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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 1.89 by root, Sun Jan 7 02:39:14 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.9 2006/08/29 07:34:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 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
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
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
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 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; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 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 */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
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;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
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); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 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}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 enter_map ();
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);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 186}
180 187
181int playername_ok(const char *cp) { 188void
182 /* Don't allow - or _ as first character in the name */ 189player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 190{
184 191 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 192 return;
189}
190 193
191/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
193 * Caller is responsible for setting the correct map. 196 ob->remove ();
194 */ 197 ob->map = 0;
195 198
196/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
197 * Hopefully this will be less bugfree and simpler. 200}
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;
205 201
206 if (!p) { 202// connect the player with a specific client
207 p = (player *) malloc(sizeof(player)); 203// also changed, rationalises, and fixes some incorrect settings
208 if(p==NULL) 204void
209 fatal(OUT_OF_MEMORY); 205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
210 209
211 /* This adds the player in the linked list. There is extra 210 ns->update_look = 0;
212 * complexity here because we want to add the new player at the 211 ns->look_position = 0;
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;
224 212
225 p->next = NULL; 213 clear_los (ob);
226 }
227 214
228 /* Clears basically the entire player structure except 215 /* make sure he's a player -- needed because of class change. */
229 * for next and socket. 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
230 */ 235 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 237 SET_FLAG (ob, FLAG_USE_SHIELD);
233 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
261
262 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
263
264 esrv_new_player (this, ob->weight + ob->carrying);
265
266 ob->update_stats ();
267 ns->floorbox_update ();
268
269 esrv_send_inventory (ob, ob);
270 esrv_add_spells (this, 0);
271
272 activate ();
273
274 send_rules (ob);
275 send_news (ob);
276 display_motd (ob);
277
278 INVOKE_PLAYER (CONNECT, this);
279 INVOKE_PLAYER (LOGIN, this);
280}
281
282void
283player::disconnect ()
284{
285 //TODO: don't be so harsh and destroy :)
286 if (ns)
287 {
288 if (active)
289 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
290
291 INVOKE_PLAYER (DISCONNECT, this);
292
293 ns->pl = 0;
294 this->ns = 0;
295 }
296
297 deactivate ();
298}
299
300// the need for this function can be explained
301// by load_object not returning the object
302void
303player::set_object (object *op)
304{
305 ob = op;
306 ob->contr = this; /* this aren't yet in archetype */
307
308 ob->speed_left = 0.5;
309 ob->speed = 1.0;
310 ob->direction = 5; /* So player faces south */
311 ob->stats.wc = 2;
312 ob->run_away = 25; /* Then we panick... */
313
314 ob->roll_stats ();
315}
316
317player::player ()
318{
234 /* There are some elements we want initialized to non zero value - 319 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 320 * we deal with that below this point.
236 */ 321 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 322 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 323 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 324 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 325
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 326 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 */
257 327
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10; 328 gen_sp_armour = 10;
263 p->last_speed= -1; 329 last_speed = -1;
264 p->shoottype=range_none; 330 shoottype = range_none;
265 p->bowtype=bow_normal; 331 bowtype = bow_normal;
266 p->petmode=pet_normal; 332 petmode = pet_normal;
267 p->listening=10; 333 listening = 10;
268 p->usekeys=containers; 334 usekeys = containers;
269 p->last_weapon_sp= -1; 335 last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 336 peaceful = 1; /* default peaceful */
271 p->do_los=1; 337 do_los = 1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274 338
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, 339 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 340 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 341 * send new values to the client, as things like exp start
284 * at zero. 342 * at zero.
285 */ 343 */
286 for (i=0; i < NUM_SKILLS; i++) { 344 for (int i = 0; i < NUM_SKILLS; i++)
287 p->last_skill_exp[i] = -1; 345 last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 346
289 }
290 for (i=0; i < NROFATTACKS; i++) { 347 for (int i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 348 last_resist[i] = -1;
292 } 349
293 p->last_stats.exp = -1; 350 last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 351 last_weight = (uint32) - 1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 352}
300 353
301 354void
302/* This loads the first map an puts the player on it. */ 355player::do_destroy ()
303static void set_first_map(object *op)
304{ 356{
305 strcpy(op->contr->maplevel, first_map_path); 357 disconnect ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 358
359 attachable::do_destroy ();
360
361 if (ob)
362 {
363 ob->destroy_inv (false);
364 ob->destroy ();
365 }
366}
367
368player::~player ()
369{
370 /* Clear item stack */
371 free (stack_items);
372}
373
311/* Tries to add player on the connection passwd in ns. 374/* 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 375 * All we can really get in this is some settings like host and display
313 * mode. 376 * mode.
314 */ 377 */
378player *
379player::create ()
380{
381 player *pl = new player;
315 382
316int add_player(NewSocket *ns) { 383 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); 384 set_first_map (pl->ob);
331 385
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; 386 return pl;
339} 387}
340 388
341/* 389/*
342 * get_player_archetype() return next player archetype from archetype 390 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 391 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 392 * Note: there MUST be at least one player archetype!
345 */ 393 */
394archetype *
346archetype *get_player_archetype(archetype* at) 395get_player_archetype (archetype *at)
347{ 396{
348 archetype *start = at; 397 archetype *start = at;
398
349 for (;;) { 399 for (;;)
400 {
350 if (at==NULL || at->next==NULL) 401 if (at == NULL || at->next == NULL)
351 at=first_archetype; 402 at = first_archetype;
352 else 403 else
353 at=at->next; 404 at = at->next;
405
354 if(at->clone.type==PLAYER) 406 if (at->clone.type == PLAYER)
355 return at; 407 return at;
408
356 if (at == start) { 409 if (at == start)
410 {
357 LOG (llevError, "No Player archetypes\n"); 411 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 412 exit (-1);
359 } 413 }
360 } 414 }
361} 415}
362 416
363 417object *
364object *get_nearest_player(object *mon) { 418get_nearest_player (object *mon)
419{
365 object *op = NULL; 420 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 421 objectlink *ol;
368 unsigned lastdist; 422 unsigned lastdist;
369 rv_vector rv; 423 rv_vector rv;
370 424
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 425 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
426 {
372 /* We should not find free objects on this friendly list, but it 427 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 428 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 429 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 430 * list is also free, so encapsulate this in a while loop.
376 */ 431 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 432 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
433 {
378 object *tmp=ol->ob; 434 object *tmp = ol->ob;
379 435
380 /* Can't do much more other than log the fact, because the object 436 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 437 * itself will have been cleared.
382 */ 438 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 439 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 440 ol = ol->next;
385 remove_friendly_object(tmp); 441 remove_friendly_object (tmp);
386 if (!ol) return op; 442 if (!ol)
387 } 443 return op;
444 }
388 445
389 /* Remove special check for player from this. First, it looks to cause 446 /* 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 447 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 448 * 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 449 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 450 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 451 * on_same_map check, as can_detect_enemy also does this
395 */ 452 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 453 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 454 continue;
398 455
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) { 456 if (lastdist > rv.distance)
408 op=pl->ob; 457 {
458 op = ol->ob;
409 lastdist=rv.distance; 459 lastdist = rv.distance;
460 }
410 } 461 }
411 } 462
412 } 463 for_all_players (pl)
464 if (can_detect_enemy (mon, pl->ob, &rv))
465 if (lastdist > rv.distance)
466 {
467 op = pl->ob;
468 lastdist = rv.distance;
469 }
470
413#if 0 471#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 472 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 473#endif
416 return op; 474 return op;
417} 475}
418 476
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 477/* 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 478 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 479 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 493 * 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 494 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 495 * is probably not a good thing.
438 */ 496 */
439#define MAX_SPACES 50 497#define MAX_SPACES 50
440
441 498
442/* 499/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 500 * 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 501 * 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 502 * 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. 515 * 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, 516 * 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 517 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 518 * is blocking itself.
462 */ 519 */
520int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 521path_to_player (object *mon, object *pl, unsigned mindiff)
522{
464 rv_vector rv; 523 rv_vector rv;
465 sint16 x,y; 524 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 525 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 526 maptile *m, *lastmap;
468 527
469 get_rangevector(mon, pl, &rv, 0); 528 get_rangevector (mon, pl, &rv, 0);
470 529
471 if (rv.distance<mindiff) return 0; 530 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; 531 return 0;
724}
725 532
726void confirm_password(object *op) { 533 x = mon->x;
534 y = mon->y;
535 m = mon->map;
536 dir = rv.direction;
537 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
538 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
539 /* If we can't solve it within the search distance, return now. */
540 if (diff > max)
541 return 0;
542 while (diff > 1 && max > 0)
543 {
544 lastx = x;
545 lasty = y;
546 lastmap = m;
547 x = lastx + freearr_x[dir];
548 y = lasty + freearr_y[dir];
727 549
728 op->contr->write_buf[0]='\0'; 550 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 551 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}
732 552
553 /* Space is blocked - try changing direction a little */
554 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
555 && (m == mon->map && blocked_link (mon, m, x, y))))
556 {
557 /* recalculate direction from last good location. Possible
558 * we were not traversing ideal location before.
559 */
560 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
561 if (rv.direction != dir)
562 {
563 /* OK - says direction should be different - lets reset the
564 * the values so it will try again.
565 */
566 x = lastx;
567 y = lasty;
568 m = lastmap;
569 dir = firstdir = rv.direction;
570 }
571 else
572 {
573 /* direct path is blocked - try taking a side step to
574 * either the left or right.
575 * Note increase the values in the loop below to be
576 * more than -1/1 respectively will mean the monster takes
577 * bigger detour. Have to be careful about these values getting
578 * too big (3 or maybe 4 or higher) as the monster may just try
579 * stepping back and forth
580 */
581 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
582 {
583 if (i == 0)
584 continue; /* already did this, so skip it */
585 /* Use lastdir here - otherwise,
586 * since the direction that the creature should move in
587 * may change, you could get infinite loops.
588 * ie, player is northwest, but monster can only
589 * move west, so it does that. It goes some distance,
590 * gets blocked, finds that it should move north,
591 * can't do that, but now finds it can move east, and
592 * gets back to its original point. lastdir contains
593 * the last direction the creature has successfully
594 * moved.
595 */
596
597 x = lastx + freearr_x[absdir (lastdir + i)];
598 y = lasty + freearr_y[absdir (lastdir + i)];
599 m = lastmap;
600 mflags = get_map_flags (m, &m, x, y, &x, &y);
601 if (mflags & P_OUT_OF_MAP)
602 continue;
603 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
604 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
605 continue;
606 if (mflags & P_BLOCKSVIEW)
607 continue;
608
609 if (m == mon->map && blocked_link (mon, m, x, y))
610 break;
611 }
612 /* go through entire loop without finding a valid
613 * sidestep to take - thus, no valid path.
614 */
615 if (i == (DETOUR_AMOUNT + 1))
616 return 0;
617 diff--;
618 lastdir = dir;
619 max--;
620 if (!firstdir)
621 firstdir = dir + i;
622 } /* else check alternate directions */
623 } /* if blocked */
624 else
625 {
626 /* we moved towards creature, so diff is less */
627 diff--;
628 max--;
629 lastdir = dir;
630 if (!firstdir)
631 firstdir = dir;
632 }
633 if (diff <= 1)
634 {
635 /* Recalculate diff (distance) because we may not have actually
636 * headed toward player for entire distance.
