
1818 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1819 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1820 return;
1800 } 1821 }
1801 if (item->type == WAND) { 1822 if (item->type == WAND)
1823 {
1802 if(item->stats.food<=0) { 1824 if (item->stats.food <= 0)
1825 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1826 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)); 1827 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1828 return;
1806 } 1829 }
1830 }
1807 } else if (item->type == ROD || item->type==HORN) { 1831 else if (item->type == ROD || item->type == HORN)
1832 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1833 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1834 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1835 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1836 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1837 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)); 1838 else
1813 else 1839 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; 1840 return;
1817 } 1841 }
1818 } 1842 }
1819 1843
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1844 if (cast_spell (op, item, dir, item->inv, NULL))
1845 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1846 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1847 if (item->type == WAND)
1848 {
1823 if (!(--item->stats.food)) { 1849 if (!(--item->stats.food))
1824 object *tmp; 1850 {
1825 if (item->arch) { 1851 object *tmp;
1852
1853 if (item->arch)
1854 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1855 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1856 item->face = item->arch->clone.face;
1828 item->speed = 0; 1857 item->set_speed (0);
1829 update_ob_speed(item); 1858 }
1830 } 1859
1831 if ((tmp=is_player_inv(item))) 1860 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1861 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1862 }
1834 } 1863 }
1835 else if (item->type == ROD || item->type==HORN) { 1864 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1865 drain_rod_charge (item);
1837 }
1838 } 1866 }
1839} 1867}
1840 1868
1841/* Received a fire command for the player - go and do it. 1869/* Received a fire command for the player - go and do it.
1842 */ 1870 */
1871void
1843void fire(object *op,int dir) { 1872fire (object *op, int dir)
1873{
1844 int spellcost=0; 1874 int spellcost = 0;
1845 1875
1846 /* check for loss of invisiblity/hide */ 1876 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1877 if (action_makes_visible (op))
1878 make_visible (op);
1848 1879
1849 switch(op->contr->shoottype) { 1880 switch (op->contr->shoottype)
1881 {
1850 case range_none: 1882 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; 1883 return;
1887 default: 1884
1885 case range_bow:
1886 player_fire_bow (op, dir);
1887 return;
1888
1889 case range_magic: /* Casting spells */
1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1891 return;
1892
1893 case range_misc:
1894 fire_misc_object (op, dir);
1895 return;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1921 return;
1890 } 1922 }
1891} 1923}
1892 1924
1893 1925
1894 1926
1901 * inv is the objects inventory to searched 1933 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1934 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1935 * This function can be called recursively to search containers.
1904 */ 1936 */
1905 1937
1938object *
1906object * find_key(object *pl, object *container, object *door) 1939find_key (object *pl, object *container, object *door)
1907{ 1940{
1908 object *tmp,*key; 1941 object *tmp, *key;
1909 1942
1910 /* Should not happen, but sanity checking is never bad */ 1943 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1944 if (container->inv == NULL)
1945 return NULL;
1912 1946
1913 /* First, lets try to find a key in the top level inventory */ 1947 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1949 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1950 if (door->type == DOOR && tmp->type == KEY)
1951 break;
1916 /* For sanity, we should really check door type, but other stuff 1952 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1953 * (like containers) can be locked with special keys
1918 */ 1954 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1956 break;
1921 } 1957 }
1922 /* No key found - lets search inventories now */ 1958 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1959 /* 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 1960 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1961 * a key, return
1926 */ 1962 */
1927 if (!tmp) { 1963 if (!tmp)
1964 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1966 {
1929 /* No reason to search empty containers */ 1967 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1968 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1969 {
1970 if ((key = find_key (pl, tmp, door)) != NULL)
1971 return key;
1972 }
1973 }
1974 if (!tmp)
1975 return NULL;
1932 } 1976 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1977 /* 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 1978 * see if we actually want to use it
1938 */ 1979 */
1939 if (pl!=container) { 1980 if (pl != container)
1981 {
1940 /* Only let players use keys in containers */ 1982 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1983 if (!pl->contr)
1984 return NULL;
1942 /* cases where this fails: 1985 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1986 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1987 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1988 * If the container is not active, return now since only active
1946 * containers can be used. 1989 * containers can be used.
1947 * If we only search keyrings and the container does not have 1990 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1991 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1992 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1993 * inv must have been an container and must have been active.
1951 * 1994 *
1952 * Change the color so that the message doesn't disappear with 1995 * Change the color so that the message doesn't disappear with
1953 * all the others. 1996 * all the others.
1954 */ 1997 */
1955 if (pl->contr->usekeys == key_inventory || 1998 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1999 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 2000 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 2001 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2003 "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; 2004 return NULL;
1964 } 2005 }
1965 } 2006 }
1966 return tmp; 2007 return tmp;
1967} 2008}
1968 2009
1969/* moved door processing out of move_player_attack. 2010/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2011 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2012 * such that the caller should not do anything more,
1972 * 0 otherwise 2013 * 0 otherwise
1973 */ 2014 */
2015static int
1974static int player_attack_door(object *op, object *door) 2016player_attack_door (object *op, object *door)
1975{ 2017{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* 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 - 2019 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
1980 */ 2021 */
1981 object *key=find_key(op, op, door); 2022 object *key = find_key (op, op, door);
1982 2023
1983 /* IF we found a key, do some extra work */ 2024 /* IF we found a key, do some extra work */
1984 if (key) { 2025 if (key)
2026 {
1985 object *container=key->env; 2027 object *container = key->env;
1986 2028
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2030 if (action_makes_visible (op))
2031 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2034 if (door->type == DOOR)
2035 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2036 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2037 }
1993 else if(door->type==LOCKED_DOOR) { 2038 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2039 {
1995 "You open the door with the %s", query_short_name(key)); 2040 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 ;-) */ 2041 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2042 }
1998 /* Do this after we print the message */ 2043 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2044 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2045 /* Need to update the weight the container the key was in */
2001 if (container != op) 2046 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2047 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2048 return 1; /* Nothing more to do below */
2049 }
2004 } else if (door->type==LOCKED_DOOR) { 2050 else if (door->type == LOCKED_DOOR)
2051 {
2005 /* Might as well return now - no other way to open this */ 2052 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2054 return 1;
2008 } 2055 }
2009 return 0; 2056 return 0;
2010} 2057}
2011 2058
2012/* This function is just part of a breakup from move_player. 2059/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2017 */ 2064 */
2018 2065void
2019void move_player_attack(object *op, int dir) 2066move_player_attack (object *op, int dir)
2020{ 2067{
2021 object *tmp, *mon; 2068 object *tmp, *mon;
2022 sint16 nx, ny; 2069 sint16 nx, ny;
2023 int on_battleground; 2070 int on_battleground;
2024 mapstruct *m; 2071 maptile *m;
2025 2072
2026 nx=freearr_x[dir]+op->x; 2073 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2074 ny = freearr_y[dir] + op->y;
2028 2075
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2030 2077
2031 /* If braced, or can't move to the square, and it is not out of the 2078 /* 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 2079 * 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 2080 * 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 2081 * 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 2082 * 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 2083 * 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 2084 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2085 * move_ob uses.
