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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.91 by root, Sun Jan 7 23:10:43 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex 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 player *tmp; 203// also changed, rationalises, and fixes some incorrect settings
204void
205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
208 209
209 p = (player *) malloc(sizeof(player)); 210 ns->update_look = 0;
210 if(p==NULL) 211 ns->look_position = 0;
211 fatal(OUT_OF_MEMORY);
212 212
213 /* This adds the player in the linked list. There is extra 213 clear_los (ob);
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 214
227 p->next = NULL; 215 /* make sure he's a player -- needed because of class change. */
228 } 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
229 218
230 /* Clears basically the entire player structure except 219 if (!legal_range (ob, shoottype))
231 * for next and socket. 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.
232 */ 235 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
234 sizeof(player) - offsetof(player, ob)); 237 SET_FLAG (ob, FLAG_USE_SHIELD);
235 238
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 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261
262 esrv_new_player (this, ob->weight + ob->carrying);
263
264 ob->update_stats ();
265 ns->floorbox_update ();
266
267 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0);
269
270 activate ();
271
272 send_rules (ob);
273 send_news (ob);
274 display_motd (ob);
275
276 INVOKE_PLAYER (CONNECT, this);
277 INVOKE_PLAYER (LOGIN, this);
278}
279
280void
281player::disconnect ()
282{
283 if (ns)
284 {
285 if (active)
286 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
287
288 INVOKE_PLAYER (DISCONNECT, this);
289
290 ns->pl = 0;
291 this->ns = 0;
292 }
293
294 deactivate ();
295}
296
297// the need for this function can be explained
298// by load_object not returning the object
299void
300player::set_object (object *op)
301{
302 ob = op;
303 ob->contr = this; /* this aren't yet in archetype */
304
305 ob->speed_left = 0.5;
306 ob->speed = 1.0;
307 ob->direction = 5; /* So player faces south */
308 ob->stats.wc = 2;
309 ob->run_away = 25; /* Then we panick... */
310
311 ob->roll_stats ();
312}
313
314player::player ()
315{
236 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 317 * we deal with that below this point.
238 */ 318 */
239 p->party=NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 322
245#ifdef AUTOSAVE
246 p->last_save_tick = 9999999;
247#endif
248
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
250
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259 324
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10; 325 gen_sp_armour = 10;
265 p->last_speed= -1; 326 last_speed = -1;
266 p->shoottype=range_none; 327 shoottype = range_none;
267 p->bowtype=bow_normal; 328 bowtype = bow_normal;
268 p->petmode=pet_normal; 329 petmode = pet_normal;
269 p->listening=10; 330 listening = 10;
270 p->usekeys=containers; 331 usekeys = containers;
271 p->last_weapon_sp= -1; 332 last_weapon_sp = -1;
272 p->peaceful=1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
273 p->do_los=1; 334 do_los = 1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276 335
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
286 * at zero. 339 * at zero.
287 */ 340 */
288 for (i=0; i < NUM_SKILLS; i++) { 341 for (int i = 0; i < NUM_SKILLS; i++)
289 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL; 343
291 }
292 for (i=0; i < NROFATTACKS; i++) { 344 for (int i = 0; i < NROFATTACKS; i++)
293 p->last_resist[i] = -1; 345 last_resist[i] = -1;
294 } 346
295 p->last_stats.exp = -1; 347 last_stats.exp = -1;
296 p->last_weight = (uint32)-1; 348 last_weight = (uint32) - 1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 349}
302 350
303 351void
304/* This loads the first map an puts the player on it. */ 352player::do_destroy ()
305static void set_first_map(object *op)
306{ 353{
307 strcpy(op->contr->maplevel, first_map_path); 354 disconnect ();
308 op->x = -1;
309 op->y = -1;
310 enter_exit(op, NULL);
311}
312 355
356 attachable::do_destroy ();
357
358 if (ob)
359 {
360 ob->destroy_inv (false);
361 ob->destroy ();
362 }
363}
364
365player::~player ()
366{
367 /* Clear item stack */
368 free (stack_items);
369}
370
313/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
315 * mode. 373 * mode.
316 */ 374 */
375player *
376player::create ()
377{
378 player *pl = new player;
317 379
318int add_player(NewSocket *ns) { 380 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 381 set_first_map (pl->ob);
333 382
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 383 return pl;
341} 384}
342 385
343/* 386/*
344 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 389 * Note: there MUST be at least one player archetype!
347 */ 390 */
391archetype *
348archetype *get_player_archetype(archetype* at) 392get_player_archetype (archetype *at)
349{ 393{
350 archetype *start = at; 394 archetype *start = at;
395
351 for (;;) { 396 for (;;)
397 {
352 if (at==NULL || at->next==NULL) 398 if (at == NULL || at->next == NULL)
353 at=first_archetype; 399 at = first_archetype;
354 else 400 else
355 at=at->next; 401 at = at->next;
402
356 if(at->clone.type==PLAYER) 403 if (at->clone.type == PLAYER)
357 return at; 404 return at;
405
358 if (at == start) { 406 if (at == start)
407 {
359 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 409 exit (-1);
361 } 410 }
362 } 411 }
363} 412}
364 413
365 414object *
366object *get_nearest_player(object *mon) { 415get_nearest_player (object *mon)
416{
367 object *op = NULL; 417 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 418 objectlink *ol;
370 unsigned lastdist; 419 unsigned lastdist;
371 rv_vector rv; 420 rv_vector rv;
372 421
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 422 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
423 {
374 /* We should not find free objects on this friendly list, but it 424 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 425 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 426 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 427 * list is also free, so encapsulate this in a while loop.
378 */ 428 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 429 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
430 {
380 object *tmp=ol->ob; 431 object *tmp = ol->ob;
381 432
382 /* Can't do much more other than log the fact, because the object 433 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 434 * itself will have been cleared.
384 */ 435 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 436 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
386 ol = ol->next; 437 ol = ol->next;
387 remove_friendly_object(tmp); 438 remove_friendly_object (tmp);
388 if (!ol) return op; 439 if (!ol)
389 } 440 return op;
441 }
390 442
391 /* Remove special check for player from this. First, it looks to cause 443 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 444 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 445 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 446 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 447 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 448 * on_same_map check, as can_detect_enemy also does this
397 */ 449 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 450 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 451 continue;
400 452
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
410 op=pl->ob; 454 {
455 op = ol->ob;
411 lastdist=rv.distance; 456 lastdist = rv.distance;
457 }
412 } 458 }
413 } 459
414 } 460 for_all_players (pl)
461 if (can_detect_enemy (mon, pl->ob, &rv))
462 if (lastdist > rv.distance)
463 {
464 op = pl->ob;
465 lastdist = rv.distance;
466 }
467
415#if 0 468#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 469 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 470#endif
418 return op; 471 return op;
419} 472}
420 473
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 474/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 475 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 476 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 492 * is probably not a good thing.
440 */ 493 */
441#define MAX_SPACES 50 494#define MAX_SPACES 50
442
443 495
444/* 496/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 512 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 513 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 514 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 515 * is blocking itself.
464 */ 516 */
517int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 518path_to_player (object *mon, object *pl, unsigned mindiff)
519{
466 rv_vector rv; 520 rv_vector rv;
467 sint16 x,y; 521 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 522 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 523 maptile *m, *lastmap;
470 524
471 get_rangevector(mon, pl, &rv, 0); 525 get_rangevector (mon, pl, &rv, 0);
472 526
473 if (rv.distance<mindiff) return 0; 527 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 528 return 0;
726}
727 529
728void confirm_password(object *op) { 530 x = mon->x;
531 y = mon->y;
532 m = mon->map;
533 dir = rv.direction;
534 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
535 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
536 /* If we can't solve it within the search distance, return now. */
537 if (diff > max)
538 return 0;
539 while (diff > 1 && max > 0)
540 {
541 lastx = x;
542 lasty = y;
543 lastmap = m;
544 x = lastx + freearr_x[dir];
545 y = lasty + freearr_y[dir];
729 546
730 op->contr->write_buf[0]='\0'; 547 mflags = get_map_flags (m, &m, x, y, &x, &y);
731 op->contr->state=ST_CONFIRM_PASSWORD; 548 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733}
734 549
550 /* Space is blocked - try changing direction a little */
551 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
552 && (m == mon->map && blocked_link (mon, m, x, y))))
553 {
554 /* recalculate direction from last good location. Possible
555 * we were not traversing ideal location before.