637 */
638 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
639 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
640 }
641 if (diff > max)
642 return 0;
643 }
644 /* If we reached the max, didn't find a direction in time */
645 if (!max)
646 return 0;
647
648 return firstdir;
649}
650
651void
652give_initial_items (object *pl, treasurelist * items)
653{
654 object *op, *next = NULL;
655
656 if (pl->randomitems != NULL)
657 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
658
659 for (op = pl->inv; op; op = next)
660 {
661 next = op->below;
662
663 /* Forces get applied per default, unless they have the
664 * flag "neutral" set. Sorry but I can't think of a better way
665 */
666 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
667 SET_FLAG (op, FLAG_APPLIED);
668
669 /* we never give weapons/armour if these cannot be used
670 * by this player due to race restrictions
671 */
672 if (pl->type == PLAYER)
673 {
674 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
675 (op->type == ARMOUR || op->type == BOOTS ||
676 op->type == CLOAK || op->type == HELMET ||
677 op->type == SHIELD || op->type == GLOVES ||
678 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
679 {
680 op->destroy ();
681 continue;
682 }
683 }
684
685 /* This really needs to be better - we should really give
686 * a substitute spellbook. The problem is that we don't really
687 * have a good idea what to replace it with (need something like
688 * a first level treasurelist for each skill.)
689 * remove duplicate skills also
690 */
691 if (op->type == SPELLBOOK || op->type == SKILL)
692 {
693 object *tmp;
694
695 for (tmp = op->below; tmp; tmp = tmp->below)
696 if (tmp->type == op->type && tmp->name == op->name)
697 break;
698
699 if (tmp)
700 {
701 op->destroy ();
702 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
703 continue;
704 }
705
706 if (op->nrof > 1)
707 op->nrof = 1;
708 }
709
710 if (op->type == SPELLBOOK && op->inv)
711 {
712 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
713 }
714
715 /* Give starting characters identified, uncursed, and undamned
716 * items. Just don't identify gold or silver, or it won't be
717 * merged properly.
718 */
719 if (need_identify (op))
720 {
721 SET_FLAG (op, FLAG_IDENTIFIED);
722 CLEAR_FLAG (op, FLAG_CURSED);
723 CLEAR_FLAG (op, FLAG_DAMNED);
724 }
725 if (op->type == SPELL)
726 {
727 op->destroy ();
728 continue;
729 }
730 else if (op->type == SKILL)
731 {
732 SET_FLAG (op, FLAG_CAN_USE_SKILL);
733 op->stats.exp = 0;
734 op->level = 1;
735 }
736 /* lock all 'normal items by default */
737 else
738 SET_FLAG (op, FLAG_INV_LOCKED);
739 } /* for loop of objects in player inv */
740
741 /* Need to set up the skill pointers */
742 link_player_skills (pl);
743}
744
745void
733void get_party_password(object *op, partylist *party) { 746get_party_password (object *op, partylist *party)
747{
734 if (party == NULL) { 748 if (party == NULL)
749 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 750 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 751 return;
737 } 752 }
753
738 op->contr->write_buf[0]='\0'; 754 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 755 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 756 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 757 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 758}
743
744 759
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 760/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
761static int
746int roll_stat(void) { 762roll_stat (void)
763{
747 int a[4],i,j,k; 764 int a[4], i, j, k;
748 765
749 for(i=0;i<4;i++) 766 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 767 a[i] = (int) RANDOM () % 6 + 1;
751 768
752 for(i=0,j=0,k=7;i<4;i++) 769 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 770 if (a[i] < k)
754 k=a[i],j=i; 771 k = a[i], j = i;
755 772
756 for(i=0,k=0;i<4;i++) { 773 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 774 if (i != j)
758 k+=a[i]; 775 k += a[i];
759 } 776
760 return k; 777 return k;
761} 778}
762 779
763void roll_stats(object *op) { 780void
764 int sum=0; 781object::roll_stats ()
765 int i = 0, j = 0; 782{
766 int statsort[7]; 783 int statsort [7];
767 784
785 for (;;)
768 do { 786 {
769 op->stats.Str=roll_stat(); 787 int sum = 0;
770 op->stats.Dex=roll_stat(); 788 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 789 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);
780 790
791 if (sum >= 82 && sum <= 116)
792 break;
793 }
794
781 /* Sort the stats so that rerolling is easier... */ 795 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 796 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;
789 797
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]; 798 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 799 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 800 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 801 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 802 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 803 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 804 stats.Cha = statsort[6];
809 805
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; 806 stats.exp = 0;
821 op->stats.ac=0; 807 stats.ac = 0;
822 808
809 stats.hp = stats.maxhp;
810 stats.sp = stats.maxsp;
811 stats.grace = stats.maxgrace;
812
813 if (contr)
814 {
823 op->contr->levhp[1] = 9; 815 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 816 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 817 contr->levgrace[1] = 3;
826 818
827 fix_player(op); 819 contr->orig_stats = stats;
820 }
821}
822
823void
824object::swap_stats (int a, int b)
825{
826 int tmp = get_attr_value (&contr->orig_stats, a);
827 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
828 set_attr_value (&contr->orig_stats, b, tmp);
829
830 stats.Str = contr->orig_stats.Str;
831 stats.Dex = contr->orig_stats.Dex;
832 stats.Con = contr->orig_stats.Con;
833 stats.Int = contr->orig_stats.Int;
834 stats.Wis = contr->orig_stats.Wis;
835 stats.Pow = contr->orig_stats.Pow;
836 stats.Cha = contr->orig_stats.Cha;
837
838 //TODO: the following code looks so borked and should, at the very least,
839 // be merged with the similar code in roll_stats
840 stats.ac = 0;
841
842 level = 1;
843 stats.exp = 0;
844 stats.ac = 0;
845
828 op->stats.hp = op->stats.maxhp; 846 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 847 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 848 stats.grace = stats.maxgrace;
849
850 if (contr)
851 {
852 contr->levhp[1] = 9;
853 contr->levsp[1] = 6;
854 contr->levgrace[1] = 3;
855
831 op->contr->orig_stats=op->stats; 856 contr->orig_stats = stats;
857 }
832} 858}
833 859
834void Roll_Again(object *op) 860static void
861start_info (object *op)
835{ 862{
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]; 863 char buf[MAX_BUF];
844 864
845 if ( op->contr->Swap_First == -1 ) { 865 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); 866 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 867 //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); 868 //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} 869}
953 870
954/* This function takes the key that is passed, and does the 871/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
958 * not the class. 875 * not the class.
959 */ 876 */
960 877int
961int key_change_class(object *op, char key) 878key_change_class (object *op, char key)
962{ 879{
963 int tmp_loop; 880 int tmp_loop;
964 881
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 882 if (key == 'd' || key == 'D')
883 {
971 char buf[MAX_BUF]; 884 char buf[MAX_BUF];
972 885
973 /* this must before then initial items are given */ 886 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 887 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 888
889 treasurelist *tl = find_treasurelist ("starting_wealth");
890 if (tl)
891 create_treasure (tl, op, 0, 0, 0);
892
977 INVOKE_PLAYER (BIRTH, op->contr); 893 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 894 INVOKE_PLAYER (LOGIN, op->contr);
979 895
980 op->contr->state=ST_PLAYING; 896 op->contr->ns->state = ST_PLAYING;
981 897
982 if (op->msg) { 898 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 899 op->msg = NULL;
985 }
986 900
987 /* We create this now because some of the unique maps will need it 901 /* We create this now because some of the unique maps will need it
988 * to save here. 902 * to save here.
989 */ 903 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 904 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 905 make_path_to_file (buf);
992 906
993#ifdef AUTOSAVE 907#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 908 op->contr->last_save_tick = pticks;
995#endif 909#endif
996 start_info(op); 910 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 911 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 912 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 913 link_player_skills (op);
1000 esrv_send_inventory(op, op); 914 esrv_send_inventory (op, op);
1001 fix_player(op); 915 op->update_stats ();
1002 916
1003 /* This moves the player to a different start map, if there 917 /* This moves the player to a different start map, if there
1004 * is one for this race 918 * is one for this race
1005 */ 919 */
1006 if(*first_map_ext_path) { 920 if (*first_map_ext_path)
921 {
1007 object *tmp; 922 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 923 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 924
1011 first_map_ext_path, op->arch->name); 925 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 926 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 927 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 928 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 929 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 930 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 931 * if the map isn't there, then stay on the
1018 * default initial map */ 932 * default initial map */
1019 free_object(tmp); 933 tmp->destroy ();
934 }
1020 } else { 935 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 936 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 937
938 return 0;
939 }
940
1026 /* Following actually changes the race - this is the default command 941 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 942 * if we don't match with one of the options above.
1028 */ 943 */
1029 944
1030 tmp_loop = 0; 945 tmp_loop = 0;
1031 while(!tmp_loop) { 946 while (!tmp_loop)
1032 const char *name = add_string (op->name); 947 {
948 shstr name = op->name;
1033 int x = op->x, y = op->y; 949 int x = op->x, y = op->y;
1034 remove_statbonus(op); 950
1035 remove_ob (op); 951 op->remove_statbonus ();
952 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 953 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 954 op->arch->clone.copy_to (op);
1038 op->instantiate (); 955 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 956 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 957 op->name = op->name_pl = name;
1041 op->name = name; 958 op->x = x;
1042 free_string(op->name_pl); 959 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 */ 960 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 961 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 962 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 963 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 964 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 965 }
966
1055 update_object(op,UP_OBJ_FACE); 967 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 968 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 969 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 970 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 971 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 972 op->stats.grace = 0;
973
1061 if (op->msg) 974 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 975 new_draw_info (NDI_BLUE, 0, op, op->msg);
976
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 977 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; 978 return 0;
1065} 979}
1066 980
1067int key_confirm_quit(object *op, char key) 981void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
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;
1110}
1111
1112void flee_player(object *op) { 982flee_player (object *op)
983{
1113 int dir,diff; 984 int dir, diff;
1114 rv_vector rv; 985 rv_vector rv;
1115 986
1116 if(op->stats.hp < 0) { 987 if (op->stats.hp < 0)
988 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 989 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 990 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 991 return;
1120 } 992 }
1121 993
1122 if(op->enemy==NULL) { 994 if (op->enemy == NULL)
995 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 996 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 998 return;
1126 } 999 }
1127 1000
1128 /* Seen some crashes here. Since we don't store an 1001 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1002 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1003 * actual enemy, and the object is recycled.
1131 */ 1004 */
1132 if (op->enemy->map == NULL) { 1005 if (op->enemy->map == NULL)
1006 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1007 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1008 op->enemy = NULL;
1135 return; 1009 return;
1136 } 1010 }
1137 1011
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1012 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1013 {
1139 op->enemy=NULL; 1014 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1015 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1016 return;
1142 } 1017 }
1018
1143 get_rangevector(op, op->enemy, &rv, 0); 1019 get_rangevector (op, op->enemy, &rv, 0);
1144 1020
1145 dir=absdir(4+rv.direction); 1021 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1022 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 } 1023 {
1024 int m = 1 - (RANDOM () & 2);
1025
1026 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1027 return;
1028 }
1029
1153 /* Cornered, get rid of scared */ 1030 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1031 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1032 op->enemy = NULL;
1156} 1033}
1157 1034
1158 1035
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1036/* 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 1037 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1038 * stop.