2039 */ 2086 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046 2088 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2090 {
2091 m = op->map->xy_find (nx, ny);
2092 if (!m)
2093 return; /* Don't think this should happen */
2094 }
2095 else
2096 m = op->map;
2097
2098 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2099 return;
2050 }
2051 2100
2052 mon = NULL; 2101 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2102 /* 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. 2103 * 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 2104 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2105 * on the space
2057 */ 2106 */
2058 while (tmp!=NULL) { 2107 while (tmp)
2108 {
2059 if (tmp == op) { 2109 if (tmp == op)
2060 tmp=tmp->above; 2110 {
2061 continue; 2111 tmp = tmp->above;
2062 } 2112 continue;
2113 }
2114
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2115 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2116 {
2065 break; 2117 mon = tmp;
2066 } 2118 break;
2119 }
2120
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2121 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2122 mon = tmp;
2123
2069 tmp=tmp->above; 2124 tmp = tmp->above;
2070 } 2125 }
2071 2126
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2127 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2128 return; /* into a wall */
2074 2129
2075 if(mon->head != NULL) 2130 if (mon->head)
2076 mon = mon->head; 2131 mon = mon->head;
2077 2132
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2133 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2134 if (player_attack_door (op, mon))
2135 return;
2080 2136
2081 /* The following deals with possibly attacking peaceful 2137 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2138 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2139 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2140 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2141 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2142 * and thus will not push them.
2087 */ 2143 */
2088 2144
2089 /* If the creature is a pet, push it even if the player is not 2145 /* 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 2146 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2147 * player owns it and it is either friendly or unagressive.
2092 */ 2148 */
2093 if ((op->type==PLAYER) 2149 if ((op->type == PLAYER)
2094#if COZY_SERVER 2150#if COZY_SERVER
2095 && 2151 &&
2096 ( 2152 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2153 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2154#else
2102 && get_owner(mon)==op 2155 && mon->owner == op
2103#endif 2156#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2157 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2158 {
2106 /* If we're braced, we don't want to switch places with it */ 2159 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2160 if (op->contr->braced)
2161 return;
2162
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2164 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2167
2111 return; 2168 return;
2112 } 2169 }
2113 2170
2114 /* in certain circumstances, you shouldn't attack friendly 2171 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2172 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2173 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2174 * attack them either.
2118 */ 2175 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2176 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2177 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2178#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2179 (op->contr->peaceful
2180 || (mon->type == PLAYER
2181 && mon->contr->
2182 peaceful)) &&
2124#else 2183#else
2125 op->contr->peaceful && 2184 op->contr->peaceful &&
2126#endif 2185#endif
2127 !on_battleground 2186 !on_battleground))
2187 {
2188 if (!op->contr->braced)
2128 )) { 2189 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2190 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2191 push_ob (mon, dir, op);
2132 } else { 2192 }
2193 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2194 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2195
2196 if (op->contr->tmp_invis || op->hide)
2197 make_visible (op);
2198 }
2199
2138 /* If the object is a boulder or other rollable object, then 2200 /* 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. 2201 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2202 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2203 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2204 {
2142 recursive_roll(mon,dir,op); 2205 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2206 if (action_makes_visible (op))
2144 } 2207 make_visible (op);
2208 }
2145 2209
2146 /* Any generic living creature. Including things like doors. 2210 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2211 * 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: 2212 * 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 2213 * 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. 2214 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2215 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2218 {
2156 2219
2157 /* If the player hasn't hit something this tick, and does 2220 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2221 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2222 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2223 * incurred a 1 tick offset.
2161 */ 2224 */
2162 if (!op->contr->has_hit) { 2225 if (!op->contr->has_hit)
2226 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2228
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2230 }
2167 2231
2168 skill_attack(mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2169 2233
2170 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2237 * the wiz.
2174 */ 2238 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2240 {
2177 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2242
2178 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2181 } 2246 }
2182 if(action_makes_visible(op)) make_visible(op); 2247
2183 } 2248 if (action_makes_visible (op))
2249 make_visible (op);
2250 }
2184 } /* if player should attack something */ 2251 } /* if player should attack something */
2185} 2252}
2186 2253
2254int
2187int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2188 int pick; 2257 int pick;
2189 2258
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2259 if (!op->map || 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; 2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2229} 2302}
2230 2303
2231/* This is similar to handle_player, below, but is only used by the 2304/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2305 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2306 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2307 * the new speed values for commands.