556 */
557 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
558 if (rv.direction != dir)
559 {
560 /* OK - says direction should be different - lets reset the
561 * the values so it will try again.
562 */
563 x = lastx;
564 y = lasty;
565 m = lastmap;
566 dir = firstdir = rv.direction;
567 }
568 else
569 {
570 /* direct path is blocked - try taking a side step to
571 * either the left or right.
572 * Note increase the values in the loop below to be
573 * more than -1/1 respectively will mean the monster takes
574 * bigger detour. Have to be careful about these values getting
575 * too big (3 or maybe 4 or higher) as the monster may just try
576 * stepping back and forth
577 */
578 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
579 {
580 if (i == 0)
581 continue; /* already did this, so skip it */
582 /* Use lastdir here - otherwise,
583 * since the direction that the creature should move in
584 * may change, you could get infinite loops.
585 * ie, player is northwest, but monster can only
586 * move west, so it does that. It goes some distance,
587 * gets blocked, finds that it should move north,
588 * can't do that, but now finds it can move east, and
589 * gets back to its original point. lastdir contains
590 * the last direction the creature has successfully
591 * moved.
592 */
593
594 x = lastx + freearr_x[absdir (lastdir + i)];
595 y = lasty + freearr_y[absdir (lastdir + i)];
596 m = lastmap;
597 mflags = get_map_flags (m, &m, x, y, &x, &y);
598 if (mflags & P_OUT_OF_MAP)
599 continue;
600 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
601 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
602 continue;
603 if (mflags & P_BLOCKSVIEW)
604 continue;
605
606 if (m == mon->map && blocked_link (mon, m, x, y))
607 break;
608 }
609 /* go through entire loop without finding a valid
610 * sidestep to take - thus, no valid path.
611 */
612 if (i == (DETOUR_AMOUNT + 1))
613 return 0;
614 diff--;
615 lastdir = dir;
616 max--;
617 if (!firstdir)
618 firstdir = dir + i;
619 } /* else check alternate directions */
620 } /* if blocked */
621 else
622 {
623 /* we moved towards creature, so diff is less */
624 diff--;
625 max--;
626 lastdir = dir;
627 if (!firstdir)
628 firstdir = dir;
629 }
630 if (diff <= 1)
631 {
632 /* Recalculate diff (distance) because we may not have actually
633 * headed toward player for entire distance.
634 */
635 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
636 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
637 }
638 if (diff > max)
639 return 0;
640 }
641 /* If we reached the max, didn't find a direction in time */
642 if (!max)
643 return 0;
644
645 return firstdir;
646}
647
648void
649give_initial_items (object *pl, treasurelist * items)
650{
651 object *op, *next = NULL;
652
653 if (pl->randomitems != NULL)
654 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
655
656 for (op = pl->inv; op; op = next)
657 {
658 next = op->below;
659
660 /* Forces get applied per default, unless they have the
661 * flag "neutral" set. Sorry but I can't think of a better way
662 */
663 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
664 SET_FLAG (op, FLAG_APPLIED);
665
666 /* we never give weapons/armour if these cannot be used
667 * by this player due to race restrictions
668 */
669 if (pl->type == PLAYER)
670 {
671 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
672 (op->type == ARMOUR || op->type == BOOTS ||
673 op->type == CLOAK || op->type == HELMET ||
674 op->type == SHIELD || op->type == GLOVES ||
675 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
676 {
677 op->destroy ();
678 continue;
679 }
680 }
681
682 /* This really needs to be better - we should really give
683 * a substitute spellbook. The problem is that we don't really
684 * have a good idea what to replace it with (need something like
685 * a first level treasurelist for each skill.)
686 * remove duplicate skills also
687 */
688 if (op->type == SPELLBOOK || op->type == SKILL)
689 {
690 object *tmp;
691
692 for (tmp = op->below; tmp; tmp = tmp->below)
693 if (tmp->type == op->type && tmp->name == op->name)
694 break;
695
696 if (tmp)
697 {
698 op->destroy ();
699 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
700 continue;
701 }
702
703 if (op->nrof > 1)
704 op->nrof = 1;
705 }
706
707 if (op->type == SPELLBOOK && op->inv)
708 {
709 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
710 }
711
712 /* Give starting characters identified, uncursed, and undamned
713 * items. Just don't identify gold or silver, or it won't be
714 * merged properly.
715 */
716 if (need_identify (op))
717 {
718 SET_FLAG (op, FLAG_IDENTIFIED);
719 CLEAR_FLAG (op, FLAG_CURSED);
720 CLEAR_FLAG (op, FLAG_DAMNED);
721 }
722 if (op->type == SPELL)
723 {
724 op->destroy ();
725 continue;
726 }
727 else if (op->type == SKILL)
728 {
729 SET_FLAG (op, FLAG_CAN_USE_SKILL);
730 op->stats.exp = 0;
731 op->level = 1;
732 }
733 /* lock all 'normal items by default */
734 else
735 SET_FLAG (op, FLAG_INV_LOCKED);
736 } /* for loop of objects in player inv */
737
738 /* Need to set up the skill pointers */
739 link_player_skills (pl);
740}
741
742void
735void get_party_password(object *op, partylist *party) { 743get_party_password (object *op, partylist *party)
744{
736 if (party == NULL) { 745 if (party == NULL)
746 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 747 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 748 return;
739 } 749 }
750
740 op->contr->write_buf[0]='\0'; 751 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 754 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 755}
745
746 756
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 757/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
758static int
748int roll_stat(void) { 759roll_stat (void)
760{
749 int a[4],i,j,k; 761 int a[4], i, j, k;
750 762
751 for(i=0;i<4;i++) 763 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 764 a[i] = (int) RANDOM () % 6 + 1;
753 765
754 for(i=0,j=0,k=7;i<4;i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 767 if (a[i] < k)
756 k=a[i],j=i; 768 k = a[i], j = i;
757 769
758 for(i=0,k=0;i<4;i++) { 770 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 771 if (i != j)
760 k+=a[i]; 772 k += a[i];
761 } 773
762 return k; 774 return k;
763} 775}
764 776
765void roll_stats(object *op) { 777void
766 int sum=0; 778object::roll_stats ()
767 int i = 0, j = 0; 779{
768 int statsort[7]; 780 int statsort [7];
769 781
782 for (;;)
770 do { 783 {
771 op->stats.Str=roll_stat(); 784 int sum = 0;
772 op->stats.Dex=roll_stat(); 785 for (int i = 7; i--; )
773 op->stats.Int=roll_stat(); 786 sum += statsort [i] = roll_stat ();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
783 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 794
792 /* a quick and dirty bubblesort? */
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
811 802
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 803 stats.exp = 0;
823 op->stats.ac=0; 804 stats.ac = 0;
824 805
806 stats.hp = stats.maxhp;
807 stats.sp = stats.maxsp;
808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
825 op->contr->levhp[1] = 9; 812 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 813 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 814 contr->levgrace[1] = 3;
828 815
829 fix_player(op); 816 contr->orig_stats = stats;
817 }
818}
819
820void
821object::swap_stats (int a, int b)
822{
823 int tmp = get_attr_value (&contr->orig_stats, a);
824 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
825 set_attr_value (&contr->orig_stats, b, tmp);
826
827 stats.Str = contr->orig_stats.Str;
828 stats.Dex = contr->orig_stats.Dex;
829 stats.Con = contr->orig_stats.Con;
830 stats.Int = contr->orig_stats.Int;
831 stats.Wis = contr->orig_stats.Wis;
832 stats.Pow = contr->orig_stats.Pow;
833 stats.Cha = contr->orig_stats.Cha;
834
835 //TODO: the following code looks so borked and should, at the very least,
836 // be merged with the similar code in roll_stats
837 stats.ac = 0;
838
839 level = 1;
840 stats.exp = 0;
841 stats.ac = 0;
842
830 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 845 stats.grace = stats.maxgrace;
846
847 if (contr)
848 {
849 contr->levhp[1] = 9;
850 contr->levsp[1] = 6;
851 contr->levgrace[1] = 3;
852
833 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
834} 855}
835 856
836void Roll_Again(object *op) 857static void
858start_info (object *op)
837{ 859{
838 esrv_new_player(op->contr, 0);
839 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)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
846 861
847 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 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");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 866}
955 867
956/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
960 * not the class. 872 * not the class.