1162 */ 1039 */
1040int
1163int check_pick(object *op) { 1041check_pick (object *op)
1042{
1164 object *tmp, *next; 1043 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1044 int stop = 0;
1167 int j, k, wvratio; 1045 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1046 char putstring[128], tmpstr[16];
1169 1047
1170
1171 /* if you're flying, you cna't pick up anything */ 1048 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1049 if (op->move_type & MOVE_FLYING)
1173 return 1; 1050 return 1;
1174 1051
1175 op_tag = op->count;
1176
1177 next = op->below; 1052 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1053
1181 /* loop while there are items on the floor that are not marked as 1054 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1055 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1056 while (next && !next->destroyed ())
1184 { 1057 {
1185 tmp = next; 1058 tmp = next;
1186 next = tmp->below; 1059 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1060
1190 if (was_destroyed (op, op_tag)) 1061 if (op->destroyed ())
1191 return 0; 1062 return 0;
1192 1063
1193 if ( ! can_pick (op, tmp)) 1064 if (!can_pick (op, tmp))
1194 continue; 1065 continue;
1195 1066
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1067 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1068 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1069 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1070 pick_up (op, tmp);
1200 continue; 1071 continue;
1201 } 1072 }
1202 1073
1203 /* high not bit set? We're using the old autopickup model */ 1074 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1075 if (!(op->contr->mode & PU_NEWMODE))
1076 {
1205 switch (op->contr->mode) { 1077 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1078 {
1207 case 1: pick_up (op, tmp); 1079 case 0:
1208 return 1; 1080 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1081 case 1:
1210 return 0; 1082 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1083 return 1;
1212 case 4: pick_up (op, tmp); 1084 case 2:
1213 break; 1085 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1086 return 0;
1215 stop = 1; 1087 case 3:
1216 break; 1088 return 0; /* stop before pickup */
1217 case 6: 1089 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1090 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1091 break;
1220 pick_up(op, tmp); 1092 case 5:
1221 break; 1093 pick_up (op, tmp);
1094 stop = 1;
1095 break;
1096 case 6:
1097 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1098 pick_up (op, tmp);
1099 break;
1222 1100
1223 case 7: 1101 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1102 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1103 pick_up (op, tmp);
1226 break; 1104 break;
1227 1105
1228 default: 1106 default:
1229 /* use value density */ 1107 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1108 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1109 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1110 pick_up (op, tmp);
1233 >= op->contr->mode) 1111 }
1234 pick_up(op,tmp); 1112 }
1235 } 1113 else
1236 } 1114 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1115 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1116 if (op->contr->mode & PU_DEBUG)
1240 { 1117 {
1241 /* some debugging code to figure out item information */ 1118 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1119 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1121 &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)))); 1122 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1123 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1124 &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)))); 1125
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1126 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1127 }
1251 1128
1252 sprintf(putstring,"...flags: "); 1129 /* philosophy:
1253 for(k=0;k<4;k++) 1130 * It's easy to grab an item type from a pile, as long as it's
1254 { 1131 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1132 * and selections, select-items should be used. This is a
1256 { 1133 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1134 * example.
1258 { 1135 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1136 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1137 * convert to decimal and then 'pickup <#>
1261 } 1138 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 1139
1140 /* the first two modes are exclusive: if NOTHING we return, if
1141 * STOP then we stop. All the rest are applied sequentially,
1142 * meaning if any test passes, the item gets picked up. */
1143
1144 /* if mode is set to pick nothing up, return */
1145
1146 if (op->contr->mode & PU_NOTHING)
1147 return 1;
1148
1149 /* if mode is set to stop when encountering objects, return */
1150 /* take STOP before INHIBIT since it doesn't actually pick
1151 * anything up */
1152
1153 if (op->contr->mode & PU_STOP)
1154 return 0;
1155
1156 /* useful for going into stores and not losing your settings... */
1157 /* and for battles wher you don't want to get loaded down while
1158 * fighting */
1159 if (op->contr->mode & PU_INHIBIT)
1160 return 1;
1161
1162 /* prevent us from turning into auto-thieves :) */
1163 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1164 continue;
1165
1166 /* ignore known cursed objects */
1167 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1168 continue;
1169
1170 /* all food and drink if desired */
1171 /* question: don't pick up known-poisonous stuff? */
1172 if (op->contr->mode & PU_FOOD)
1173 if (tmp->type == FOOD)
1174 {
1175 pick_up (op, tmp);
1176 continue;
1177 }
1178
1179 if (op->contr->mode & PU_DRINK)
1180 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1181 {
1182 pick_up (op, tmp);
1183 continue;
1184 }
1185
1186 if (op->contr->mode & PU_POTION)
1187 if (tmp->type == POTION)
1188 {
1189 pick_up (op, tmp);
1190 continue;
1191 }
1192
1193 /* spellbooks, skillscrolls and normal books/scrolls */
1194 if (op->contr->mode & PU_SPELLBOOK)
1195 if (tmp->type == SPELLBOOK)
1196 {
1197 pick_up (op, tmp);
1198 continue;
1199 }
1200
1201 if (op->contr->mode & PU_SKILLSCROLL)
1202 if (tmp->type == SKILLSCROLL)
1203 {
1204 pick_up (op, tmp);
1205 continue;
1206 }
1207
1208 if (op->contr->mode & PU_READABLES)
1209 if (tmp->type == BOOK || tmp->type == SCROLL)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 /* wands/staves/rods/horns */
1216 if (op->contr->mode & PU_MAGIC_DEVICE)
1217 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1218 {
1219 pick_up (op, tmp);
1220 continue;
1221 }
1222
1223 /* pick up all magical items */
1224 if (op->contr->mode & PU_MAGICAL)
1225 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 if (op->contr->mode & PU_VALUABLES)
1232 {
1233 if (tmp->type == MONEY || tmp->type == GEM)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238 }
1239
1240 /* rings & amulets - talismans seems to be typed AMULET */
1241 if (op->contr->mode & PU_JEWELS)
1242 if (tmp->type == RING || tmp->type == AMULET)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 /* we don't forget dragon food */
1249 if (op->contr->mode & PU_FLESH)
1250 if (tmp->type == FLESH)
1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1255
1256 /* bows and arrows. Bows are good for selling! */
1257 if (op->contr->mode & PU_BOW)
1258 if (tmp->type == BOW)
1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1263
1264 if (op->contr->mode & PU_ARROW)
1265 if (tmp->type == ARROW)
1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1270
1271 /* all kinds of armor etc. */
1272 if (op->contr->mode & PU_ARMOUR)
1273 if (tmp->type == ARMOUR)
1274 {
1275 pick_up (op, tmp);
1276 continue;
1277 }
1278
1279 if (op->contr->mode & PU_HELMET)
1280 if (tmp->type == HELMET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 if (op->contr->mode & PU_SHIELD)
1287 if (tmp->type == SHIELD)
1288 {
1289 pick_up (op, tmp);
1290 continue;
1291 }
1292
1293 if (op->contr->mode & PU_BOOTS)
1294 if (tmp->type == BOOTS)
1295 {
1296 pick_up (op, tmp);
1297 continue;
1298 }
1299
1300 if (op->contr->mode & PU_GLOVES)
1301 if (tmp->type == GLOVES)
1302 {
1303 pick_up (op, tmp);
1304 continue;
1305 }
1306
1307 if (op->contr->mode & PU_CLOAK)
1308 if (tmp->type == CLOAK)
1309 {
1310 pick_up (op, tmp);
1311 continue;
1312 }
1313
1314 /* hoping to catch throwing daggers here */
1315 if (op->contr->mode & PU_MISSILEWEAPON)
1316 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1317 {
1318 pick_up (op, tmp);
1319 continue;
1320 }
1321
1322 /* careful: chairs and tables are weapons! */
1323 if (op->contr->mode & PU_ALLWEAPON)
1324 {
1325 if (tmp->type == WEAPON && tmp->name != NULL)
1326 {
1327 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1328 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334
1335 if (tmp->type == WEAPON && tmp->name == NULL)
1336 {
1337 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342 }
1343 }
1344
1345 /* misc stuff that's useful */
1346 if (op->contr->mode & PU_KEY)
1347 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1348 {
1349 pick_up (op, tmp);
1350 continue;
1351 }
1352
1353 /* any of the last 4 bits set means we use the ratio for value
1354 * pickups */
1355 if (op->contr->mode & PU_RATIO)
1356 {
1357 /* use value density to decide what else to grab */
1358 /* >=7 was >= op->contr->mode */
1359 /* >=7 is the old standard setting. Now we take the last 4 bits
1360 * and multiply them by 5, giving 0..15*5== 5..75 */
1361 wvratio = (op->contr->mode & PU_RATIO) * 5;
1362 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1363 {
1364 pick_up (op, tmp);
1266#if 0 1365#if 0
1267 /* print the flags too */ 1366 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1367 if (tmp->name != NULL)
1269 { 1368 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1369 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1370 }
1272 { 1371 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1372 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1373 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1374 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 1375#endif
1376 continue;
1377 }
1378 }
1379 } /* the new pickup model */
1279 } 1380 }
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 1381
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; 1382 return !stop;
1443} 1383}
1444 1384
1445/* 1385/*
1446 * Find an arrow in the inventory and after that 1386 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1387 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1388 * found object is returned.
1449 */ 1389 */
1390object *
1450object *find_arrow(object *op, const char *type) 1391find_arrow (object *op, const char *type)
1451{ 1392{
1452 object *tmp = NULL; 1393 object *tmp = NULL;
1453 1394
1454 for(op=op->inv; op; op=op->below) 1395 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1396 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); 1397 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1398 else if (op->type == ARROW && op->race == type)
1459 return op; 1399 return op;
1460 return tmp; 1400 return tmp;
1461} 1401}
1462 1402
1463/* 1403/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1404 * 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 1405 * 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 1406 * 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. 1407 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1408 */
1469 1409
1410object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1411find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1412{
1472 object *tmp = NULL, *arrow, *ntmp; 1413 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1414 int attacknum, attacktype, betterby = 0, i;
1474 1415
1475 if (!type) 1416 if (!type)
1476 return NULL; 1417 return NULL;
1477 1418
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1419 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1420 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1421 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1422 {
1423 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1424 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1425 if (i > betterby)
1484 tmp = ntmp; 1426 {
1485 betterby = i; 1427 tmp = ntmp;
1486 } 1428 betterby = i;
1429 }
1430 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1431 else if (arrow->type == ARROW && arrow->race == type)
1432 {
1488 /* allways prefer assasination/slaying */ 1433 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1434 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1435 {
1491 if (arrow->attacktype & AT_DEATH) { 1436 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1437 {
1493 return arrow; 1438 *better = 100;
1494 } else { 1439 return arrow;
1495 tmp = arrow; 1440 }
1441 else
1442 {
1443 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1444 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1445 }
1498 } else { 1446 }
1447 else
1448 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1449 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1450 {
1500 attacktype = 1<<attacknum; 1451 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1452 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) { 1453 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1454 {
1455 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1456 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1457 }
1506 } 1458 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1459 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1460 {
1461 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1462 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1463 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1464 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1465 {
1466 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1467 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1468 }
1469 }
1470 }
1515 } 1471 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1472 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1473 return find_arrow (op, type);
1520 1474
1521 *better = betterby; 1475 *better = betterby;
1522 return tmp; 1476 return tmp;
1523} 1477}
1524 1478
1525/* looks in a given direction, finds the first valid target, and calls 1479/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1480 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1481 * op = the shooter
1528 * type = bow->race 1482 * type = bow->race
1529 * dir = fire direction 1483 * dir = fire direction
1530 */ 1484 */
1531 1485
1486object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1487pick_arrow_target (object *op, const char *type, int dir)
1533{ 1488{
1534 object *tmp = NULL; 1489 object *tmp = NULL;
1535 mapstruct *m; 1490 maptile *m;
1536 int i, mflags, found, number; 1491 int i, mflags, found, number;
1537 sint16 x, y; 1492 sint16 x, y;
1538 1493
1539 if (op->map == NULL) 1494 if (op->map == NULL)
1540 return find_arrow(op, type); 1495 return find_arrow (op, type);
1541 1496
1542 /* do a dex check */ 1497 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1498 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))) 1499 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1500 return find_arrow (op, type);
1546 1501
1547 m = op->map; 1502 m = op->map;
1548 x = op->x; 1503 x = op->x;
1549 y = op->y; 1504 y = op->y;
1550 1505
1551 /* find the first target */ 1506 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1507 for (i = 0, found = 0; i < 20; i++)
1508 {
1553 x += freearr_x[dir]; 1509 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1510 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1511 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1512 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1513 {
1557 tmp = NULL; 1514 tmp = NULL;
1558 break; 1515 break;
1516 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1517 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1518 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1519 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1520 * perhaps a bad assumption.