2235 * 2308 *
2236 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2237 */ 2310 */
2311int
2238int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2239{ 2313{
2240 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2241 op->invisible = 1000; 2316 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2245 */ 2320 */
2246 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2322 op->invisible--;
2247 } 2323 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2249 op->invisible--; 2326 op->invisible--;
2250 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2251 make_visible(op); 2329 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2331 }
2254 } 2332 }
2255 2333
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2257 flee_player(op); 2336 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2337 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2260 op->speed_left--; 2340 op->speed_left--;
2261 return 0; 2341 return 0;
2262 } 2342 }
2263 } 2343 }
2264 2344
2265 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2266 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2267 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2268 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2269 */ 2349 */
2270 if (op->contr->ranges[range_golem] && 2350 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; 2351 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2352
2277 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2355 * called, so we recheck it here.
2280 */ 2356 */
2281 HandleClient(&op->contr->socket, op->contr); 2357 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2358 return 1;
2283 2359
2360 if (op->speed_left > 0)
2361 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2362 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2363 {
2285 /* All move commands take 1 tick, at least for now */ 2364 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2365 op->speed_left--;
2287 2366
2288 /* Instead of all the stuff below, let move_player take care 2367 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2368 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2369 * there, as well as the confusion stuff.
2291 */ 2370 */
2292 move_player(op, op->direction); 2371 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2372
2373 return op->speed_left > 0;
2374 }
2375 }
2376
2294 else return 0; 2377 return 0;
2295 } 2378}
2379
2380int
2381save_life (object *op)
2382{
2383 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2384 return 0;
2297}
2298 2385
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2386 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2387 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2388 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2389 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2390 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2391
2310 query_name(tmp));
2311 if (op->contr) 2392 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2393 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2394
2314 free_object(tmp); 2395 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2396 CLEAR_FLAG (op, FLAG_LIFESAVE);
2397
2316 if(op->stats.hp<0) 2398 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2399 op->stats.hp = op->stats.maxhp;
2400
2318 if(op->stats.food<0) 2401 if (op->stats.food < 0)
2319 op->stats.food = 999; 2402 op->stats.food = 999;
2320 fix_player(op); 2403
2404 op->update_stats ();
2321 return 1; 2405 return 1;
2322 } 2406 }
2407
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2408 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2409 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2410 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2411 return 0;
2327} 2412}
2328 2413
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2414/* 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 2415 * 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 2416 * function will descend into containers. op is the object to start the search
2332 * from. 2417 * from.
2333 */ 2418 */
2419void
2334void remove_unpaid_objects(object *op, object *env) 2420remove_unpaid_objects (object *op, object *env)
2335{ 2421{
2336 object *next; 2422 object *next;
2337 2423
2338 while (op) { 2424 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2425 {
2340 * we remove object 'op' 2426 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2427
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2428 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2429 {
2344 op->x = env->x;
2345 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);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2432
2433 op->insert_at (env);
2434 }
2435 else if (op->inv)
2436 remove_unpaid_objects (op->inv, env);
2437
2438 op = next;
2439 }
2440}
2355 2441
2356/* 2442/*
2357 * Returns pointer a static string containing gravestone text 2443 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2444 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2445 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2446 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2447 * but there isn't one in the server directory.
2362 */ 2448 */
2449char *
2363char *gravestone_text (object *op) 2450gravestone_text (object *op)
2364{ 2451{
2365 static char buf2[MAX_BUF]; 2452 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2453 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2454 time_t now = time (NULL);
2368 2455
2369 strcpy (buf2, " R.I.P.\n\n"); 2456 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2457 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2458 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2459 else
2373 sprintf (buf, "%s\n", op->name); 2460 sprintf (buf, "%s\n", &op->name);
2461
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2462 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2463 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2464 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2465 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2466 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2467 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2468
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2469 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2470 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2471 if (op->type == PLAYER)
2472 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2473 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2474 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2475 strcat (buf2, buf);
2386 } 2476 }
2477
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2478 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2479 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2480 strcat (buf2, buf);
2481
2390 return buf2; 2482 return buf2;
2391} 2483}
2392 2484
2393 2485void
2394
2395void do_some_living(object *op) { 2486do_some_living (object *op)
2487{
2396 int last_food=op->stats.food; 2488 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2489 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2490 int over_hp, over_sp, over_grace;
2399 int i; 2491 int i;
2400 int rate_hp = 1200; 2492 int rate_hp = 1200;
2401 int rate_sp = 2500; 2493 int rate_sp = 2500;
2402 int rate_grace = 2000; 2494 int rate_grace = 2000;
2403 const int max_hp = 1; 2495 const int max_hp = 1;
2404 const int max_sp = 1; 2496 const int max_sp = 1;
2405 const int max_grace = 1; 2497 const int max_grace = 1;
2406 2498
2407 if (op->contr->outputs_sync) { 2499 if (op->contr->outputs_sync)
2500 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2501 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2502 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]); 2503 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2504 }
2413 2505
2414 if(op->contr->state==ST_PLAYING) { 2506 if (op->contr->ns->state == ST_PLAYING)
2415 2507 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2508 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2509 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2510 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2511 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2512 else
2513 {
2421 gen_hp = op->stats.maxhp; 2514 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2515 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2516 }
2517
2424 if(op->contr->gen_sp >= 0 ) 2518 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2519 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2520 else
2521 {
2427 gen_sp = op->stats.maxsp; 2522 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2523 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2524 }
2525
2430 if(op->contr->gen_grace >= 0) 2526 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2527 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2528 else
2529 {
2433 gen_grace = op->stats.maxgrace; 2530 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2531 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2532 }
2436 2533
2437 /* Regenerate Spell Points */ 2534 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2535 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2536 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2537 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) { 2538 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2539 {
2540 op->stats.sp++;
2442 /* dms do not consume food */ 2541 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2542 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2543 {
2544 op->stats.food--;
2445 if(op->contr->digestion<0) 2545 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2546 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2547 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; 2548 op->stats.food = last_food;
2549 }
2550 }
2551
2552 if (max_sp > 1)
2553 {
2554 over_sp = (gen_sp + 10) / rate_sp;
2555 if (over_sp > 0)
2556 {
2557 if (op->stats.sp < op->stats.maxsp)
2558 {
2559 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2560
2561 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2562 op->stats.sp--;
2563
2564 if (op->stats.sp > op->stats.maxsp)
2565 op->stats.sp = op->stats.maxsp;
2566 }
2567 op->last_sp = 0;
2568 }
2569 else