961 */ 873 */
962 874int
963int key_change_class(object *op, char key) 875key_change_class (object *op, char key)
964{ 876{
965 int tmp_loop; 877 int tmp_loop;
966 878
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') { 879 if (key == 'd' || key == 'D')
880 {
973 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
974 882
975 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 885
979 /* Lauwenmark : Here we handle the BORN global event */ 886 treasurelist *tl = find_treasurelist ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 887 if (tl)
888 create_treasure (tl, op, 0, 0, 0);
981 889
982 /* Lauwenmark : We then generate a LOGIN event */ 890 INVOKE_PLAYER (BIRTH, op->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 891 INVOKE_PLAYER (LOGIN, op->contr);
892
984 op->contr->state=ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
985 894
986 if (op->msg) { 895 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 896 op->msg = NULL;
989 }
990 897
991 /* We create this now because some of the unique maps will need it 898 /* We create this now because some of the unique maps will need it
992 * to save here. 899 * to save here.
993 */ 900 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 902 make_path_to_file (buf);
996 903
997#ifdef AUTOSAVE 904#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks; 905 op->contr->last_save_tick = pticks;
999#endif 906#endif
1000 start_info(op); 907 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 909 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 910 link_player_skills (op);
1004 esrv_send_inventory(op, op); 911 esrv_send_inventory (op, op);
1005 fix_player(op); 912 op->update_stats ();
1006 913
1007 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1008 * is one for this race 915 * is one for this race
1009 */ 916 */
1010 if(*first_map_ext_path) { 917 if (*first_map_ext_path)
918 {
1011 object *tmp; 919 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 921
1015 first_map_ext_path, op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 923 tmp = object::create ();
1017 EXIT_PATH(tmp) = add_string(mapname); 924 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded; 927 op->enter_exit (tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1022 * default initial map */ 929 * default initial map */
1023 free_object(tmp); 930 tmp->destroy ();
931 }
1024 } else { 932 else
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029 934
935 return 0;
936 }
937
1030 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1032 */ 940 */
1033 941
1034 tmp_loop = 0; 942 tmp_loop = 0;
1035 while(!tmp_loop) { 943 while (!tmp_loop)
1036 const char *name = add_string (op->name); 944 {
945 shstr name = op->name;
1037 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1038 remove_statbonus(op); 947
1039 remove_ob (op); 948 op->remove_statbonus ();
949 op->remove ();
1040 op->arch = get_player_archetype(op->arch); 950 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 951 op->arch->clone.copy_to (op);
952 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 954 op->name = op->name_pl = name;
1044 op->name = name; 955 op->x = x;
1045 free_string(op->name_pl); 956 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 958 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 959 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 960 op->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op); 961 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 962 }
963
1058 update_object(op,UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 965 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 966 op->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 969 op->stats.grace = 0;
970
1064 if (op->msg) 971 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 974 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0; 975 return 0;
1068} 976}
1069 977
1070int key_confirm_quit(object *op, char key) 978void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 979flee_player (object *op)
980{
1115 int dir,diff; 981 int dir, diff;
1116 rv_vector rv; 982 rv_vector rv;
1117 983
1118 if(op->stats.hp < 0) { 984 if (op->stats.hp < 0)
985 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 986 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 988 return;
1122 } 989 }
1123 990
1124 if(op->enemy==NULL) { 991 if (op->enemy == NULL)
992 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 993 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 995 return;
1128 } 996 }
1129 997
1130 /* Seen some crashes here. Since we don't store an 998 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 999 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 1000 * actual enemy, and the object is recycled.
1133 */ 1001 */
1134 if (op->enemy->map == NULL) { 1002 if (op->enemy->map == NULL)
1003 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 1004 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 1005 op->enemy = NULL;
1137 return; 1006 return;
1138 } 1007 }
1139 1008
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1009 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1010 {
1141 op->enemy=NULL; 1011 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1013 return;
1144 } 1014 }
1015
1145 get_rangevector(op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1146 1017
1147 dir=absdir(4+rv.direction); 1018 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1019 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1020 {
1021 int m = 1 - (RANDOM () & 2);
1022
1023 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1024 return;
1025 }
1026
1155 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1029 op->enemy = NULL;
1158} 1030}
1159 1031
1160 1032
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1033/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1034 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1035 * stop.
1164 */ 1036 */
1037int
1165int check_pick(object *op) { 1038check_pick (object *op)
1039{
1166 object *tmp, *next; 1040 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1041 int stop = 0;
1169 int j, k, wvratio; 1042 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1043 char putstring[128], tmpstr[16];
1171 1044
1172
1173 /* if you're flying, you cna't pick up anything */ 1045 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1046 if (op->move_type & MOVE_FLYING)
1175 return 1; 1047 return 1;
1176 1048
1177 op_tag = op->count;
1178
1179 next = op->below; 1049 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1050
1183 /* loop while there are items on the floor that are not marked as 1051 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1052 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1053 while (next && !next->destroyed ())
1186 { 1054 {
1187 tmp = next; 1055 tmp = next;
1188 next = tmp->below; 1056 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1057
1192 if (was_destroyed (op, op_tag)) 1058 if (op->destroyed ())
1193 return 0; 1059 return 0;
1194 1060
1195 if ( ! can_pick (op, tmp)) 1061 if (!can_pick (op, tmp))
1196 continue; 1062 continue;
1197 1063
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1065 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1066 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1067 pick_up (op, tmp);
1202 continue; 1068 continue;
1203 } 1069 }
1204 1070
1205 /* high not bit set? We're using the old autopickup model */ 1071 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1072 if (!(op->contr->mode & PU_NEWMODE))
1073 {
1207 switch (op->contr->mode) { 1074 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1075 {
1209 case 1: pick_up (op, tmp); 1076 case 0:
1210 return 1; 1077 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1078 case 1:
1212 return 0; 1079 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1080 return 1;
1214 case 4: pick_up (op, tmp); 1081 case 2:
1215 break; 1082 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1083 return 0;
1217 stop = 1; 1084 case 3:
1218 break; 1085 return 0; /* stop before pickup */
1219 case 6: 1086 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1088 break;
1222 pick_up(op, tmp); 1089 case 5:
1223 break; 1090 pick_up (op, tmp);
1091 stop = 1;
1092 break;
1093 case 6:
1094 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1095 pick_up (op, tmp);
1096 break;
1224 1097
1225 case 7: 1098 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1099 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1100 pick_up (op, tmp);
1228 break; 1101 break;
1229 1102
1230 default: 1103 default:
1231 /* use value density */ 1104 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1105 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1106 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1107 pick_up (op, tmp);
1235 >= op->contr->mode) 1108 }
1236 pick_up(op,tmp); 1109 }
1237 } 1110 else
1238 } 1111 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1112 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1113 if (op->contr->mode & PU_DEBUG)
1242 { 1114 {
1243 /* some debugging code to figure out item information */ 1115 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1116 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1119 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1121 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1122
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 }
1253 1125
1254 sprintf(putstring,"...flags: "); 1126 /* philosophy:
1255 for(k=0;k<4;k++) 1127 * It's easy to grab an item type from a pile, as long as it's
1256 { 1128 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1129 * and selections, select-items should be used. This is a
1258 { 1130 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1131 * example.