1562 */ 1521 */
1563 tmp = NULL; 1522 tmp = NULL;
1564 break; 1523 break;
1565 } 1524 }
1566 if (mflags & P_IS_ALIVE) { 1525 if (mflags & P_IS_ALIVE)
1526 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1527 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1528 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1529 {
1570 break; 1530 found++;
1571 } 1531 break;
1532 }
1572 if (found) 1533 if (found)
1573 break; 1534 break;
1574 } 1535 }
1575 } 1536 }
1576 if (tmp == NULL) 1537 if (tmp == NULL)
1577 return find_arrow(op, type); 1538 return find_arrow (op, type);
1578 1539
1579 if (tmp->head) 1540 if (tmp->head)
1580 tmp = tmp->head; 1541 tmp = tmp->head;
1581 1542
1582 return find_better_arrow(op, tmp, type, &i); 1543 return find_better_arrow (op, tmp, type, &i);
1583} 1544}
1584 1545
1585/* 1546/*
1586 * Creature fires a bow - op can be monster or player. Returns 1547 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1548 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1551 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1552 * 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 1553 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1554 * player fire modes.
1594 */ 1555 */
1556int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1557fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1558{
1598 object *left, *bow; 1559 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1560 int bowspeed, mflags;
1601 mapstruct *m; 1561 maptile *m;
1602 1562
1603 if (!dir) { 1563 if (!dir)
1564 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1565 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1566 return 0;
1606 } 1567 }
1568
1607 if (op->type == PLAYER) 1569 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1570 bow = op->contr->ranges[range_bow];
1609 else { 1571 else
1572 {
1610 for(bow=op->inv; bow; bow=bow->below) 1573 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1574 /* 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. 1575 * don't need to switch back and forth between bows and weapons.
1613 */ 1576 */
1614 if(bow->type==BOW) 1577 if (bow->type == BOW)
1615 break; 1578 break;
1616 1579
1617 if (!bow) { 1580 if (!bow)
1581 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1582 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1583 return 0;
1620 } 1584 }
1621 } 1585 }
1586
1622 if( !bow->race || !bow->skill) { 1587 if (!bow->race || !bow->skill)
1588 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1589 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1590 return 0;
1625 } 1591 }
1626 1592
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1593 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1594
1629 /* penalize ROF for bestarrow */ 1595 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1596 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1597 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1598
1632 if (bowspeed < 1) 1599 if (bowspeed < 1)
1633 bowspeed = 1; 1600 bowspeed = 1;
1634 1601
1635 if (arrow == NULL) { 1602 if (arrow == NULL)
1603 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1604 if ((arrow = find_arrow (op, bow->race)) == NULL)
1605 {
1637 if (op->type == PLAYER) 1606 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1607 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 */ 1608 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1609 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1610 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1611 return 0;
1644 } 1612 }
1645 } 1613 }
1614
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1615 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1616 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1617 return 0;
1649 } 1618
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1619 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1620 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1621 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1622 return 0;
1653 } 1623 }
1654 1624
1655 /* this should not happen, but sometimes does */ 1625 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1626 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1627 {
1628 arrow->destroy ();
1629 return 0;
1630 }
1661 1631
1662 left = arrow; /* these are arrows left to the player */ 1632 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1633 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1634 if (!arrow)
1635 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1636 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1637 return 0;
1668 return 0;
1669 } 1638 }
1670 set_owner(arrow, op); 1639
1671 if (arrow->skill) free_string(arrow->skill); 1640 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1641 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1642 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1643
1678 if (op->type == PLAYER) { 1644 if (op->type == PLAYER)
1645 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1646 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1647 op->update_stats ();
1681 } 1648 }
1682 1649
1683 SET_ANIMATION(arrow, arrow->direction); 1650 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1651 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1652 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1653 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1654 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1655 arrow->spellarg = strdup (arrow->slaying);
1689 1656
1690 /* Note that this was different for monsters - they got their level 1657 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1658 * added to the damage. I think the strength bonus is more proper.
1692 */ 1659 */
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 1660
1661 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1662
1698 /* update the speed */ 1663 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1664 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1665 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 1666
1704 if (arrow->speed < 1.0) 1667 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1668 arrow->speed_left = 0;
1708 1669
1709 if (op->type == PLAYER) { 1670 if (op->type == PLAYER)
1671 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1672 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1673 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1674 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 1675
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1676 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1677 }
1678 else
1679 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1680 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; 1681 arrow->level = op->level;
1721 } 1682 }
1683
1722 if (arrow->attacktype == AT_PHYSICAL) 1684 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1685 arrow->attacktype |= bow->attacktype;
1686
1724 if (bow->slaying != NULL) 1687 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1688 arrow->slaying = bow->slaying;
1726 1689
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1690 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1691 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1692
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1693 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1694 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1695
1735 if (!was_destroyed(arrow, tag)) 1696 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1697 move_arrow (arrow);
1737 1698
1738 if (op->type == PLAYER) { 1699 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1700 {
1701 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1702 esrv_del_item (op->contr, left->count);
1741 else 1703 else
1742 esrv_send_item(op, left); 1704 esrv_send_item (op, left);
1743 } 1705 }
1706
1744 return 1; 1707 return 1;
1745} 1708}
1746 1709
1747/* Special fire code for players - this takes into 1710/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1711 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1712 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1713 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1714 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1715 * hence the function name.
1753 */ 1716 */
1717int
1754int player_fire_bow(object *op, int dir) 1718player_fire_bow (object *op, int dir)
1755{ 1719{
1756 int ret=0, wcmod=0; 1720 int ret = 0, wcmod = 0;
1757 1721
1758 if (op->contr->bowtype == bow_bestarrow) { 1722 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1723 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1724 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); 1725 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1726 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1727 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1728 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1729 wcmod = -1;
1730
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1731 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1732 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1733 else if (op->contr->bowtype == bow_threewide)
1734 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1735 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)]); 1736 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)]); 1737 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1738 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1739 else if (op->contr->bowtype == bow_spreadshot)
1740 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1741 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); 1742 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); 1743 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1744
1776 } else { 1745 }
1746 else
1747 {
1777 /* Simple case */ 1748 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1749 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1750 }
1780 return ret; 1751 return ret;
1781} 1752}
1782 1753
1783 1754
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1755/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1756 * Broken apart from 'fire' to keep it more readable.
1786 */ 1757 */
1758void
1787void fire_misc_object(object *op, int dir) 1759fire_misc_object (object *op, int dir)
1788{ 1760{
1789 object *item; 1761 object *item;
1790 1762
1791 if (!op->contr->ranges[range_misc]) { 1763 if (!op->contr->ranges[range_misc])
1764 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1765 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1766 return;
1794 } 1767 }
1795 1768
1796 item = op->contr->ranges[range_misc]; 1769 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1770 if (!item->inv)
1771 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1772 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1773 return;
1800 } 1774 }
1801 if (item->type == WAND) { 1775 if (item->type == WAND)
1776 {
1802 if(item->stats.food<=0) { 1777 if (item->stats.food <= 0)
1778 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 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)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1781 return;
1806 } 1782 }
1783 }
1807 } else if (item->type == ROD || item->type==HORN) { 1784 else if (item->type == ROD || item->type == HORN)
1785 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1786 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1787 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1788 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1789 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1790 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)); 1791 else
1813 else 1792 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; 1793 return;
1817 } 1794 }
1818 } 1795 }
1819 1796
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1797 if (cast_spell (op, item, dir, item->inv, NULL))
1798 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1800 if (item->type == WAND)
1801 {
1823 if (!(--item->stats.food)) { 1802 if (!(--item->stats.food))
1824 object *tmp; 1803 {
1825 if (item->arch) { 1804 object *tmp;
1805
1806 if (item->arch)
1807 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1809 item->face = item->arch->clone.face;
1828 item->speed = 0; 1810 item->set_speed (0);
1829 update_ob_speed(item); 1811 }
1830 } 1812
1831 if ((tmp=is_player_inv(item))) 1813 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1815 }
1834 } 1816 }
1835 else if (item->type == ROD || item->type==HORN) { 1817 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1818 drain_rod_charge (item);
1837 }
1838 } 1819 }
1839} 1820}
1840 1821
1841/* Received a fire command for the player - go and do it. 1822/* Received a fire command for the player - go and do it.
1842 */ 1823 */
1824void
1843void fire(object *op,int dir) { 1825fire (object *op, int dir)
1826{
1844 int spellcost=0; 1827 int spellcost = 0;
1845 1828
1846 /* check for loss of invisiblity/hide */ 1829 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1830 if (action_makes_visible (op))
1831 make_visible (op);
1848 1832
1849 switch(op->contr->shoottype) { 1833 switch (op->contr->shoottype)
1834 {
1850 case range_none: 1835 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; 1836 return;
1887 default: 1837
1838 case range_bow:
1839 player_fire_bow (op, dir);
1840 return;
1841
1842 case range_magic: /* Casting spells */
1843 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1844 return;
1845
1846 case range_misc:
1847 fire_misc_object (op, dir);
1848 return;
1849
1850 case range_golem: /* Control summoned monsters from scrolls */
1851 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1852 {
1853 op->contr->ranges[range_golem] = 0;
1854 op->contr->shoottype = range_none;
1855 }
1856 else
1857 control_golem (op->contr->ranges[range_golem], dir);
1858 return;
1859
1860 case range_skill:
1861 if (!op->chosen_skill)
1862 {
1863 if (op->type == PLAYER)
1864 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1865 return;
1866 }
1867 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1868 return;
1869 case range_builder:
1870 apply_map_builder (op, dir);
1871 return;
1872 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1873 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1874 return;
1890 } 1875 }
1891} 1876}
1892 1877
1893 1878
1894 1879
1901 * inv is the objects inventory to searched 1886 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1887 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1888 * This function can be called recursively to search containers.
1904 */ 1889 */
1905 1890
1891object *
1906object * find_key(object *pl, object *container, object *door) 1892find_key (object *pl, object *container, object *door)
1907{ 1893{
1908 object *tmp,*key; 1894 object *tmp, *key;
1909 1895
1910 /* Should not happen, but sanity checking is never bad */ 1896 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1897 if (container->inv == NULL)
1898 return NULL;
1912 1899
1913 /* First, lets try to find a key in the top level inventory */ 1900 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1901 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1902 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1903 if (door->type == DOOR && tmp->type == KEY)
1904 break;
1916 /* For sanity, we should really check door type, but other stuff 1905 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1906 * (like containers) can be locked with special keys
1918 */ 1907 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1908 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1909 break;
1921 } 1910 }
1922 /* No key found - lets search inventories now */ 1911 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1912 /* 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 1913 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1914 * a key, return
1926 */ 1915 */
1927 if (!tmp) { 1916 if (!tmp)
1917 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1918 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1919 {
1929 /* No reason to search empty containers */ 1920 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1921 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1922 {
1923 if ((key = find_key (pl, tmp, door)) != NULL)
1924 return key;
1925 }
1926 }
1927 if (!tmp)
1928 return NULL;
1932 } 1929 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* We get down here if we have found a key. Now if its in a container, 1930 /* 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 1931 * see if we actually want to use it
1938 */ 1932 */
1939 if (pl!=container) { 1933 if (pl != container)
1934 {
1940 /* Only let players use keys in containers */ 1935 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1936 if (!pl->contr)
1937 return NULL;
1942 /* cases where this fails: 1938 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1939 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1940 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1941 * If the container is not active, return now since only active
1946 * containers can be used. 1942 * containers can be used.
1947 * If we only search keyrings and the container does not have 1943 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1944 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1945 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1946 * inv must have been an container and must have been active.
1951 * 1947 *
1952 * Change the color so that the message doesn't disappear with 1948 * Change the color so that the message doesn't disappear with
1953 * all the others. 1949 * all the others.