2570 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2571 }
2572 else
2573 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2574 }
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 2575
2471 /* Regenerate Grace */ 2576 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2577 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2578 if (--op->last_grace < 0)
2579 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2580 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2581 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2582
2583 if (max_grace > 1)
2584 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2585 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2586 if (over_grace > 0)
2479 op->stats.sp += over_grace 2587 {
2588 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; 2589 + (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; 2590 op->last_grace = 0;
2482 } else { 2591 }
2592 else
2593 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2594 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2595 }
2485 } else { 2596 }
2597 else
2598 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2599 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2600 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2601 /* wearing stuff doesn't detract from grace generation. */
2489 } 2602 }
2490 2603
2491 /* Regenerate Hit Points */ 2604 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2605 if (--op->last_heal < 0)
2606 {
2493 if(op->stats.hp<op->stats.maxhp) { 2607 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2608 {
2609 op->stats.hp++;
2495 /* dms do not consume food */ 2610 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2611 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2612 {
2613 op->stats.food--;
2498 if(op->contr->digestion<0) 2614 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2615 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2616 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; 2617 op->stats.food = last_food;
2618 }
2619 }
2620
2621 if (max_hp > 1)
2622 {
2623 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2624 if (over_hp > 0)
2625 {
2626 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2627 op->last_heal = 0;
2628 }
2629 else
2630 {
2631 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2632 }
2633 }
2634 else
2635 {
2636 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2637 }
2503 } 2638 }
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 2639
2519 /* Digestion */ 2640 /* Digestion */
2520 if(--op->last_eat<0) { 2641 if (--op->last_eat < 0)
2642 {
2521#ifdef COZY_SERVER 2643#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2644 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2645 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2646#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2647 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 2648#endif
2529 2649
2530 if(op->contr->gen_hp > 0) 2650 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2651 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2652 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2653 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2654
2534 /* dms do not consume food */ 2655 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2656 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2657 op->stats.food--;
2537 } 2658 }
2538 2659
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2660 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2661 {
2662 object *tmp, *flesh = 0;
2541 2663
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2664 for (tmp = op->inv; tmp; tmp = tmp->below)
2665 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2666 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2667 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2668 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2669 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2670 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2671 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2672 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2673 break;
2549 } 2674 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2675 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2676 flesh = tmp;
2552 } /* end of for loop */ 2677 } /* End if paid for object */
2678 } /* end of for loop */
2679
2553 /* If player is still starving, it means they don't have any food, so 2680 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2681 * eat flesh instead.
2555 */ 2682 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2683 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2684 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2685 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2686 manual_apply (op, flesh, 0);
2559 } 2687 }
2560 } /* end if player is starving */ 2688 }
2561 2689
2562 while(op->stats.food<0&&op->stats.hp>0) 2690 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2691 op->stats.food++, op->stats.hp--;
2564 2692
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2693 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2694 kill_player (op);
2695 }
2567} 2696}
2568
2569
2570 2697
2571/* If the player should die (lack of hp, food, etc), we call this. 2698/* 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 2699 * 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 2700 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2701 * file.
2575 */ 2702 */
2703void
2576void kill_player(object *op) 2704kill_player (object *op)
2577{ 2705{
2578 char buf[MAX_BUF]; 2706 char buf[MAX_BUF];
2579 int x,y,i; 2707 int x, y;
2708
2709 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2710 maptile *map; /* this is for resurrection */
2711
2581 int z; 2712 /* int z;
2582 int num_stats_lose; 2713 int num_stats_lose;
2583 int lost_a_stat; 2714 int lost_a_stat;
2584 int lose_this_stat; 2715 int lose_this_stat;
2585 int this_stat; 2716 int this_stat; */
2586 int will_kill_again; 2717 int will_kill_again;
2587 archetype *at; 2718 archetype *at;
2588 object *tmp; 2719 object *tmp;
2589 2720
2590 if(save_life(op)) 2721 if (save_life (op))
2591 return; 2722 return;
2592 2723
2593 2724
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2725 /* 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. 2726 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2727 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2728 */
2598 if (op_on_battleground(op, &x, &y)) { 2729 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2730 {
2600 "You have been defeated in combat!"); 2731 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, 2732 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2733
2603
2604 /* restore player */ 2734 /* restore player */
2605 at = find_archetype("poisoning"); 2735 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2736 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2737 {
2608 remove_ob(tmp); 2738 tmp->destroy ();
2609 free_object(tmp);
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 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2744 {
2616 remove_ob(tmp); 2745 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2746 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2747 }
2620 2748
2621 cure_disease(op,0); /* remove any disease */ 2749 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2750 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2751 if (op->stats.food <= 0)
2624 2752 op->stats.food = 999;
2753
2625 /* create a bodypart-trophy to make the winner happy */ 2754 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2755 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2756 {
2629 sprintf(buf,"%s's finger",op->name); 2757 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2758 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2759 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2760 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2761 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2762 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2763 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2764 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2765 tmp->insert_at (op, tmp);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2766 }
2767
2642 /* teleport defeated player to new destination*/ 2768 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2769 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2770 op->contr->braced = 0;
2645 return; 2771 return;
2646 } 2772 }
2647 2773
2648 INVOKE_PLAYER (DEATH, op->contr); 2774 INVOKE_PLAYER (DEATH, op->contr);
2649 2775
2650 command_kill_pets (op, 0); 2776 command_kill_pets (op, 0);
2651 2777
2652 if(op->stats.food<0) { 2778 if (op->stats.food < 0)
2779 {
2653 if (op->contr->explore) { 2780 if (op->contr->explore)
2781 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2782 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..."); 2783 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2656 op->stats.food=999; 2784 op->stats.food = 999;
2657 return; 2785 return;
2658 } 2786 }
2659 sprintf(buf,"%s starved to death.",op->name); 2787 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2788 strcpy (op->contr->killer, "starvation");
2789 }
2790 else
2661 } 2791 {
2662 else {
2663 if (op->contr->explore) { 2792 if (op->contr->explore)
2793 {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2794 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..."); 2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp; 2796 op->stats.hp = op->stats.maxhp;
2667 return; 2797 return;
2668 } 2798 }
2669 sprintf(buf,"%s died.",op->name); 2799 sprintf (buf, "%s died.", &op->name);
2670 } 2800 }
2801
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2802 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2803
2673 /* save the map location for corpse, gravestone*/ 2804 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2805 x = op->x;
2806 y = op->y;
2807 map = op->map;
2675 2808
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2809 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2810 * 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. 2811 * See the config.h file for a little more in depth detail about this.