1260 { 1132 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1133 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1134 * convert to decimal and then 'pickup <#>
1263 } 1135 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1136
1137 /* the first two modes are exclusive: if NOTHING we return, if
1138 * STOP then we stop. All the rest are applied sequentially,
1139 * meaning if any test passes, the item gets picked up. */
1140
1141 /* if mode is set to pick nothing up, return */
1142
1143 if (op->contr->mode & PU_NOTHING)
1144 return 1;
1145
1146 /* if mode is set to stop when encountering objects, return */
1147 /* take STOP before INHIBIT since it doesn't actually pick
1148 * anything up */
1149
1150 if (op->contr->mode & PU_STOP)
1151 return 0;
1152
1153 /* useful for going into stores and not losing your settings... */
1154 /* and for battles wher you don't want to get loaded down while
1155 * fighting */
1156 if (op->contr->mode & PU_INHIBIT)
1157 return 1;
1158
1159 /* prevent us from turning into auto-thieves :) */
1160 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1161 continue;
1162
1163 /* ignore known cursed objects */
1164 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1165 continue;
1166
1167 /* all food and drink if desired */
1168 /* question: don't pick up known-poisonous stuff? */
1169 if (op->contr->mode & PU_FOOD)
1170 if (tmp->type == FOOD)
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_DRINK)
1177 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 if (op->contr->mode & PU_POTION)
1184 if (tmp->type == POTION)
1185 {
1186 pick_up (op, tmp);
1187 continue;
1188 }
1189
1190 /* spellbooks, skillscrolls and normal books/scrolls */
1191 if (op->contr->mode & PU_SPELLBOOK)
1192 if (tmp->type == SPELLBOOK)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_SKILLSCROLL)
1199 if (tmp->type == SKILLSCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 if (op->contr->mode & PU_READABLES)
1206 if (tmp->type == BOOK || tmp->type == SCROLL)
1207 {
1208 pick_up (op, tmp);
1209 continue;
1210 }
1211
1212 /* wands/staves/rods/horns */
1213 if (op->contr->mode & PU_MAGIC_DEVICE)
1214 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 /* pick up all magical items */
1221 if (op->contr->mode & PU_MAGICAL)
1222 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1223 {
1224 pick_up (op, tmp);
1225 continue;
1226 }
1227
1228 if (op->contr->mode & PU_VALUABLES)
1229 {
1230 if (tmp->type == MONEY || tmp->type == GEM)
1231 {
1232 pick_up (op, tmp);
1233 continue;
1234 }
1235 }
1236
1237 /* rings & amulets - talismans seems to be typed AMULET */
1238 if (op->contr->mode & PU_JEWELS)
1239 if (tmp->type == RING || tmp->type == AMULET)
1240 {
1241 pick_up (op, tmp);
1242 continue;
1243 }
1244
1245 /* we don't forget dragon food */
1246 if (op->contr->mode & PU_FLESH)
1247 if (tmp->type == FLESH)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* bows and arrows. Bows are good for selling! */
1254 if (op->contr->mode & PU_BOW)
1255 if (tmp->type == BOW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 if (op->contr->mode & PU_ARROW)
1262 if (tmp->type == ARROW)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* all kinds of armor etc. */
1269 if (op->contr->mode & PU_ARMOUR)
1270 if (tmp->type == ARMOUR)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_HELMET)
1277 if (tmp->type == HELMET)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_SHIELD)
1284 if (tmp->type == SHIELD)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_BOOTS)
1291 if (tmp->type == BOOTS)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_GLOVES)
1298 if (tmp->type == GLOVES)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 if (op->contr->mode & PU_CLOAK)
1305 if (tmp->type == CLOAK)
1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1310
1311 /* hoping to catch throwing daggers here */
1312 if (op->contr->mode & PU_MISSILEWEAPON)
1313 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 /* careful: chairs and tables are weapons! */
1320 if (op->contr->mode & PU_ALLWEAPON)
1321 {
1322 if (tmp->type == WEAPON && tmp->name != NULL)
1323 {
1324 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1325 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330 }
1331
1332 if (tmp->type == WEAPON && tmp->name == NULL)
1333 {
1334 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339 }
1340 }
1341
1342 /* misc stuff that's useful */
1343 if (op->contr->mode & PU_KEY)
1344 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1345 {
1346 pick_up (op, tmp);
1347 continue;
1348 }
1349
1350 /* any of the last 4 bits set means we use the ratio for value
1351 * pickups */
1352 if (op->contr->mode & PU_RATIO)
1353 {
1354 /* use value density to decide what else to grab */
1355 /* >=7 was >= op->contr->mode */
1356 /* >=7 is the old standard setting. Now we take the last 4 bits
1357 * and multiply them by 5, giving 0..15*5== 5..75 */
1358 wvratio = (op->contr->mode & PU_RATIO) * 5;
1359 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1360 {
1361 pick_up (op, tmp);
1268#if 0 1362#if 0
1269 /* print the flags too */ 1363 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1364 if (tmp->name != NULL)
1271 { 1365 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1366 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1367 }
1274 { 1368 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1369 fprintf (stderr, "%s", tmp->arch->name);
1276 if(!((j+1)%4))fprintf(stderr," "); 1370 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1372#endif
1373 continue;
1374 }
1375 }
1376 } /* the new pickup model */
1281 } 1377 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1378
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1379 return !stop;
1445} 1380}
1446 1381
1447/* 1382/*
1448 * Find an arrow in the inventory and after that 1383 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1384 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1385 * found object is returned.