1954 */ 1950 */
1955 if (pl->contr->usekeys == key_inventory || 1951 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1952 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1953 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1954 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1955 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1956 "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; 1957 return NULL;
1964 } 1958 }
1965 } 1959 }
1966 return tmp; 1960 return tmp;
1967} 1961}
1968 1962
1969/* moved door processing out of move_player_attack. 1963/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1964 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1965 * such that the caller should not do anything more,
1972 * 0 otherwise 1966 * 0 otherwise
1973 */ 1967 */
1968static int
1974static int player_attack_door(object *op, object *door) 1969player_attack_door (object *op, object *door)
1975{ 1970{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1971 /* 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 - 1972 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1973 * otherwise, we fall through to the rest of the code.
1980 */ 1974 */
1981 object *key=find_key(op, op, door); 1975 object *key = find_key (op, op, door);
1982 1976
1983 /* IF we found a key, do some extra work */ 1977 /* IF we found a key, do some extra work */
1984 if (key) { 1978 if (key)
1979 {
1985 object *container=key->env; 1980 object *container = key->env;
1986 1981
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1982 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1983 if (action_makes_visible (op))
1984 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1985 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1986 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 1987 if (door->type == DOOR)
1988 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1989 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 1990 }
1993 else if(door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1992 {
1995 "You open the door with the %s", query_short_name(key)); 1993 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 ;-) */ 1994 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1995 }
1998 /* Do this after we print the message */ 1996 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1997 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1998 /* Need to update the weight the container the key was in */
2001 if (container != op) 1999 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2000 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2001 return 1; /* Nothing more to do below */
2002 }
2004 } else if (door->type==LOCKED_DOOR) { 2003 else if (door->type == LOCKED_DOOR)
2004 {
2005 /* Might as well return now - no other way to open this */ 2005 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2006 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2007 return 1;
2008 } 2008 }
2009 return 0; 2009 return 0;
2010} 2010}
2011 2011
2012/* This function is just part of a breakup from move_player. 2012/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2013 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2014 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2015 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2016 * going to try and move (not fire weapons).
2017 */ 2017 */
2018 2018void
2019void move_player_attack(object *op, int dir) 2019move_player_attack (object *op, int dir)
2020{ 2020{
2021 object *tmp, *mon; 2021 object *tmp, *mon;
2022 sint16 nx, ny; 2022 sint16 nx, ny;
2023 int on_battleground; 2023 int on_battleground;
2024 mapstruct *m; 2024 maptile *m;
2025 2025
2026 nx=freearr_x[dir]+op->x; 2026 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2027 ny = freearr_y[dir] + op->y;
2028 2028
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2029 on_battleground = op_on_battleground (op, 0, 0);
2030 2030
2031 /* If braced, or can't move to the square, and it is not out of the 2031 /* 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 2032 * 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 2033 * 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 2034 * 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 2035 * 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 2036 * 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 2037 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2038 * move_ob uses.
2039 */ 2039 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2040 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 2041 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2042 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");*/ 2043 {
2044 m = op->map->xy_find (nx, ny);
2045 if (!m)
2046 return; /* Don't think this should happen */
2047 }
2048 else
2049 m = op->map;
2050
2051 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2052 return;
2050 }
2051 2053
2052 mon = NULL; 2054 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2055 /* 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. 2056 * 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 2057 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2058 * on the space
2057 */ 2059 */
2058 while (tmp!=NULL) { 2060 while (tmp)
2061 {
2059 if (tmp == op) { 2062 if (tmp == op)
2060 tmp=tmp->above; 2063 {
2061 continue; 2064 tmp = tmp->above;
2062 } 2065 continue;
2066 }
2067
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2068 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2069 {
2065 break; 2070 mon = tmp;
2066 } 2071 break;
2072 }
2073
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2074 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2075 mon = tmp;
2076
2069 tmp=tmp->above; 2077 tmp = tmp->above;
2070 } 2078 }
2071 2079
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2081 return; /* into a wall */
2074 2082
2075 if(mon->head != NULL) 2083 if (mon->head)
2076 mon = mon->head; 2084 mon = mon->head;
2077 2085
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2086 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2087 if (player_attack_door (op, mon))
2088 return;
2080 2089
2081 /* The following deals with possibly attacking peaceful 2090 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2091 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2092 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2093 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2094 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2095 * and thus will not push them.
2087 */ 2096 */
2088 2097
2089 /* If the creature is a pet, push it even if the player is not 2098 /* 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 2099 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2100 * player owns it and it is either friendly or unagressive.
2092 */ 2101 */
2093 if ((op->type==PLAYER) 2102 if ((op->type == PLAYER)
2094#if COZY_SERVER 2103#if COZY_SERVER
2095 && 2104 &&
2096 ( 2105 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2106 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2107#else
2102 && get_owner(mon)==op 2108 && mon->owner == op
2103#endif 2109#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2110 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2111 {
2106 /* If we're braced, we don't want to switch places with it */ 2112 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2113 if (op->contr->braced)
2114 return;
2115
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2116 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2117 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2118 if (op->contr->tmp_invis || op->hide)
2119 make_visible (op);
2120
2111 return; 2121 return;
2112 } 2122 }
2113 2123
2114 /* in certain circumstances, you shouldn't attack friendly 2124 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2125 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2126 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2127 * attack them either.
2118 */ 2128 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2129 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2130 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2131#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2132 (op->contr->peaceful
2133 || (mon->type == PLAYER
2134 && mon->contr->
2135 peaceful)) &&
2124#else 2136#else
2125 op->contr->peaceful && 2137 op->contr->peaceful &&
2126#endif 2138#endif
2127 !on_battleground 2139 !on_battleground))
2140 {
2141 if (!op->contr->braced)
2128 )) { 2142 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2143 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2144 push_ob (mon, dir, op);
2132 } else { 2145 }
2146 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2147 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2148
2149 if (op->contr->tmp_invis || op->hide)
2150 make_visible (op);
2151 }
2152
2138 /* If the object is a boulder or other rollable object, then 2153 /* 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. 2154 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2155 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2156 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2157 {
2142 recursive_roll(mon,dir,op); 2158 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2159 if (action_makes_visible (op))
2144 } 2160 make_visible (op);
2161 }
2145 2162
2146 /* Any generic living creature. Including things like doors. 2163 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2164 * 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: 2165 * 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 2166 * 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. 2167 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2168 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2169 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2171 {
2156 2172
2157 /* If the player hasn't hit something this tick, and does 2173 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2174 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2175 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2176 * incurred a 1 tick offset.
2161 */ 2177 */
2162 if (!op->contr->has_hit) { 2178 if (!op->contr->has_hit)
2179 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2181
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2182 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2183 }
2167 2184
2168 skill_attack(mon, op, 0, NULL, NULL); 2185 skill_attack (mon, op, 0, 0, 0);
2169 2186
2170 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2188 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2189 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2190 * the wiz.
2174 */ 2191 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2192 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)) { 2193 {
2177 short luck = mon->stats.luck; 2194 short luck = mon->stats.luck;
2195
2178 mon->contr->has_hit = 1; 2196 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2197 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2198 mon->stats.luck = luck;
2181 } 2199 }
2182 if(action_makes_visible(op)) make_visible(op); 2200
2183 } 2201 if (action_makes_visible (op))
2202 make_visible (op);
2203 }
2184 } /* if player should attack something */ 2204 } /* if player should attack something */
2185} 2205}
2186 2206
2207int
2187int move_player(object *op,int dir) { 2208move_player (object *op, int dir)
2209{
2188 int pick; 2210 int pick;
2189 2211
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2212 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; 2213 return 0;
2214
2215 /* Sanity check: make sure dir is valid */
2216 if ((dir < 0) || (dir >= 9))
2217 {
2218 LOG (llevError, "move_player: invalid direction %d\n", dir);
2219 return 0;
2220 }
2221
2222 /* peterm: added following line */
2223 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2224 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2225
2226 op->facing = dir;
2227
2228 if (op->hide)
2229 do_hidden_move (op);
2230
2231 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2232 /*nop */ ;
2233 else if (op->contr->fire_on)
2234 fire (op, dir);
2235 else
2236 {
2237 move_player_attack (op, dir);
2238 pick = check_pick (op);
2239 }
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2245 op->direction = dir;
2246 else
2247 op->direction = 0;
2248
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 animate_object (op, op->facing);
2254 return 0;
2229} 2255}
2230 2256
2231/* This is similar to handle_player, below, but is only used by the 2257/* This is similar to handle_player, below, but is only used by the
2232 * new client/server stuff. 2258 * new client/server stuff.
2233 * This is sort of special, in that the new client/server actually uses 2259 * This is sort of special, in that the new client/server actually uses
2234 * the new speed values for commands. 2260 * the new speed values for commands.
2235 * 2261 *
2236 * Returns true if there are more actions we can do. 2262 * Returns true if there are more actions we can do.
2237 */ 2263 */
2264int
2238int handle_newcs_player(object *op) 2265handle_newcs_player (object *op)
2239{ 2266{
2240 if (op->contr->hidden) { 2267 if (op->contr->hidden)
2268 {
2241 op->invisible = 1000; 2269 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2270 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2271 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2272 * alternate it here for it to work correctly.
2245 */ 2273 */
2246 if (pticks & 2) op->invisible--; 2274 if (pticks & 2)
2275 op->invisible--;
2247 } 2276 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2277 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2278 {
2249 op->invisible--; 2279 op->invisible--;
2250 if(!op->invisible) { 2280 if (!op->invisible)
2281 {
2251 make_visible(op); 2282 make_visible (op);
2252 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2283 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2253 } 2284 }
2254 } 2285 }
2255 2286
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2287 if (QUERY_FLAG (op, FLAG_SCARED))
2288 {
2257 flee_player(op); 2289 flee_player (op);
2258 /* If player is still scared, that is his action for this tick */ 2290 /* If player is still scared, that is his action for this tick */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2291 if (QUERY_FLAG (op, FLAG_SCARED))
2292 {
2260 op->speed_left--; 2293 op->speed_left--;
2261 return 0; 2294 return 0;
2262 } 2295 }
2263 } 2296 }
2264 2297
2265 /* I've been seeing crashes where the golem has been destroyed, but 2298 /* 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 2299 * 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 2300 * 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. 2301 * put this in a a workaround to clean up the golem pointer.
2269 */ 2302 */
2270 if (op->contr->ranges[range_golem] && 2303 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; 2304 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2305
2277 /* call this here - we also will call this in do_ericserver, but 2306 /* call this here - we also will call this in do_ericserver, but
2278 * the players time has been increased when doericserver has been 2307 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2308 * called, so we recheck it here.
2280 */ 2309 */
2281 HandleClient(&op->contr->socket, op->contr); 2310 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2311 return 1;
2283 2312
2313 if (op->speed_left > 0)
2314 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2315 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2316 {
2285 /* All move commands take 1 tick, at least for now */ 2317 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2318 op->speed_left--;
2287 2319
2288 /* Instead of all the stuff below, let move_player take care 2320 /* Instead of all the stuff below, let move_player take care
2289 * of it. Also, some of the skill stuff is only put in 2321 * of it. Also, some of the skill stuff is only put in
2290 * there, as well as the confusion stuff. 2322 * there, as well as the confusion stuff.