2681 */ 2812 */
2682 2813
2683 /* Basically two ways to go - remove a stat permanently, or just 2814 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2815 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2816 * of death.
2686 */ 2817 */
2687#ifndef COZY_SERVER 2818#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2819 if (settings.balanced_stat_loss)
2820 {
2689 /* If stat loss is permanent, lose one stat only. */ 2821 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2822 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2823 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2824 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2825 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2826 little bit harder. */
2695 /* GD */ 2827 /* GD */
2696 if (settings.stat_loss_on_death) 2828 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2829 num_stats_lose = 1;
2698 else 2830 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2831 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2832 }
2833 else
2701 num_stats_lose = 1; 2834 num_stats_lose = 1;
2702 } 2835
2703 lost_a_stat = 0; 2836 lost_a_stat = 0;
2704 2837
2705 for (z=0; z<num_stats_lose; z++) { 2838 for (z = 0; z < num_stats_lose; z++)
2839 {
2706 i = RANDOM() % NUM_STATS; 2840 i = RANDOM () % NUM_STATS;
2707 2841
2708 if (settings.stat_loss_on_death) { 2842 if (settings.stat_loss_on_death)
2843 {
2709 /* Pick a random stat and take a point off it. Tell the player 2844 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2845 * what he lost.
2711 */ 2846 */
2712 change_attr_value(&(op->stats), i,-1); 2847 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2848 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2849 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2850 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2851 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2852 lost_a_stat = 1;
2718 } else { 2853 }
2854 else
2855 {
2719 /* deplete a stat */ 2856 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2857 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2858 object *dep;
2859
2860 dep = present_arch_in_ob (deparch, op);
2861 if (!dep)
2722 2862 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2863 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2864 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 2865 }
2756 if (lose_this_stat) { 2866 lose_this_stat = 1;
2867 if (settings.balanced_stat_loss)
2868 {
2869 /* GD */
2870 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2871 this_stat = get_attr_value (&(dep->stats), i);
2872 if (this_stat < 0)
2873 {
2874 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2875 int keep_chance = this_stat * this_stat;
2876
2877 /* Yes, I am paranoid. Sue me. */
2878 if (keep_chance < 1)
2879 keep_chance = 1;
2880
2881 /* There is a maximum depletion total per level. */
2882 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2883 {
2884 lose_this_stat = 0;
2885 /* Take loss chance vs keep chance to see if we
2886 retain the stat. */
2887 }
2888 else
2889 {
2890 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2891 lose_this_stat = 0;
2892 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2893 this_stat, keep_chance, loss_chance,
2894 lose_this_stat?"LOSE":"KEEP"); */
2895 }
2896 }
2897 }
2898
2899 if (lose_this_stat)
2900 {
2901 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2902 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2903 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2904 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2905 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2906 * difference.
2763 */ 2907 */
2764 if (this_stat>=-50) { 2908 if (this_stat >= -50)
2909 {
2765 change_attr_value(&(dep->stats), i, -1); 2910 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2911 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2912 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2913 op->update_stats ();
2769 lost_a_stat = 1; 2914 lost_a_stat = 1;
2770 } 2915 }
2771 } 2916 }
2917 }
2772 } 2918 }
2773 }
2774 /* If no stat lost, tell the player. */ 2919 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2920 if (!lost_a_stat)
2776 { 2921 {
2777 /* determine_god() seems to not work sometimes... why is this? 2922 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2923 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2924 const char *god = determine_god (op);
2925
2780 if (god && (strcmp(god, "none"))) 2926 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2927 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" 2928 else
2783 " you.", god); 2929 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 } 2930 }
2931#else
2932 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2933#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 2934
2792 /* Put a gravestone up where the character 'almost' died. List the 2935 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2936 * exp loss on the stone.
2794 */ 2937 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2938 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2939 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2940 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2941 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2942 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2943 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" 2944 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; 2945 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2946 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2947
2809 /**************************************/ 2948 /**************************************/
2810 /* */ 2949 /* */
2811 /* Subtract the experience points, */ 2950 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2951 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2952 /* food, and reset HP's... */
2814 /* */ 2953 /* */
2815 /**************************************/ 2954 /**************************************/
2816 2955
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2956 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2957 /* restore player */
2819 at = find_archetype("poisoning"); 2958 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2959 tmp = present_arch_in_ob (at, op);
2960
2821 if (tmp) { 2961 if (tmp)
2822 remove_ob(tmp); 2962 {
2823 free_object(tmp); 2963 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2964 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2965 }
2826 2966
2827 at = find_archetype("confusion"); 2967 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2968 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2969 if (tmp)
2830 remove_ob(tmp); 2970 {
2831 free_object(tmp); 2971 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2972 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2973 }
2974
2834 cure_disease(op,0); /* remove any disease */ 2975 cure_disease (op, 0); /* remove any disease */
2835 2976
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2977 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2978 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2979 if (op->stats.food < 100)
2980 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2981 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2982 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2983 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2984
2843 /* 2985 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2986 * 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 2987 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2988 * in the map.