1451 */ 1386 */
1387object *
1452object *find_arrow(object *op, const char *type) 1388find_arrow (object *op, const char *type)
1453{ 1389{
1454 object *tmp = NULL; 1390 object *tmp = NULL;
1455 1391
1456 for(op=op->inv; op; op=op->below) 1392 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1394 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1395 else if (op->type == ARROW && op->race == type)
1461 return op; 1396 return op;
1462 return tmp; 1397 return tmp;
1463} 1398}
1464 1399
1465/* 1400/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1401 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1402 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1403 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1404 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1405 */
1471 1406
1407object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1408find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1409{
1474 object *tmp = NULL, *arrow, *ntmp; 1410 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1411 int attacknum, attacktype, betterby = 0, i;
1476 1412
1477 if (!type) 1413 if (!type)
1478 return NULL; 1414 return NULL;
1479 1415
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1416 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1417 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1419 {
1420 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1421 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1422 if (i > betterby)
1486 tmp = ntmp; 1423 {
1487 betterby = i; 1424 tmp = ntmp;
1488 } 1425 betterby = i;
1426 }
1427 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1428 else if (arrow->type == ARROW && arrow->race == type)
1429 {
1490 /* allways prefer assasination/slaying */ 1430 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1432 {
1493 if (arrow->attacktype & AT_DEATH) { 1433 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1434 {
1495 return arrow; 1435 *better = 100;
1496 } else { 1436 return arrow;
1497 tmp = arrow; 1437 }
1438 else
1439 {
1440 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1441 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1442 }
1500 } else { 1443 }
1444 else
1445 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 {
1502 attacktype = 1<<attacknum; 1448 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1451 {
1452 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1453 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1454 }
1508 } 1455 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1457 {
1458 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1459 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1460 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1462 {
1463 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1464 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1465 }
1466 }
1467 }
1517 } 1468 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1469 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1470 return find_arrow (op, type);
1522 1471
1523 *better = betterby; 1472 *better = betterby;
1524 return tmp; 1473 return tmp;
1525} 1474}
1526 1475
1527/* looks in a given direction, finds the first valid target, and calls 1476/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1477 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1478 * op = the shooter
1530 * type = bow->race 1479 * type = bow->race
1531 * dir = fire direction 1480 * dir = fire direction
1532 */ 1481 */
1533 1482
1483object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1484pick_arrow_target (object *op, const char *type, int dir)
1535{ 1485{
1536 object *tmp = NULL; 1486 object *tmp = NULL;
1537 mapstruct *m; 1487 maptile *m;
1538 int i, mflags, found, number; 1488 int i, mflags, found, number;
1539 sint16 x, y; 1489 sint16 x, y;
1540 1490
1541 if (op->map == NULL) 1491 if (op->map == NULL)
1542 return find_arrow(op, type); 1492 return find_arrow (op, type);
1543 1493
1544 /* do a dex check */ 1494 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1495 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1496 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1497 return find_arrow (op, type);
1548 1498
1549 m = op->map; 1499 m = op->map;
1550 x = op->x; 1500 x = op->x;
1551 y = op->y; 1501 y = op->y;
1552 1502
1553 /* find the first target */ 1503 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1504 for (i = 0, found = 0; i < 20; i++)
1505 {
1555 x += freearr_x[dir]; 1506 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1507 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1508 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 {
1559 tmp = NULL; 1511 tmp = NULL;
1560 break; 1512 break;
1513 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1514 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1515 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1517 * perhaps a bad assumption.
1564 */ 1518 */
1565 tmp = NULL; 1519 tmp = NULL;
1566 break; 1520 break;
1567 } 1521 }
1568 if (mflags & P_IS_ALIVE) { 1522 if (mflags & P_IS_ALIVE)
1523 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1524 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1526 {
1572 break; 1527 found++;
1573 } 1528 break;
1529 }
1574 if (found) 1530 if (found)
1575 break; 1531 break;
1576 } 1532 }
1577 } 1533 }
1578 if (tmp == NULL) 1534 if (tmp == NULL)
1579 return find_arrow(op, type); 1535 return find_arrow (op, type);
1580 1536
1581 if (tmp->head) 1537 if (tmp->head)
1582 tmp = tmp->head; 1538 tmp = tmp->head;
1583 1539
1584 return find_better_arrow(op, tmp, type, &i); 1540 return find_better_arrow (op, tmp, type, &i);
1585} 1541}
1586 1542
1587/* 1543/*
1588 * Creature fires a bow - op can be monster or player. Returns 1544 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1545 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1548 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1549 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1550 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1551 * player fire modes.
1596 */ 1552 */
1553int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1554fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1555{
1600 object *left, *bow; 1556 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1557 int bowspeed, mflags;
1603 mapstruct *m; 1558 maptile *m;
1604 1559
1605 if (!dir) { 1560 if (!dir)
1561 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1562 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1563 return 0;
1608 } 1564 }
1565
1609 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1611 else { 1568 else
1569 {
1612 for(bow=op->inv; bow; bow=bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1571 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1572 * don't need to switch back and forth between bows and weapons.
1615 */ 1573 */
1616 if(bow->type==BOW) 1574 if (bow->type == BOW)
1617 break; 1575 break;
1618 1576
1619 if (!bow) { 1577 if (!bow)
1578 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1580 return 0;
1622 } 1581 }
1623 } 1582 }
1583
1624 if( !bow->race || !bow->skill) { 1584 if (!bow->race || !bow->skill)
1585 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1586 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1587 return 0;
1627 } 1588 }
1628 1589
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1591
1631 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1634 if (bowspeed < 1) 1596 if (bowspeed < 1)
1635 bowspeed = 1; 1597 bowspeed = 1;
1636 1598
1637 if (arrow == NULL) { 1599 if (arrow == NULL)
1600 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1601 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 {
1639 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1606 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1608 return 0;
1646 } 1609 }
1647 } 1610 }
1611
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1613 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1614 return 0;
1651 } 1615
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1617 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1618 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1619 return 0;
1655 } 1620 }
1656 1621
1657 /* this should not happen, but sometimes does */ 1622 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1623 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1624 {
1625 arrow->destroy ();
1626 return 0;
1627 }
1663 1628
1664 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1631 if (!arrow)
1632 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1633 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1634 return 0;
1670 return 0;
1671 } 1635 }
1672 set_owner(arrow, op); 1636
1673 if (arrow->skill) free_string(arrow->skill); 1637 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1638 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1639 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1640
1680 if (op->type == PLAYER) { 1641 if (op->type == PLAYER)
1642 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1644 op->update_stats ();
1683 } 1645 }
1684 1646
1685 SET_ANIMATION(arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1691 1653
1692 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1655 * added to the damage. I think the strength bonus is more proper.
1694 */ 1656 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1657
1658 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1659
1700 /* update the speed */ 1660 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1662 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1663
1706 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1710 1666
1711 if (op->type == PLAYER) { 1667 if (op->type == PLAYER)
1668 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1671 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1672
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1674 }
1675 else
1676 {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1677 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level; 1678 arrow->level = op->level;
1723 } 1679 }
1680
1724 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1683
1726 if (bow->slaying != NULL) 1684 if (bow->slaying)
1727 arrow->slaying = add_string(bow->slaying); 1685 arrow->slaying = bow->slaying;
1728 1686
1729 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1689
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1692
1737 if (!was_destroyed(arrow, tag)) 1693 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1694 move_arrow (arrow);
1739 1695
1740 if (op->type == PLAYER) { 1696 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1697 {
1698 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1743 else 1700 else
1744 esrv_send_item(op, left); 1701 esrv_send_item (op, left);
1745 } 1702 }
1703
1746 return 1; 1704 return 1;
1747} 1705}
1748 1706
1749/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1708 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1709 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1710 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1711 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1712 * hence the function name.