2291 */ 2323 */
2292 move_player(op, op->direction); 2324 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2325
2326 return op->speed_left > 0;
2327 }
2328 }
2329
2294 else return 0; 2330 return 0;
2295 } 2331}
2332
2333int
2334save_life (object *op)
2335{
2336 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2337 return 0;
2297}
2298 2338
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) 2339 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2340 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2341 {
2307 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2342 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2308 new_draw_info_format(NDI_UNIQUE, 0,op, 2343 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2309 "Your %s vibrates violently, then evaporates.", 2344
2310 query_name(tmp));
2311 if (op->contr) 2345 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2346 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2347
2314 free_object(tmp); 2348 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2349 CLEAR_FLAG (op, FLAG_LIFESAVE);
2350
2316 if(op->stats.hp<0) 2351 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2352 op->stats.hp = op->stats.maxhp;
2353
2318 if(op->stats.food<0) 2354 if (op->stats.food < 0)
2319 op->stats.food = 999; 2355 op->stats.food = 999;
2320 fix_player(op); 2356
2357 op->update_stats ();
2321 return 1; 2358 return 1;
2322 } 2359 }
2360
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2361 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2363 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2364 return 0;
2327} 2365}
2328 2366
2329/* This goes throws the inventory and removes unpaid objects, and puts them 2367/* 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 2368 * 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 2369 * function will descend into containers. op is the object to start the search
2332 * from. 2370 * from.
2333 */ 2371 */
2372void
2334void remove_unpaid_objects(object *op, object *env) 2373remove_unpaid_objects (object *op, object *env)
2335{ 2374{
2336 object *next; 2375 object *next;
2337 2376
2338 while (op) { 2377 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2378 {
2340 * we remove object 'op' 2379 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2380
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2381 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2382 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2383 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2384 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 2385
2386 op->insert_at (env);
2387 }
2388 else if (op->inv)
2389 remove_unpaid_objects (op->inv, env);
2390
2391 op = next;
2392 }
2393}
2355 2394
2356/* 2395/*
2357 * Returns pointer a static string containing gravestone text 2396 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2397 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2398 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2399 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2400 * but there isn't one in the server directory.
2362 */ 2401 */
2402char *
2363char *gravestone_text (object *op) 2403gravestone_text (object *op)
2364{ 2404{
2365 static char buf2[MAX_BUF]; 2405 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2406 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2407 time_t now = time (NULL);
2368 2408
2369 strcpy (buf2, " R.I.P.\n\n"); 2409 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2410 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2411 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2412 else
2373 sprintf (buf, "%s\n", op->name); 2413 sprintf (buf, "%s\n", &op->name);
2414
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2415 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2416 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2417 if (op->type == PLAYER)
2377 sprintf (buf, "who was in level %d when killed\n", op->level); 2418 sprintf (buf, "who was in level %d when killed\n", op->level);
2378 else 2419 else
2379 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2420 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2421
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2422 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2423 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2424 if (op->type == PLAYER)
2425 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2426 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2427 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2428 strcat (buf2, buf);
2386 } 2429 }
2430
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2431 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2432 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2433 strcat (buf2, buf);
2434
2390 return buf2; 2435 return buf2;
2391} 2436}
2392 2437
2393 2438void
2394
2395void do_some_living(object *op) { 2439do_some_living (object *op)
2440{
2396 int last_food=op->stats.food; 2441 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2442 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2443 int over_hp, over_sp, over_grace;
2399 int i; 2444 int i;
2400 int rate_hp = 1200; 2445 int rate_hp = 1200;
2401 int rate_sp = 2500; 2446 int rate_sp = 2500;
2402 int rate_grace = 2000; 2447 int rate_grace = 2000;
2403 const int max_hp = 1; 2448 const int max_hp = 1;
2404 const int max_sp = 1; 2449 const int max_sp = 1;
2405 const int max_grace = 1; 2450 const int max_grace = 1;
2406 2451
2407 if (op->contr->outputs_sync) { 2452 if (op->contr->outputs_sync)
2453 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2454 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2455 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]); 2456 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2457 }
2413 2458
2414 if(op->contr->state==ST_PLAYING) { 2459 if (op->contr->ns->state == ST_PLAYING)
2415 2460 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2461 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2462 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2463 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2464 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2465 else
2466 {
2421 gen_hp = op->stats.maxhp; 2467 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2468 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2469 }
2470
2424 if(op->contr->gen_sp >= 0 ) 2471 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2472 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2473 else
2474 {
2427 gen_sp = op->stats.maxsp; 2475 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2476 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2477 }
2478
2430 if(op->contr->gen_grace >= 0) 2479 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2480 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2481 else
2482 {
2433 gen_grace = op->stats.maxgrace; 2483 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2484 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2485 }
2436 2486
2437 /* Regenerate Spell Points */ 2487 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2488 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2489 {
2439 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2490 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) { 2491 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2492 {
2493 op->stats.sp++;
2442 /* dms do not consume food */ 2494 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2495 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2496 {
2497 op->stats.food--;
2445 if(op->contr->digestion<0) 2498 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2499 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2500 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; 2501 op->stats.food = last_food;
2502 }
2503 }
2504
2505 if (max_sp > 1)
2506 {
2507 over_sp = (gen_sp + 10) / rate_sp;
2508 if (over_sp > 0)
2509 {
2510 if (op->stats.sp < op->stats.maxsp)
2511 {
2512 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2513
2514 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2515 op->stats.sp--;
2516
2517 if (op->stats.sp > op->stats.maxsp)
2518 op->stats.sp = op->stats.maxsp;
2519 }
2520 op->last_sp = 0;
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2524 }
2525 else
2526 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2527 }
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 2528
2471 /* Regenerate Grace */ 2529 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2530 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2531 if (--op->last_grace < 0)
2532 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2533 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2534 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2535
2536 if (max_grace > 1)
2537 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2538 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2539 if (over_grace > 0)
2479 op->stats.sp += over_grace 2540 {
2541 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; 2542 + (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; 2543 op->last_grace = 0;
2482 } else { 2544 }
2545 else
2546 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2547 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2548 }
2485 } else { 2549 }
2550 else
2551 {
2486 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2552 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2487 } 2553 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2554 /* wearing stuff doesn't detract from grace generation. */
2489 } 2555 }
2490 2556
2491 /* Regenerate Hit Points */ 2557 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2558 if (--op->last_heal < 0)
2559 {
2493 if(op->stats.hp<op->stats.maxhp) { 2560 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2561 {
2562 op->stats.hp++;
2495 /* dms do not consume food */ 2563 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2564 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2565 {
2566 op->stats.food--;
2498 if(op->contr->digestion<0) 2567 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2568 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2569 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; 2570 op->stats.food = last_food;
2571 }
2572 }
2573
2574 if (max_hp > 1)
2575 {
2576 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2577 if (over_hp > 0)
2578 {
2579 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2580 op->last_heal = 0;
2581 }
2582 else
2583 {
2584 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2585 }
2586 }
2587 else
2588 {
2589 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2590 }
2503 } 2591 }
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 2592
2519 /* Digestion */ 2593 /* Digestion */
2520 if(--op->last_eat<0) { 2594 if (--op->last_eat < 0)
2595 {
2521#ifdef COZY_SERVER 2596#ifdef COZY_SERVER
2522 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2597 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2523 int bonus=dg>0?dg:0, 2598 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2599#else
2526 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2600 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 2601#endif
2529 2602
2530 if(op->contr->gen_hp > 0) 2603 if (op->contr->gen_hp > 0)
2531 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2604 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2532 else 2605 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2606 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2607
2534 /* dms do not consume food */ 2608 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2609 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2610 op->stats.food--;
2537 } 2611 }
2538 2612
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2613 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2614 {
2615 object *tmp, *flesh = 0;
2541 2616
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2617 for (tmp = op->inv; tmp; tmp = tmp->below)
2618 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2619 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2620 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2621 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2622 {
2545 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2623 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2546 manual_apply(op,tmp,0); 2624 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2625 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2626 break;
2549 } 2627 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2628 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2629 flesh = tmp;
2552 } /* end of for loop */ 2630 } /* End if paid for object */
2631 } /* end of for loop */
2632
2553 /* If player is still starving, it means they don't have any food, so 2633 /* If player is still starving, it means they don't have any food, so
2554 * eat flesh instead. 2634 * eat flesh instead.
2555 */ 2635 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2636 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2637 {
2557 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2638 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2558 manual_apply(op,flesh,0); 2639 manual_apply (op, flesh, 0);
2559 } 2640 }
2560 } /* end if player is starving */ 2641 }
2561 2642
2562 while(op->stats.food<0&&op->stats.hp>0) 2643 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2644 op->stats.food++, op->stats.hp--;
2564 2645
2565 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2646 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2566 kill_player(op); 2647 kill_player (op);
2648 }
2567} 2649}
2568
2569
2570 2650
2571/* If the player should die (lack of hp, food, etc), we call this. 2651/* 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 2652 * 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 2653 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2654 * file.
2575 */ 2655 */
2656void
2576void kill_player(object *op) 2657kill_player (object *op)
2577{ 2658{
2578 char buf[MAX_BUF]; 2659 char buf[MAX_BUF];
2579 int x,y,i; 2660 int x, y;
2661
2662 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2663 maptile *map; /* this is for resurrection */
2664
2581 int z; 2665 /* int z;
2582 int num_stats_lose; 2666 int num_stats_lose;
2583 int lost_a_stat; 2667 int lost_a_stat;
2584 int lose_this_stat; 2668 int lose_this_stat;
2585 int this_stat; 2669 int this_stat; */
2586 int will_kill_again; 2670 int will_kill_again;
2587 archetype *at; 2671 archetype *at;
2588 object *tmp; 2672 object *tmp;
2589 2673
2590 if(save_life(op)) 2674 if (save_life (op))
2591 return; 2675 return;
2592 2676
2593 2677
2594 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2678 /* 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. 2679 * in cities ONLY!!! It is very important that this doesn't get abused.
2596 * Look at op_on_battleground() for more info --AndreasV 2680 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2681 */
2598 if (op_on_battleground(op, &x, &y)) { 2682 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2683 {
2600 "You have been defeated in combat!"); 2684 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, 2685 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2602 "Local medics have saved your life..."); 2686
2603
2604 /* restore player */ 2687 /* restore player */
2605 at = find_archetype("poisoning"); 2688 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2689 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2690 {
2608 remove_ob(tmp); 2691 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2692 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2693 }
2612 2694
2613 at = find_archetype("confusion"); 2695 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2696 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2697 {
2616 remove_ob(tmp); 2698 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2699 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2700 }
2620 2701
2621 cure_disease(op,0); /* remove any disease */ 2702 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2703 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2704 if (op->stats.food <= 0)
2624 2705 op->stats.food = 999;
2706
2625 /* create a bodypart-trophy to make the winner happy */ 2707 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2708 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2709 {
2629 sprintf(buf,"%s's finger",op->name); 2710 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2711 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2712 sprintf (buf, " This finger has been cut off %s\n"
2632 " the %s, when he was defeated at\n level %d by %s.\n", 2713 " the %s, when he was defeated at\n level %d by %s.\n",
2633 op->name, op->contr->title, (int)(op->level), 2714 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2715 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2716 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2717 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2718 tmp->insert_at (op, tmp);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2719 }
2720
2642 /* teleport defeated player to new destination*/ 2721 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2722 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2723 op->contr->braced = 0;
2645 return; 2724 return;
2646 } 2725 }
2647 2726
2648 INVOKE_PLAYER (DEATH, op->contr); 2727 INVOKE_PLAYER (DEATH, op->contr);
2649 2728
2650 command_kill_pets (op, 0); 2729 command_kill_pets (op, 0);
2651 2730
2652 if(op->stats.food<0) { 2731 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2732 {
2654 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...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2733 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2734 strcpy (op->contr->killer, "starvation");
2661 } 2735 }
2662 else { 2736 else
2663 if (op->contr->explore) {
2664 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...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2737 sprintf (buf, "%s died.", &op->name);
2670 } 2738
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2739 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2740
2673 /* save the map location for corpse, gravestone*/ 2741 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2742 x = op->x;
2743 y = op->y;
2744 map = op->map;
2675 2745
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2746 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * life if they are dead - it takes some exp and a random stat. 2747 * 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. 2748 * See the config.h file for a little more in depth detail about this.