2847 */ 2989 */
2848 2990
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2991 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2992 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2993
2857 /****************************************/ 2994 /****************************************/
2858 /* */ 2995 /* */
2859 /* Move player to his current respawn- */ 2996 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2997 /* position (usually last savebed) */
2861 /* */ 2998 /* */
2862 /****************************************/ 2999 /****************************************/
2863 3000
2864 enter_player_savebed(op); 3001 enter_player_savebed (op);
2865 3002
2866 /* Save the player before inserting the force to reduce 3003 /* Save the player before inserting the force to reduce
2867 * chance of abuse. 3004 * chance of abuse.
2868 */ 3005 */
2869 op->contr->braced=0; 3006 op->contr->braced = 0;
2870 save_player(op,1); 3007 op->contr->save ();
2871 3008
2872 /* it is possible that the player has blown something up 3009 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 3010 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 3011 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 3012 * on the space that might harm the player.
2876 */ 3013 */
2877 will_kill_again=0; 3014 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3015 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 3016 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 3017 will_kill_again |= tmp->attacktype;
2881 } 3018
2882 if (will_kill_again) { 3019 if (will_kill_again)
3020 {
2883 object *force; 3021 object *force;
2884 int at; 3022 int at;
2885 3023
2886 force=get_archetype(FORCE_NAME); 3024 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 3025 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 3026 force->speed = 0.1;
2889 force->speed_left=-5.0; 3027 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 3028 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 3029 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 3030 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 3031 force->resist[at] = 100;
2894 } 3032
2895 insert_ob_in_ob(force, op); 3033 insert_ob_in_ob (force, op);
2896 fix_player(op); 3034 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 3035
3036 }
3037
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3038 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} 3039}
2972 3040
2973 3041void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 3042loot_object (object *op)
3043{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 3044 object *tmp, *tmp2, *next;
2976 3045
3046 if (op->container)
2977 if (op->container) { /* close open sack first */ 3047 esrv_apply_container (op, op->container); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 3048
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3049 for (tmp = op->inv; tmp; tmp = next)
3050 {
2982 next=tmp->below; 3051 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3052
2984 remove_ob(tmp); 3053 if (tmp->invisible)
3054 continue;
3055
3056 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 3057 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 3058 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 3059 { /* empty container to ground */
2988 } 3060 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3061 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3062 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3063 {
2991 if(tmp->nrof>1) { 3064 if (tmp->nrof > 1)
3065 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3066 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3067 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3068 insert_ob_in_map (tmp, op->map, NULL, 0);
3069 }
3070 else
3071 tmp->destroy ();
3072 }
2995 } else 3073 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3074 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3075 }
3000} 3076}
3001 3077
3002/* 3078/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3079 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3080 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3081 * was changed.
3006 */ 3082 */
3007 3083
3084void
3008void fix_weight(void) { 3085fix_weight (void)
3009 player *pl; 3086{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3087 for_all_players (pl)
3088 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3089 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3090
3012 if(old == sum) 3091 if (old == sum)
3013 continue; 3092 continue;
3014 fix_player(pl->ob); 3093 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3094 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3095 }
3018} 3096}
3019 3097
3098void
3020void fix_luck(void) { 3099fix_luck (void)
3021 player *pl; 3100{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3101 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3102 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3103 pl->ob->change_luck (0);
3025} 3104}
3026
3027 3105
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3106/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3107 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3108 * just treat this as any other spell casting object.
3031 */ 3109 */
3032
3033void 3110void
3034cast_dust (object * op, object * throw_ob, int dir) 3111cast_dust (object *op, object *throw_ob, int dir)
3035{ 3112{
3036 object *skop, *spob; 3113 object *skop, *spob;
3037 3114
3038 skop = find_skill_by_name (op, throw_ob->skill); 3115 skop = find_skill_by_name (op, throw_ob->skill);
3039 3116
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3117 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3118 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3119 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3120 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3121 return;
3046 } 3122 }
3047 3123
3048 spob = throw_ob->inv; 3124 spob = throw_ob->inv;
3049 3125
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3126 // 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 3127 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3128 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3129 if (!spob)
3054 { 3130 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3131 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; 3132 return;
3058 } 3133 }
3059 3134
3060 if (op->type == PLAYER) 3135 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3136 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3137
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3138 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3139
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3140 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3141}
3069 3142
3143void
3070void make_visible (object *op) { 3144make_visible (object *op)
3145{
3071 op->hide = 0; 3146 op->hide = 0;
3072 op->invisible = 0; 3147 op->invisible = 0;
3073 if(op->type==PLAYER) { 3148 if (op->type == PLAYER)
3149 {
3074 op->contr->tmp_invis = 0; 3150 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3151 op->contr->invis_race = 0;
3076 } 3152 }
3077 update_object(op,UP_OBJ_FACE); 3153 update_object (op, UP_OBJ_FACE);
3078} 3154}
3079 3155
3156int
3080int is_true_undead(object *op) { 3157is_true_undead (object *op)
3158{
3081 object *tmp=NULL; 3159 object *tmp = NULL;
3082 3160
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3161 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3162 return 1;
3084 3163
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; 3164 return 0;
3090} 3165}
3091 3166
3092/* look at the surrounding terrain to determine 3167/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3168 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3169 * indicate greater hideability.