1755 */ 1713 */
1714int
1756int player_fire_bow(object *op, int dir) 1715player_fire_bow (object *op, int dir)
1757{ 1716{
1758 int ret=0, wcmod=0; 1717 int ret = 0, wcmod = 0;
1759 1718
1760 if (op->contr->bowtype == bow_bestarrow) { 1719 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1720 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1721 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1722 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1723 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1724 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1726 wcmod = -1;
1727
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1728 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1729 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1730 else if (op->contr->bowtype == bow_threewide)
1731 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1733 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1734 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1735 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1736 else if (op->contr->bowtype == bow_spreadshot)
1737 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1741
1778 } else { 1742 }
1743 else
1744 {
1779 /* Simple case */ 1745 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1746 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1747 }
1782 return ret; 1748 return ret;
1783} 1749}
1784 1750
1785 1751
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1788 */ 1754 */
1755void
1789void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1790{ 1757{
1791 object *item; 1758 object *item;
1792 1759
1793 if (!op->contr->ranges[range_misc]) { 1760 if (!op->contr->ranges[range_misc])
1761 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1762 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1763 return;
1796 } 1764 }
1797 1765
1798 item = op->contr->ranges[range_misc]; 1766 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1767 if (!item->inv)
1768 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1769 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1770 return;
1802 } 1771 }
1803 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1804 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1775 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 1778 return;
1808 } 1779 }
1780 }
1809 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1783 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1784 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 1786 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1788 else
1815 else 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1790 return;
1819 } 1791 }
1820 } 1792 }
1821 1793
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1796 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1797 if (item->type == WAND)
1798 {
1825 if (!(--item->stats.food)) { 1799 if (!(--item->stats.food))
1826 object *tmp; 1800 {
1827 if (item->arch) { 1801 object *tmp;
1802
1803 if (item->arch)
1804 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
1830 item->speed = 0; 1807 item->set_speed (0);
1831 update_ob_speed(item); 1808 }
1832 } 1809
1833 if ((tmp=is_player_inv(item))) 1810 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1812 }
1836 } 1813 }
1837 else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1815 drain_rod_charge (item);
1839 }
1840 } 1816 }
1841} 1817}
1842 1818
1843/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1844 */ 1820 */
1821void
1845void fire(object *op,int dir) { 1822fire (object *op, int dir)
1823{
1846 int spellcost=0; 1824 int spellcost = 0;
1847 1825
1848 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1827 if (action_makes_visible (op))
1828 make_visible (op);
1850 1829
1851 switch(op->contr->shoottype) { 1830 switch (op->contr->shoottype)
1831 {
1852 case range_none: 1832 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 1833 return;
1889 default: 1834
1835 case range_bow:
1836 player_fire_bow (op, dir);
1837 return;
1838
1839 case range_magic: /* Casting spells */
1840 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1841 return;
1842
1843 case range_misc:
1844 fire_misc_object (op, dir);
1845 return;
1846
1847 case range_golem: /* Control summoned monsters from scrolls */
1848 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1849 {
1850 op->contr->ranges[range_golem] = 0;
1851 op->contr->shoottype = range_none;
1852 }
1853 else
1854 control_golem (op->contr->ranges[range_golem], dir);
1855 return;
1856
1857 case range_skill:
1858 if (!op->chosen_skill)
1859 {
1860 if (op->type == PLAYER)
1861 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1862 return;
1863 }
1864 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1865 return;
1866 case range_builder:
1867 apply_map_builder (op, dir);
1868 return;
1869 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 1871 return;
1892 } 1872 }
1893} 1873}
1894 1874
1895 1875
1896 1876
1903 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1906 */ 1886 */
1907 1887
1888object *
1908object * find_key(object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
1909{ 1890{
1910 object *tmp,*key; 1891 object *tmp, *key;
1911 1892
1912 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1894 if (container->inv == NULL)
1895 return NULL;
1914 1896
1915 /* First, lets try to find a key in the top level inventory */ 1897 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1899 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1918 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
1920 */ 1904 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1906 break;
1923 } 1907 }
1924 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1909 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1910 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1911 * a key, return
1928 */ 1912 */
1929 if (!tmp) { 1913 if (!tmp)
1914 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1916 {
1931 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1918 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1919 {
1920 if ((key = find_key (pl, tmp, door)) != NULL)
1921 return key;
1922 }
1923 }
1924 if (!tmp)
1925 return NULL;
1934 } 1926 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1927 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1928 * see if we actually want to use it
1940 */ 1929 */
1941 if (pl!=container) { 1930 if (pl != container)
1931 {
1942 /* Only let players use keys in containers */ 1932 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1933 if (!pl->contr)
1934 return NULL;
1944 /* cases where this fails: 1935 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1936 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1937 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1938 * If the container is not active, return now since only active
1948 * containers can be used. 1939 * containers can be used.
1949 * If we only search keyrings and the container does not have 1940 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1941 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1942 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1943 * inv must have been an container and must have been active.
1953 * 1944 *
1954 * Change the color so that the message doesn't disappear with 1945 * Change the color so that the message doesn't disappear with
1955 * all the others. 1946 * all the others.
1956 */ 1947 */
1957 if (pl->contr->usekeys == key_inventory || 1948 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1949 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1951 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1953 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1954 return NULL;
1966 } 1955 }
1967 } 1956 }
1968 return tmp; 1957 return tmp;
1969} 1958}
1970 1959
1971/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1962 * such that the caller should not do anything more,
1974 * 0 otherwise 1963 * 0 otherwise
1975 */ 1964 */
1965static int
1976static int player_attack_door(object *op, object *door) 1966player_attack_door (object *op, object *door)
1977{ 1967{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1968 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1969 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
1982 */ 1971 */
1983 object *key=find_key(op, op, door); 1972 object *key = find_key (op, op, door);
1984 1973
1985 /* IF we found a key, do some extra work */ 1974 /* IF we found a key, do some extra work */
1986 if (key) { 1975 if (key)
1976 {
1987 object *container=key->env; 1977 object *container = key->env;
1988 1978
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1979 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 1980 if (action_makes_visible (op))
1981 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1982 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1983 spring_trap (door->inv, op);
1992 if (door->type == DOOR) { 1984 if (door->type == DOOR)
1985 {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1986 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 } 1987 }
1995 else if(door->type==LOCKED_DOOR) { 1988 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1989 {
1997 "You open the door with the %s", query_short_name(key)); 1990 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1992 }
2000 /* Do this after we print the message */ 1993 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1994 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1995 /* Need to update the weight the container the key was in */
2003 if (container != op) 1996 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 1997 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1998 return 1; /* Nothing more to do below */
1999 }
2006 } else if (door->type==LOCKED_DOOR) { 2000 else if (door->type == LOCKED_DOOR)
2001 {
2007 /* Might as well return now - no other way to open this */ 2002 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 2004 return 1;
2010 } 2005 }
2011 return 0; 2006 return 0;
2012} 2007}
2013 2008
2014/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2019 */ 2014 */
2020 2015void
2021void move_player_attack(object *op, int dir) 2016move_player_attack (object *op, int dir)
2022{ 2017{
2023 object *tmp, *mon, *tpl; 2018 object *tmp, *mon;
2024 sint16 nx, ny; 2019 sint16 nx, ny;
2025 int on_battleground; 2020 int on_battleground;
2026 mapstruct *m; 2021 maptile *m;
2027 2022
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2023 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2024 ny = freearr_y[dir] + op->y;
2032 2025
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2034 2027
2035 /* If braced, or can't move to the square, and it is not out of the 2028 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2029 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2030 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2035 * move_ob uses.
2043 */ 2036 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050 2038 {
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2040 {
2041 m = op->map->xy_find (nx, ny);
2042 if (!m)
2043 return; /* Don't think this should happen */
2044 }
2045 else
2046 m = op->map;
2047
2048 if (!(tmp = m->at (nx, ny).bot))
2053 return; 2049 return;
2054 }
2055 2050
2056 mon = NULL; 2051 mon = 0;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2052 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2053 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2054 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2055 * on the space
2061 */ 2056 */
2062 while (tmp!=NULL) { 2057 while (tmp)
2058 {
2063 if (tmp == op) { 2059 if (tmp == op)
2064 tmp=tmp->above; 2060 {
2065 continue; 2061 tmp = tmp->above;
2066 } 2062 continue;
2063 }
2064
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2066 {
2069 break; 2067 mon = tmp;
2070 } 2068 break;
2069 }
2070
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2072 mon = tmp;
2073
2073 tmp=tmp->above; 2074 tmp = tmp->above;
2074 } 2075 }
2075 2076
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2078 return; /* into a wall */
2078 2079
2079 if(mon->head != NULL) 2080 if (mon->head)
2080 mon = mon->head; 2081 mon = mon->head;
2081 2082
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2083 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2084 if (player_attack_door (op, mon))
2085 return;
2084 2086
2085 /* The following deals with possibly attacking peaceful 2087 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2088 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2089 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2090 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2091 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2092 * and thus will not push them.
2091 */ 2093 */
2092 2094
2093 /* If the creature is a pet, push it even if the player is not 2095 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2096 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2096 */ 2098 */
2097 if ((op->type==PLAYER) 2099 if ((op->type == PLAYER)
2098#if COZY_SERVER 2100#if COZY_SERVER
2099 && 2101 &&
2100 ( 2102 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2104#else
2106 && get_owner(mon)==op 2105 && mon->owner == op
2107#endif 2106#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2108 {
2110 /* If we're braced, we don't want to switch places with it */ 2109 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2110 if (op->contr->braced)
2111 return;
2112
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2114 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2115 return; 2118 return;
2116 } 2119 }
2117 2120
2118 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2123 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2124 * attack them either.