2681 */ 2749 */
2682 2750
2683 /* Basically two ways to go - remove a stat permanently, or just 2751 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2752 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2753 * of death.
2686 */ 2754 */
2687#ifndef COZY_SERVER 2755#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2756 if (settings.balanced_stat_loss)
2757 {
2689 /* If stat loss is permanent, lose one stat only. */ 2758 /* If stat loss is permanent, lose one stat only. */
2690 /* Lower level chars don't lose as many stats because they suffer 2759 /* Lower level chars don't lose as many stats because they suffer
2691 more if they do. */ 2760 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2761 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2762 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2763 little bit harder. */
2695 /* GD */ 2764 /* GD */
2696 if (settings.stat_loss_on_death) 2765 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2766 num_stats_lose = 1;
2698 else 2767 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2768 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2769 }
2770 else
2701 num_stats_lose = 1; 2771 num_stats_lose = 1;
2702 } 2772
2703 lost_a_stat = 0; 2773 lost_a_stat = 0;
2704 2774
2705 for (z=0; z<num_stats_lose; z++) { 2775 for (z = 0; z < num_stats_lose; z++)
2776 {
2706 i = RANDOM() % NUM_STATS; 2777 i = RANDOM () % NUM_STATS;
2707 2778
2708 if (settings.stat_loss_on_death) { 2779 if (settings.stat_loss_on_death)
2780 {
2709 /* Pick a random stat and take a point off it. Tell the player 2781 /* Pick a random stat and take a point off it. Tell the player
2710 * what he lost. 2782 * what he lost.
2711 */ 2783 */
2712 change_attr_value(&(op->stats), i,-1); 2784 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2785 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2786 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2787 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2788 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2789 lost_a_stat = 1;
2718 } else { 2790 }
2791 else
2792 {
2719 /* deplete a stat */ 2793 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2794 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2795 object *dep;
2796
2797 dep = present_arch_in_ob (deparch, op);
2798 if (!dep)
2722 2799 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2800 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2801 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 2802 }
2756 if (lose_this_stat) { 2803 lose_this_stat = 1;
2804 if (settings.balanced_stat_loss)
2805 {
2806 /* GD */
2807 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2808 this_stat = get_attr_value (&(dep->stats), i);
2809 if (this_stat < 0)
2810 {
2811 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2812 int keep_chance = this_stat * this_stat;
2813
2814 /* Yes, I am paranoid. Sue me. */
2815 if (keep_chance < 1)
2816 keep_chance = 1;
2817
2818 /* There is a maximum depletion total per level. */
2819 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2820 {
2821 lose_this_stat = 0;
2822 /* Take loss chance vs keep chance to see if we
2823 retain the stat. */
2824 }
2825 else
2826 {
2827 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2828 lose_this_stat = 0;
2829 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2830 this_stat, keep_chance, loss_chance,
2831 lose_this_stat?"LOSE":"KEEP"); */
2832 }
2833 }
2834 }
2835
2836 if (lose_this_stat)
2837 {
2838 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2839 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2840 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2841 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2842 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2843 * difference.
2763 */ 2844 */
2764 if (this_stat>=-50) { 2845 if (this_stat >= -50)
2846 {
2765 change_attr_value(&(dep->stats), i, -1); 2847 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2848 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2849 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2850 op->update_stats ();
2769 lost_a_stat = 1; 2851 lost_a_stat = 1;
2770 } 2852 }
2771 } 2853 }
2854 }
2772 } 2855 }
2773 }
2774 /* If no stat lost, tell the player. */ 2856 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2857 if (!lost_a_stat)
2776 { 2858 {
2777 /* determine_god() seems to not work sometimes... why is this? 2859 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2860 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2861 const char *god = determine_god (op);
2862
2780 if (god && (strcmp(god, "none"))) 2863 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2864 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" 2865 else
2783 " you.", god); 2866 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 } 2867 }
2868#else
2869 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2788#endif 2870#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 2871
2792 /* Put a gravestone up where the character 'almost' died. List the 2872 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2873 * exp loss on the stone.
2794 */ 2874 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2875 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2876 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2877 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2878 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2879 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2880 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" 2881 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; 2882 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2883 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2884
2809 /**************************************/ 2885 /**************************************/
2810 /* */ 2886 /* */
2811 /* Subtract the experience points, */ 2887 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2888 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2889 /* food, and reset HP's... */
2814 /* */ 2890 /* */
2815 /**************************************/ 2891 /**************************************/
2816 2892
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2893 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2894 /* restore player */
2819 at = find_archetype("poisoning"); 2895 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2897
2821 if (tmp) { 2898 if (tmp)
2822 remove_ob(tmp); 2899 {
2823 free_object(tmp); 2900 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2901 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2902 }
2826 2903
2827 at = find_archetype("confusion"); 2904 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2905 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2906 if (tmp)
2830 remove_ob(tmp); 2907 {
2831 free_object(tmp); 2908 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2909 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2910 }
2911
2834 cure_disease(op,0); /* remove any disease */ 2912 cure_disease (op, 0); /* remove any disease */
2835 2913
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2914 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2915 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2916 if (op->stats.food < 100)
2917 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2918 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2919 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2920 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2921
2843 /* 2922 /*
2844 * Check to see if the player is in a shop. IF so, then check to see if 2923 * 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 2924 * the player has any unpaid items. If so, remove them and put them back
2846 * in the map. 2925 * in the map.
2847 */ 2926 */
2848 2927
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2928 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2929 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2930
2857 /****************************************/ 2931 /****************************************/
2858 /* */ 2932 /* */
2859 /* Move player to his current respawn- */ 2933 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2934 /* position (usually last savebed) */
2861 /* */ 2935 /* */
2862 /****************************************/ 2936 /****************************************/
2863 2937
2864 enter_player_savebed(op); 2938 enter_player_savebed (op);
2865 2939
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2940 op->contr->braced = 0;
2870 save_player(op,1);
2871 2941
2872 /* it is possible that the player has blown something up 2942 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2943 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2944 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2945 * on the space that might harm the player.
2876 */ 2946 */
2877 will_kill_again=0; 2947 will_kill_again = 0;
2878 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2948 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2879 if (tmp->type ==SPELL_EFFECT) 2949 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2950 will_kill_again |= tmp->attacktype;
2881 } 2951
2882 if (will_kill_again) { 2952 if (will_kill_again)
2953 {
2883 object *force; 2954 object *force;
2884 int at; 2955 int at;
2885 2956
2886 force=get_archetype(FORCE_NAME); 2957 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2958 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2959 force->speed = 0.1;
2889 force->speed_left=-5.0; 2960 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 2961 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2962 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2963 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2964 force->resist[at] = 100;
2894 } 2965
2895 insert_ob_in_ob(force, op); 2966 insert_ob_in_ob (force, op);
2896 fix_player(op); 2967 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2968
2969 }
2970
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2971 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} 2972}
2972 2973
2973 2974void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2975loot_object (object *op)
2976{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2977 object *tmp, *tmp2, *next;
2976 2978
2979 if (op->container)
2977 if (op->container) { /* close open sack first */ 2980 esrv_apply_container (op, op->container); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2981
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2982 for (tmp = op->inv; tmp; tmp = next)
2983 {
2982 next=tmp->below; 2984 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2985
2984 remove_ob(tmp); 2986 if (tmp->invisible)
2987 continue;
2988
2989 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2990 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2991 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 2992 { /* empty container to ground */
2988 } 2993 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2994 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2995 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2996 {
2991 if(tmp->nrof>1) { 2997 if (tmp->nrof > 1)
2998 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2999 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 3000 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 3001 insert_ob_in_map (tmp, op->map, NULL, 0);
3002 }
3003 else
3004 tmp->destroy ();
3005 }
2995 } else 3006 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 3007 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 3008 }
3000} 3009}
3001 3010
3002/* 3011/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3012 * fix_weight(): Check recursively the weight of all players, and fix
3004 * what needs to be fixed. Refresh windows and fix speed if anything 3013 * what needs to be fixed. Refresh windows and fix speed if anything
3005 * was changed. 3014 * was changed.
3006 */ 3015 */
3007 3016
3017void
3008void fix_weight(void) { 3018fix_weight (void)
3009 player *pl; 3019{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3020 for_all_players (pl)
3021 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3022 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3023
3012 if(old == sum) 3024 if (old == sum)
3013 continue; 3025 continue;
3014 fix_player(pl->ob); 3026 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3027 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3028 }
3018} 3029}
3019 3030
3031void
3020void fix_luck(void) { 3032fix_luck (void)
3021 player *pl; 3033{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3034 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3035 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3036 pl->ob->change_luck (0);
3025} 3037}
3026
3027 3038
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3039/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3040 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3041 * just treat this as any other spell casting object.
3031 */ 3042 */
3032
3033void 3043void
3034cast_dust (object * op, object * throw_ob, int dir) 3044cast_dust (object *op, object *throw_ob, int dir)
3035{ 3045{
3036 object *skop, *spob; 3046 object *skop, *spob;
3037 3047
3038 skop = find_skill_by_name (op, throw_ob->skill); 3048 skop = find_skill_by_name (op, throw_ob->skill);
3039 3049
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3050 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3051 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3052 {
3043 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3053 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3044 op->name);
3045 return; 3054 return;
3046 } 3055 }
3047 3056
3048 spob = throw_ob->inv; 3057 spob = throw_ob->inv;
3049 3058
3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3059 // 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 3060 // not pass NULL to cast_spell (which did indeed check itself, but
3052 // errors should be reported as early as possible IMHO) 3061 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3062 if (!spob)
3054 { 3063 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3064 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; 3065 return;
3058 } 3066 }
3059 3067
3060 if (op->type == PLAYER) 3068 if (op->type == PLAYER)
3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3069 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3062 3070
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3071 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3072
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3073 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3074}
3069 3075
3076void
3070void make_visible (object *op) { 3077make_visible (object *op)
3078{
3071 op->hide = 0; 3079 op->hide = 0;
3072 op->invisible = 0; 3080 op->invisible = 0;
3073 if(op->type==PLAYER) { 3081 if (op->type == PLAYER)
3082 {
3074 op->contr->tmp_invis = 0; 3083 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3084 op->contr->invis_race = 0;
3076 } 3085 }
3077 update_object(op,UP_OBJ_FACE); 3086 update_object (op, UP_OBJ_FACE);
3078} 3087}
3079 3088
3089int
3080int is_true_undead(object *op) { 3090is_true_undead (object *op)
3091{
3081 object *tmp=NULL; 3092 object *tmp = NULL;
3082 3093
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3094 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3095 return 1;
3084 3096
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; 3097 return 0;
3090} 3098}
3091 3099
3092/* look at the surrounding terrain to determine 3100/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3101 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3102 * indicate greater hideability.
3095 */ 3103 */
3096 3104
3105int
3097int hideability(object *ob) { 3106hideability (object *ob)
3107{
3098 int i,level=0, mflag; 3108 int i, level = 0, mflag;
3099 sint16 x,y; 3109 sint16 x, y;
3100 3110
3101 if(!ob||!ob->map) return 0; 3111 if (!ob || !ob->map)
3112 return 0;
3102 3113
3103 /* so, on normal lighted maps, its hard to hide */ 3114 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3115 level = ob->map->darkness - 2;
3105 3116
3106 /* this also picks up whether the object is glowing. 3117 /* this also picks up whether the object is glowing.