3095 */ 3170 */
3096 3171
3172int
3097int hideability(object *ob) { 3173hideability (object *ob)
3174{
3098 int i,level=0, mflag; 3175 int i, level = 0, mflag;
3099 sint16 x,y; 3176 sint16 x, y;
3100 3177
3101 if(!ob||!ob->map) return 0; 3178 if (!ob || !ob->map)
3179 return 0;
3102 3180
3103 /* so, on normal lighted maps, its hard to hide */ 3181 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3182 level = ob->map->darkness - 2;
3105 3183
3106 /* this also picks up whether the object is glowing. 3184 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3185 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3186 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3187 if (has_carried_lights (ob))
3188 level = -(10 + (2 * ob->map->darkness));
3110 3189
3111 /* scan through all nearby squares for terrain to hide in */ 3190 /* 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]) { 3191 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3192 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3193 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3194 if (mflag & P_OUT_OF_MAP)
3195 {
3196 continue;
3197 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3198 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3199 level += 2;
3117 else /* open terrain! */ 3200 else /* open terrain! */
3118 level -= 1; 3201 level -= 1;
3119 } 3202 }
3120 3203
3121#if 0 3204#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3205 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3206#endif
3124 return level; 3207 return level;
3125} 3208}
3126 3209
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3210/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3211 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3212 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3213 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3214 */
3132 3215
3216void
3133void do_hidden_move (object *op) { 3217do_hidden_move (object *op)
3218{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3219 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3220 object *skop;
3136 3221
3137 if(!op || !op->map) return; 3222 if (!op || !op->map)
3223 return;
3138 3224
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3225 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3226
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3227 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3228 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3229 if (!skop || num >= skop->level)
3230 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3231 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3232 make_visible (op);
3146 return; 3233 return;
3147 } else num += 20;
3148 } 3234 }
3235 else
3236 num += 20;
3237
3149 num += op->map->difficulty; 3238 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3239 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3240 num -= hide;
3241
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3242 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3243 {
3153 make_visible(op); 3244 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3245 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3246 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3247 }
3157 else if (op->type == PLAYER && skop) { 3248 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3249 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3250}
3161 3251
3162/* determine if who is standing near a hostile creature. */ 3252/* determine if who is standing near a hostile creature. */
3163 3253
3254int
3164int stand_near_hostile( object *who ) { 3255stand_near_hostile (object *who)
3256{
3165 object *tmp=NULL; 3257 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3258 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3259 maptile *m;
3168 sint16 x,y; 3260 sint16 x, y;
3169 3261
3170 if(!who) return 0; 3262 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3263 return 0;
3264
3265 if (who->type == PLAYER)
3266 player = 1;
3267
3268 else
3269 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3270
3271 /* search adjacent squares */
3272 for (i = 1; i < 9; i++)
3273 {
3274 x = who->x + freearr_x[i];
3275 y = who->y + freearr_y[i];
3276 m = who->map;
3277 mflags = get_map_flags (m, &m, x, y, &x, &y);
3278 /* space must be blocked if there is a monster. If not
3279 * blocked, don't need to check this space.
3280 */
3281 if (mflags & P_OUT_OF_MAP)
3282 continue;
3283 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3284 continue;
3285
3286 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3287 {
3288 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3289 return 1;
3290 else if (tmp->type == PLAYER)
3291 {
3292 /*don't let a hidden DM prevent you from hiding */
3293 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3294 return 1;
3295 }
3296 }
3297 }
3298 return 0;
3200} 3299}
3201 3300
3202/* check the player los field for viewability of the 3301/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3302 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3303 * but we dont worry if the object isnt the top one in
3211 * for them to differ. Sigh, this fctn could get a bit more complex. 3310 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3311 * -b.t.
3213 * This function is now map tiling safe. 3312 * This function is now map tiling safe.
3214 */ 3313 */
3215 3314
3315int
3216int player_can_view (object *pl,object *op) { 3316player_can_view (object *pl, object *op)
3317{
3217 rv_vector rv; 3318 rv_vector rv;
3218 int dx,dy; 3319 int dx, dy;
3219 3320
3220 if(pl->type!=PLAYER) { 3321 if (pl->type != PLAYER)
3322 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3323 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3324 return -1;
3247 op = op->more;
3248 } 3325 }
3326
3327 if (!pl || !op)
3249 return 0; 3328 return 0;
3329
3330 op = op->head_ ();
3331
3332 get_rangevector (pl, op, &rv, 0x1);
3333
3334 /* starting with the 'head' part, lets loop
3335 * through the object and find if it has any
3336 * part that is in the los array but isnt on
3337 * a blocked los square.
3338 * we use the archetype to figure out offsets.
3339 */
3340 while (op)
3341 {
3342 dx = rv.distance_x + op->arch->clone.x;
3343 dy = rv.distance_y + op->arch->clone.y;
3344
3345 /* only the viewable area the player sees is updated by LOS
3346 * code, so we need to restrict ourselves to that range of values
3347 * for any meaningful values.
3348 */
3349 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3350 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3351 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3352 return 1;
3353 op = op->more;
3354 }
3355 return 0;
3250} 3356}
3251 3357
3252/* routine for both players and monsters. We call this when 3358/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3359 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3360 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3361 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3362 * return 0.