2122 */ 2125 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2129 (op->contr->peaceful
2130 || (mon->type == PLAYER
2131 && mon->contr->
2132 peaceful)) &&
2128#else 2133#else
2129 op->contr->peaceful && 2134 op->contr->peaceful &&
2130#endif 2135#endif
2131 !on_battleground 2136 !on_battleground))
2137 {
2138 if (!op->contr->braced)
2132 )) { 2139 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2141 push_ob (mon, dir, op);
2136 } else { 2142 }
2143 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2138 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2142 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2152 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2146 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2148 } 2157 make_visible (op);
2158 }
2149 2159
2150 /* Any generic living creature. Including things like doors. 2160 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2161 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2165 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2168 {
2160 2169
2161 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2171 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2172 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2173 * incurred a 1 tick offset.
2165 */ 2174 */
2166 if (!op->contr->has_hit) { 2175 if (!op->contr->has_hit)
2176 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2178
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2180 }
2171 2181
2172 skill_attack(mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2173 2183
2174 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2187 * the wiz.
2178 */ 2188 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2189 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2190 {
2181 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2192
2182 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2184 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2185 } 2196 }
2186 if(action_makes_visible(op)) make_visible(op); 2197
2187 } 2198 if (action_makes_visible (op))
2199 make_visible (op);
2200 }
2188 } /* if player should attack something */ 2201 } /* if player should attack something */
2189} 2202}
2190 2203
2204int
2191int move_player(object *op,int dir) { 2205move_player (object *op, int dir)
2206{
2192 int pick; 2207 int pick;
2193 object *transport = op->contr->transport;
2194 2208
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2210 return 0;
2211
2212 /* Sanity check: make sure dir is valid */
2213 if ((dir < 0) || (dir >= 9))
2214 {
2215 LOG (llevError, "move_player: invalid direction %d\n", dir);
2216 return 0;
2217 }
2218
2219 /* peterm: added following line */
2220 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2221 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2222
2223 op->facing = dir;
2224
2225 if (op->hide)
2226 do_hidden_move (op);
2227
2228 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2229 /*nop */ ;
2230 else if (op->contr->fire_on)
2231 fire (op, dir);
2232 else
2233 {
2234 move_player_attack (op, dir);
2235 pick = check_pick (op);
2236 }
2237
2238 /* Add special check for newcs players and fire on - this way, the
2239 * server can handle repeat firing.
2240 */
2241 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2242 op->direction = dir;
2243 else
2244 op->direction = 0;
2245
2246 /* Update how the player looks. Use the facing, so direction may
2247 * get reset to zero. This allows for full animation capabilities
2248 * for players.
2249 */
2250 animate_object (op, op->facing);
2251 return 0;
2257} 2252}
2258 2253
2259/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2255 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2257 * the new speed values for commands.
2263 * 2258 *
2264 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2265 */ 2260 */
2261int
2266int handle_newcs_player(object *op) 2262handle_newcs_player (object *op)
2267{ 2263{
2268 if (op->contr->hidden) { 2264 if (op->contr->hidden)
2265 {
2269 op->invisible = 1000; 2266 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2267 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2268 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2269 * alternate it here for it to work correctly.
2273 */ 2270 */
2274 if (pticks & 2) op->invisible--; 2271 if (pticks & 2)
2272 op->invisible--;
2275 } 2273 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2277 op->invisible--; 2276 op->invisible--;
2278 if(!op->invisible) { 2277 if (!op->invisible)
2278 {
2279 make_visible(op); 2279 make_visible (op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2280 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2281 }
2282 } 2282 }
2283 2283
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2284 if (QUERY_FLAG (op, FLAG_SCARED))
2285 {
2285 flee_player(op); 2286 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2287 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 {
2288 op->speed_left--; 2290 op->speed_left--;
2289 return 0; 2291 return 0;
2290 } 2292 }
2291 } 2293 }
2292 2294
2293 /* I've been seeing crashes where the golem has been destroyed, but 2295 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that 2296 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so 2297 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer. 2298 * put this in a a workaround to clean up the golem pointer.
2297 */ 2299 */
2298 if (op->contr->ranges[range_golem] && 2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2301 op->contr->ranges[range_golem] = 0;
2302 op->contr->golem_count = 0;
2303 }
2304 2302
2305 /* call this here - we also will call this in do_ericserver, but 2303 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2305 * called, so we recheck it here.
2308 */ 2306 */
2309 HandleClient(&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2308 return 1;
2311 2309
2310 if (op->speed_left > 0)
2311 {
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2313 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--; 2315 op->speed_left--;
2315 2316
2316 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in 2318 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2319 */ 2320 */
2320 move_player(op, op->direction); 2321 move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2322
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2322 else return 0; 2327 return 0;
2323 } 2328}
2329
2330int
2331save_life (object *op)
2332{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2334 return 0;
2325}
2326 2335
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2339 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2340 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 "Your %s vibrates violently, then evaporates.", 2341
2338 query_name(tmp));
2339 if (op->contr) 2342 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2344
2342 free_object(tmp); 2345 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2344 if(op->stats.hp<0) 2348 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2346 if(op->stats.food<0) 2351 if (op->stats.food < 0)
2347 op->stats.food = 999; 2352 op->stats.food = 999;
2348 fix_player(op); 2353
2354 op->update_stats ();
2349 return 1; 2355 return 1;
2350 } 2356 }
2357
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2361 return 0;
2355} 2362}
2356 2363
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2364/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2365 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2366 * function will descend into containers. op is the object to start the search
2360 * from. 2367 * from.
2361 */ 2368 */
2369void
2362void remove_unpaid_objects(object *op, object *env) 2370remove_unpaid_objects (object *op, object *env)
2363{ 2371{
2364 object *next; 2372 object *next;
2365 2373
2366 while (op) { 2374 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2375 {
2368 * we remove object 'op' 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2377
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2379 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2382
2383 op->insert_at (env);
2384 }
2385 else if (op->inv)
2386 remove_unpaid_objects (op->inv, env);
2387
2388 op = next;
2389 }
2390}
2383 2391
2384/* 2392/*
2385 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2396 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2397 * but there isn't one in the server directory.