3107 * If you carry a light on a non-dark map, its not 3118 * If you carry a light on a non-dark map, its not
3108 * as bad as carrying a light on a pitch dark map */ 3119 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3120 if (has_carried_lights (ob))
3121 level = -(10 + (2 * ob->map->darkness));
3110 3122
3111 /* scan through all nearby squares for terrain to hide in */ 3123 /* 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]) { 3124 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3125 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3126 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3127 if (mflag & P_OUT_OF_MAP)
3128 {
3129 continue;
3130 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3131 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3132 level += 2;
3117 else /* open terrain! */ 3133 else /* open terrain! */
3118 level -= 1; 3134 level -= 1;
3119 } 3135 }
3120 3136
3121#if 0 3137#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3138 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3139#endif
3124 return level; 3140 return level;
3125} 3141}
3126 3142
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3143/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3144 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3145 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3146 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3147 */
3132 3148
3149void
3133void do_hidden_move (object *op) { 3150do_hidden_move (object *op)
3151{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3152 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3153 object *skop;
3136 3154
3137 if(!op || !op->map) return; 3155 if (!op || !op->map)
3156 return;
3138 3157
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3158 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3159
3141 /* its *extremely* hard to run and sneak/hide at the same time! */ 3160 /* its *extremely* hard to run and sneak/hide at the same time! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3161 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3162 if (!skop || num >= skop->level)
3163 {
3144 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3164 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3145 make_visible(op); 3165 make_visible (op);
3146 return; 3166 return;
3147 } else num += 20;
3148 } 3167 }
3168 else
3169 num += 20;
3170
3149 num += op->map->difficulty; 3171 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3172 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3173 num -= hide;
3174
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3175 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3176 {
3153 make_visible(op); 3177 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3178 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3179 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3180 }
3157 else if (op->type == PLAYER && skop) { 3181 else if (op->type == PLAYER && skop)
3158 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3182 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3159 }
3160} 3183}
3161 3184
3162/* determine if who is standing near a hostile creature. */ 3185/* determine if who is standing near a hostile creature. */
3163 3186
3187int
3164int stand_near_hostile( object *who ) { 3188stand_near_hostile (object *who)
3189{
3165 object *tmp=NULL; 3190 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3191 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3192 maptile *m;
3168 sint16 x,y; 3193 sint16 x, y;
3169 3194
3170 if(!who) return 0; 3195 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; 3196 return 0;
3197
3198 if (who->type == PLAYER)
3199 player = 1;
3200
3201 else
3202 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3203
3204 /* search adjacent squares */
3205 for (i = 1; i < 9; i++)
3206 {
3207 x = who->x + freearr_x[i];
3208 y = who->y + freearr_y[i];
3209 m = who->map;
3210 mflags = get_map_flags (m, &m, x, y, &x, &y);
3211 /* space must be blocked if there is a monster. If not
3212 * blocked, don't need to check this space.
3213 */
3214 if (mflags & P_OUT_OF_MAP)
3215 continue;
3216 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3217 continue;
3218
3219 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3220 {
3221 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if (tmp->type == PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding */
3226 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0;
3200} 3232}
3201 3233
3202/* check the player los field for viewability of the 3234/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3235 * object op. This function works fine for monsters,
3204 * but we dont worry if the object isnt the top one in 3236 * 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. 3243 * for them to differ. Sigh, this fctn could get a bit more complex.
3212 * -b.t. 3244 * -b.t.
3213 * This function is now map tiling safe. 3245 * This function is now map tiling safe.
3214 */ 3246 */
3215 3247
3248int
3216int player_can_view (object *pl,object *op) { 3249player_can_view (object *pl, object *op)
3250{
3217 rv_vector rv; 3251 rv_vector rv;
3218 int dx,dy; 3252 int dx, dy;
3219 3253
3220 if(pl->type!=PLAYER) { 3254 if (pl->type != PLAYER)
3255 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3256 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; 3257 return -1;
3247 op = op->more;
3248 } 3258 }
3259
3260 if (!pl || !op)
3249 return 0; 3261 return 0;
3262
3263 op = op->head_ ();
3264
3265 get_rangevector (pl, op, &rv, 0x1);
3266
3267 /* starting with the 'head' part, lets loop
3268 * through the object and find if it has any
3269 * part that is in the los array but isnt on
3270 * a blocked los square.
3271 * we use the archetype to figure out offsets.
3272 */
3273 while (op)
3274 {
3275 dx = rv.distance_x + op->arch->clone.x;
3276 dy = rv.distance_y + op->arch->clone.y;
3277
3278 /* only the viewable area the player sees is updated by LOS
3279 * code, so we need to restrict ourselves to that range of values
3280 * for any meaningful values.
3281 */
3282 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3283 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3284 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3285 return 1;
3286 op = op->more;
3287 }
3288 return 0;
3250} 3289}
3251 3290
3252/* routine for both players and monsters. We call this when 3291/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3292 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3293 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3294 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3295 * return 0.
3257 */ 3296 */
3297int
3258int action_makes_visible (object *op) { 3298action_makes_visible (object *op)
3299{
3259 3300
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3301 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3302 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3303 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3304 return 0;
3263 3305
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3306 if (op->contr && op->contr->tmp_invis == 0)
3307 return 0;
3265 3308
3266 /* If monsters, they should become visible */ 3309 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3310 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3311 {
3268 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3312 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3269 return 1; 3313 return 1;
3270 } 3314 }
3271 } 3315 }
3272 return 0; 3316 return 0;
3273} 3317}
3274 3318
3275/* op_on_battleground - checks if the given object op (usually 3319/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3320 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3321 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3322 * -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 3323 * 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 3324 * 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 3325 * Default is to do the same as before, so only people wanting to have different points need worry about this
3282 */ 3326 */
3327int
3283int op_on_battleground (object *op, int *x, int *y) { 3328op_on_battleground (object *op, int *x, int *y)
3329{
3284 object *tmp; 3330 object *tmp;
3285 3331
3286 /* A battleground-tile needs the following attributes to be valid: 3332 /* 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), 3333 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3334 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3335 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3336 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3337 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3338 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3339 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3340 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3341 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3342 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3343 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3344 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3345 /*before we assign the exit, check if this is a teambattle */
3298 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3346 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3347 {
3299 object *invtmp; 3348 object *invtmp;
3349
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3350 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3351 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3352 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3353 {
3354 if (x != NULL && y != NULL)
3355 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3356 return 1;
3357 }
3358 }
3359 }
3303 if (x != NULL && y != NULL) 3360 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3361 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3362 return 1;
3306 } 3363 }
3307 } 3364 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3365 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3366 /* If we got here, did not find a battleground */
3316 return 0; 3367 return 0;
3317} 3368}
3318 3369
3319/* 3370/*
3323 * attributes: 3374 * attributes:
3324 * object *who the dragon player 3375 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3376 * int atnr the attack-number of the ability focus
3326 * int level ability level 3377 * int level ability level
3327 */ 3378 */
3379void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3380dragon_ability_gain (object *who, int atnr, int level)
3381{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3382 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3383 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3384 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3385 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3386 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3387 int i = 0, j = 0;
3335 3388
3336 /* get the appropriate treasurelist */ 3389 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3390 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3391 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3392 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3393 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3394 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3395 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3396 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3397 trlist = find_treasurelist ("dragon_ability_poison");
3345 3398
3346 if (trlist == NULL || who->type != PLAYER) 3399 if (trlist == NULL || who->type != PLAYER)
3347 return; 3400 return;
3348 3401
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3402 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3403
3351 3404 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3405 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3406 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3407 return;
3355 } 3408 }
3356 3409
3357 /* everything seems okay - now bring on the gift: */ 3410 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3411 item = &(tr->item->clone);
3359 3412
3360 if (item->type == SPELL) { 3413 if (item->type == SPELL)
3414 {
3361 if (check_spell_known (who, item->name)) 3415 if (check_spell_known (who, item->name))
3362 return; 3416 return;
3363 3417
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3418 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); 3419 do_learn_spell (who, item, 0);
3366 return; 3420 return;
3367 } 3421 }
3368 3422
3369 /* grant direct spell */ 3423 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3424 if (item->type == SPELLBOOK)
3425 {
3371 if (!item->inv) { 3426 if (!item->inv)
3427 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3428 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3429 return;
3375 } 3430 }
3376 if (check_spell_known (who, item->inv->name)) 3431 if (check_spell_known (who, item->inv->name))
3377 return; 3432 return;
3378 if (item->invisible) { 3433 if (item->invisible)
3434 {
3379 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3435 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); 3436 do_learn_spell (who, item->inv, 0);
3381 return; 3437 return;
3382 } 3438 }
3383 } 3439 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3440 else if (item->type == SKILL_TOOL && item->invisible)
3441 {
3385 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3442 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3443 {
3386 3444
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3445 /* 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 3446 * 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, 3447 * them. As it is now, if the player has any that match the granted skill,
3390 * but not all of them, he gets nothing. 3448 * but not all of them, he gets nothing.
3391 */ 3449 */
3392 if (!(skop->attacktype & item->attacktype)) { 3450 if (!(skop->attacktype & item->attacktype))
3451 {
3393 /* Give new attacktype */ 3452 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3453 skop->attacktype |= item->attacktype;
3395 3454
3396 /* always add physical if there's none */ 3455 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3456 skop->attacktype |= AT_PHYSICAL;
3398 3457
3399 if (item->msg != NULL) 3458 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3459 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3460
3402 /* Give player new face */ 3461 /* Give player new face */
3403 if (item->animation_id) { 3462 if (item->animation_id)
3463 {
3404 who->face = skop->face; 3464 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3465 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3466 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3467 who->last_anim = 0;
3408 who->state = 0; 3468 who->state = 0;
3409 animate_object(who, who->direction); 3469 animate_object (who, who->direction);
3410 } 3470 }
3471 }
3472 }
3411 } 3473 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3474 else if (item->type == FORCE)
3475 {
3415 /* forces in the treasurelist can alter the player's stats */ 3476 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3477 object *skin;
3478
3417 /* first get the dragon skin force */ 3479 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3480 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3481 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3482 ;
3421 3483
3484 if (!skin)
3485 return;
3486
3422 /* adding new spellpath attunements */ 3487 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3488 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3489 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3490 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3491
3426 /* print message */ 3492 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3493 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3494 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3495 {
3430 if (j) 3496 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3497 {
3432 else 3498 if (j)
3433 j = 1; 3499 strcat (buf, " and ");
3500 else
3501 j = 1;
3434 strcat(buf, spellpathnames[i]); 3502 strcat (buf, spellpathnames[i]);
3435 } 3503 }
3436 } 3504 }
3437 strcat(buf,"."); 3505 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3506 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3507 }
3440 3508
3441 /* evtl. adding flags: */ 3509 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3510 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3511 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3512 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3513 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3514 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3515 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3516
3449 /* print message if there is one */ 3517 /* print message if there is one */
3450 if (item->msg != NULL) 3518 if (item->msg != NULL)
3451 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3519 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3520 }
3521 else
3452 } 3522 {
3453 else {
3454 /* generate misc. treasure */ 3523 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3524 tmp = arch_to_object (tr->item);
3456 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3525 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); 3526 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3527 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3528 esrv_send_item (who, tmp);
3460 } 3529 }
3461} 3530}
3462 3531
3463/** 3532/**
3464 * Unready an object for a player. This function does nothing if the object was 3533 * Unready an object for a player. This function does nothing if the object was
3465 * not readied. 3534 * not readied.
3466 */ 3535 */
3536void
3467void player_unready_range_ob(player *pl, object *ob) { 3537player_unready_range_ob (player *pl, object *ob)
3538{
3468 rangetype i; 3539 rangetype i;
3469 3540
3470 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3541 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3542 {
3471 if (pl->ranges[i] == ob) { 3543 if (pl->ranges[i] == ob)
3544 {
3472 pl->ranges[i] = NULL; 3545 pl->ranges[i] = NULL;
3473 if (pl->shoottype == i) { 3546 if (pl->shoottype == i)
3547 {
3474 pl->shoottype = range_none; 3548 pl->shoottype = range_none;
3475 } 3549 }
3476 } 3550 }
3477 } 3551 }
3478} 3552}

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