3257 */ 3363 */
3364int
3258int action_makes_visible (object *op) { 3365action_makes_visible (object *op)
3366{
3259 3367
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3368 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3369 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3370 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3371 return 0;
3263 3372
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3373 if (op->contr && op->contr->tmp_invis == 0)
3374 return 0;
3265 3375
3266 /* If monsters, they should become visible */ 3376 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3377 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3378 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3379 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3380 return 1;
3270 } 3381 }
3271 } 3382 }
3272 return 0; 3383 return 0;
3273} 3384}
3274 3385
3275/* op_on_battleground - checks if the given object op (usually 3386/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3387 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3388 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3389 * -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 3390 * 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 3391 * 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 3392 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3393 */
3394int
3283int op_on_battleground (object *op, int *x, int *y) { 3395op_on_battleground (object *op, int *x, int *y)
3396{
3284 object *tmp; 3397 object *tmp;
3285 3398
3286 /* A battleground-tile needs the following attributes to be valid: 3399 /* 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), 3400 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3401 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3402 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3403 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3404 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3405 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3406 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3407 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3408 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3409 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3410 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3411 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3412 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3413 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3414 {
3299 object *invtmp; 3415 object *invtmp;
3416
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3417 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3418 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3419 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3420 {
3421 if (x != NULL && y != NULL)
3422 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3423 return 1;
3424 }
3425 }
3426 }
3303 if (x != NULL && y != NULL) 3427 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3428 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3429 return 1;
3306 } 3430 }
3307 } 3431 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3432 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3433 /* If we got here, did not find a battleground */
3316 return 0; 3434 return 0;
3317} 3435}
3318 3436
3319/* 3437/*
3323 * attributes: 3441 * attributes:
3324 * object *who the dragon player 3442 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3443 * int atnr the attack-number of the ability focus
3326 * int level ability level 3444 * int level ability level
3327 */ 3445 */
3446void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3447dragon_ability_gain (object *who, int atnr, int level)
3448{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3449 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3450 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3451 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3452 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3453 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3454 int i = 0, j = 0;
3335 3455
3336 /* get the appropriate treasurelist */ 3456 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3457 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3458 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3459 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3460 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3461 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3462 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3463 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3464 trlist = find_treasurelist ("dragon_ability_poison");
3345 3465
3346 if (trlist == NULL || who->type != PLAYER) 3466 if (trlist == NULL || who->type != PLAYER)
3347 return; 3467 return;
3348 3468
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3469 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3470
3351 3471 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3472 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3473 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3474 return;
3355 } 3475 }
3356 3476
3357 /* everything seems okay - now bring on the gift: */ 3477 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3478 item = &(tr->item->clone);
3359 3479
3360 if (item->type == SPELL) { 3480 if (item->type == SPELL)
3481 {
3361 if (check_spell_known (who, item->name)) 3482 if (check_spell_known (who, item->name))
3362 return; 3483 return;
3363 3484
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3485 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); 3486 do_learn_spell (who, item, 0);
3366 return; 3487 return;
3367 } 3488 }
3368 3489
3369 /* grant direct spell */ 3490 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3491 if (item->type == SPELLBOOK)
3492 {
3371 if (!item->inv) { 3493 if (!item->inv)
3494 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3495 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3496 return;
3375 } 3497 }
3376 if (check_spell_known (who, item->inv->name)) 3498 if (check_spell_known (who, item->inv->name))
3377 return; 3499 return;
3378 if (item->invisible) { 3500 if (item->invisible)
3501 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3502 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); 3503 do_learn_spell (who, item->inv, 0);
3381 return; 3504 return;
3382 } 3505 }
3383 } 3506 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3507 else if (item->type == SKILL_TOOL && item->invisible)
3508 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3509 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3510 {
3386 3511
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3512 /* 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 3513 * 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, 3514 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3515 * but not all of them, he gets nothing.
3391 */ 3516 */
3392 if (!(skop->attacktype & item->attacktype)) { 3517 if (!(skop->attacktype & item->attacktype))
3518 {
3393 /* Give new attacktype */ 3519 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3520 skop->attacktype |= item->attacktype;
3395 3521
3396 /* always add physical if there's none */ 3522 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3523 skop->attacktype |= AT_PHYSICAL;
3398 3524
3399 if (item->msg != NULL) 3525 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3526 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3527
3402 /* Give player new face */ 3528 /* Give player new face */
3403 if (item->animation_id) { 3529 if (item->animation_id)
3530 {
3404 who->face = skop->face; 3531 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3532 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3533 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3534 who->last_anim = 0;
3408 who->state = 0; 3535 who->state = 0;
3409 animate_object(who, who->direction); 3536 animate_object (who, who->direction);
3410 } 3537 }
3538 }
3539 }
3411 } 3540 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3541 else if (item->type == FORCE)
3542 {
3415 /* forces in the treasurelist can alter the player's stats */ 3543 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3544 object *skin;
3545
3417 /* first get the dragon skin force */ 3546 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3547 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3548 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3549 ;
3421 3550
3551 if (!skin)
3552 return;
3553
3422 /* adding new spellpath attunements */ 3554 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3555 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3556 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3557 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3558
3426 /* print message */ 3559 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3560 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3561 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3562 {
3430 if (j) 3563 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3564 {
3432 else 3565 if (j)
3433 j = 1; 3566 strcat (buf, " and ");
3567 else
3568 j = 1;
3434 strcat(buf, spellpathnames[i]); 3569 strcat (buf, spellpathnames[i]);
3435 } 3570 }
3436 } 3571 }
3437 strcat(buf,"."); 3572 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3573 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3574 }
3440 3575
3441 /* evtl. adding flags: */ 3576 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3577 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3578 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3579 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3580 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3581 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3582 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3583
3449 /* print message if there is one */ 3584 /* print message if there is one */
3450 if (item->msg != NULL) 3585 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3586 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3587 }
3588 else
3452 } 3589 {
3453 else {
3454 /* generate misc. treasure */ 3590 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3591 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3592 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); 3593 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3594 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3595 esrv_send_item (who, tmp);
3460 } 3596 }
3461} 3597}
3462 3598
3463/** 3599/**
3464 * Unready an object for a player. This function does nothing if the object was 3600 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3601 * not readied.
3466 */ 3602 */
3603void
3467void player_unready_range_ob(player *pl, object *ob) { 3604player_unready_range_ob (player *pl, object *ob)
3605{
3468 rangetype i; 3606 rangetype i;
3469 3607
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3608 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3609 {
3471 if (pl->ranges[i] == ob) { 3610 if (pl->ranges[i] == ob)
3611 {
3472 pl->ranges[i] = NULL; 3612 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3613 if (pl->shoottype == i)
3614 {
3474 pl->shoottype = range_none; 3615 pl->shoottype = range_none;
3475 } 3616 }
3476 } 3617 }
3477 } 3618 }
3478} 3619}

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