2390 */ 2398 */
2399char *
2391char *gravestone_text (object *op) 2400gravestone_text (object *op)
2392{ 2401{
2393 static char buf2[MAX_BUF]; 2402 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2403 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2404 time_t now = time (NULL);
2396 2405
2397 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2409 else
2401 sprintf (buf, "%s\n", op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2413 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2415 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2416 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2417 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2418
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2420 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2421 if (op->type == PLAYER)
2422 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2425 strcat (buf2, buf);
2414 } 2426 }
2427
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2418 return buf2; 2432 return buf2;
2419} 2433}
2420 2434
2421 2435void
2422
2423void do_some_living(object *op) { 2436do_some_living (object *op)
2437{
2424 int last_food=op->stats.food; 2438 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2439 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2440 int over_hp, over_sp, over_grace;
2427 int i; 2441 int i;
2428 int rate_hp = 1200; 2442 int rate_hp = 1200;
2429 int rate_sp = 2500; 2443 int rate_sp = 2500;
2430 int rate_grace = 2000; 2444 int rate_grace = 2000;
2431 const int max_hp = 1; 2445 const int max_hp = 1;
2432 const int max_sp = 1; 2446 const int max_sp = 1;
2433 const int max_grace = 1; 2447 const int max_grace = 1;
2434 2448
2435 if (op->contr->outputs_sync) { 2449 if (op->contr->outputs_sync)
2450 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2452 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2454 }
2441 2455
2442 if(op->contr->state==ST_PLAYING) { 2456 if (op->contr->ns->state == ST_PLAYING)
2443 2457 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2460 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2462 else
2463 {
2449 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2466 }
2467
2452 if(op->contr->gen_sp >= 0 ) 2468 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2470 else
2471 {
2455 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2474 }
2475
2458 if(op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2478 else
2479 {
2461 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2482 }
2464 2483
2465 /* Regenerate Spell Points */ 2484 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2487 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2488 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2489 {
2490 op->stats.sp++;
2470 /* dms do not consume food */ 2491 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2493 {
2494 op->stats.food--;
2473 if(op->contr->digestion<0) 2495 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2498 op->stats.food = last_food;
2499 }
2500 }
2501
2502 if (max_sp > 1)
2503 {
2504 over_sp = (gen_sp + 10) / rate_sp;
2505 if (over_sp > 0)
2506 {
2507 if (op->stats.sp < op->stats.maxsp)
2508 {
2509 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2510
2511 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2512 op->stats.sp--;
2513
2514 if (op->stats.sp > op->stats.maxsp)
2515 op->stats.sp = op->stats.maxsp;
2516 }
2517 op->last_sp = 0;
2518 }
2519 else
2520 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2521 }
2522 else
2523 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 } 2524 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2525
2499 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2527 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2528 if (--op->last_grace < 0)
2529 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2532
2533 if (max_grace > 1)
2534 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2536 if (over_grace > 0)
2507 op->stats.sp += over_grace 2537 {
2538 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2539 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2540 op->last_grace = 0;
2510 } else { 2541 }
2542 else
2543 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2545 }
2513 } else { 2546 }
2547 else
2548 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2549 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2550 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2551 /* wearing stuff doesn't detract from grace generation. */
2517 } 2552 }
2518 2553
2519 /* Regenerate Hit Points */ 2554 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2555 if (--op->last_heal < 0)
2556 {
2521 if(op->stats.hp<op->stats.maxhp) { 2557 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2558 {
2559 op->stats.hp++;
2523 /* dms do not consume food */ 2560 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2561 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2562 {
2563 op->stats.food--;
2526 if(op->contr->digestion<0) 2564 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2567 op->stats.food = last_food;
2568 }
2569 }
2570
2571 if (max_hp > 1)
2572 {
2573 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2574 if (over_hp > 0)
2575 {
2576 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2577 op->last_heal = 0;
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2583 }
2584 else
2585 {
2586 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2587 }
2531 } 2588 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2589
2547 /* Digestion */ 2590 /* Digestion */
2548 if(--op->last_eat<0) { 2591 if (--op->last_eat < 0)
2592 {
2549#ifdef COZY_SERVER 2593#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2594 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2596#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2597 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2598#endif
2557 2599
2558 if(op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2601 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2602 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2562 /* dms do not consume food */ 2605 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2607 op->stats.food--;
2565 } 2608 }
2566 2609
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2611 {
2612 object *tmp, *flesh = 0;
2569 2613
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2615 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2617 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2620 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2621 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2623 break;
2577 } 2624 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2625 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2626 flesh = tmp;
2580 } /* end of for loop */ 2627 } /* End if paid for object */
2628 } /* end of for loop */
2629
2581 /* If player is still starving, it means they don't have any food, so 2630 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2631 * eat flesh instead.
2583 */ 2632 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2635 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2636 manual_apply (op, flesh, 0);
2587 } 2637 }
2588 } /* end if player is starving */ 2638 }
2589 2639
2590 while(op->stats.food<0&&op->stats.hp>0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2592 2642
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2643 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2644 kill_player (op);
2645 }
2595} 2646}
2596
2597
2598 2647
2599/* If the player should die (lack of hp, food, etc), we call this. 2648/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2649 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2651 * file.
2603 */ 2652 */
2653void
2604void kill_player(object *op) 2654kill_player (object *op)
2605{ 2655{
2606 char buf[MAX_BUF]; 2656 char buf[MAX_BUF];
2607 int x,y,i; 2657 int x, y;
2658
2659 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2660 maptile *map; /* this is for resurrection */
2661
2609 int z; 2662 /* int z;
2610 int num_stats_lose; 2663 int num_stats_lose;
2611 int lost_a_stat; 2664 int lost_a_stat;
2612 int lose_this_stat; 2665 int lose_this_stat;
2613 int this_stat; 2666 int this_stat; */
2614 int will_kill_again; 2667 int will_kill_again;
2615 archetype *at; 2668 archetype *at;
2616 object *tmp; 2669 object *tmp;
2617 2670
2618 if(save_life(op)) 2671 if (save_life (op))
2619 return; 2672 return;
2620 2673
2621 2674
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2675 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2676 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2677 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2678 */
2626 if (op_on_battleground(op, &x, &y)) { 2679 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2680 {
2628 "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2682 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2683
2631
2632 /* restore player */ 2684 /* restore player */
2633 at = find_archetype("poisoning"); 2685 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2687 {
2636 remove_ob(tmp); 2688 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2690 }
2640 2691
2641 at = find_archetype("confusion"); 2692 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2694 {
2644 remove_ob(tmp); 2695 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2697 }
2648 2698
2649 cure_disease(op,0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2701 if (op->stats.food <= 0)
2652 2702 op->stats.food = 999;
2703
2653 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2706 {
2657 sprintf(buf,"%s's finger",op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2708 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2710 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2712 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2716 }
2717
2670 /* teleport defeated player to new destination*/ 2718 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2720 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2721 return;
2722 }
2679 2723
2724 INVOKE_PLAYER (DEATH, op->contr);
2725
2680 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2681 2727
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2728 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2729 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2731 strcpy (op->contr->killer, "starvation");
2693 } 2732 }
2694 else { 2733 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2734 sprintf (buf, "%s died.", &op->name);
2702 } 2735
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2737
2705 /* save the map location for corpse, gravestone*/ 2738 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2739 x = op->x;
2740 y = op->y;
2741 map = op->map;
2707 2742
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2744 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2745 * See the config.h file for a little more in depth detail about this.
2713 */ 2746 */
2714 2747
2715 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2750 * of death.
2718 */ 2751 */
2719#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2753 if (settings.balanced_stat_loss)
2754 {
2721 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2756 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2757 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2760 little bit harder. */
2727 /* GD */ 2761 /* GD */
2728 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2763 num_stats_lose = 1;
2730 else 2764 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2766 }
2767 else
2733 num_stats_lose = 1; 2768 num_stats_lose = 1;
2734 } 2769
2735 lost_a_stat = 0; 2770 lost_a_stat = 0;
2736 2771
2737 for (z=0; z<num_stats_lose; z++) { 2772 for (z = 0; z < num_stats_lose; z++)
2773 {
2738 i = RANDOM() % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
2739 2775
2740 if (settings.stat_loss_on_death) { 2776 if (settings.stat_loss_on_death)
2777 {
2741 /* Pick a random stat and take a point off it. Tell the player 2778 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2779 * what he lost.
2743 */ 2780 */
2744 change_attr_value(&(op->stats), i,-1); 2781 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2782 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2786 lost_a_stat = 1;
2750 } else { 2787 }
2788 else
2789 {
2751 /* deplete a stat */ 2790 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2791 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2754 2796 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2797 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2798 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2799 }
2788 if (lose_this_stat) { 2800 lose_this_stat = 1;
2801 if (settings.balanced_stat_loss)
2802 {
2803 /* GD */
2804 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2805 this_stat = get_attr_value (&(dep->stats), i);
2806 if (this_stat < 0)
2807 {
2808 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2809 int keep_chance = this_stat * this_stat;
2810
2811 /* Yes, I am paranoid. Sue me. */
2812 if (keep_chance < 1)
2813 keep_chance = 1;
2814
2815 /* There is a maximum depletion total per level. */
2816 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2817 {
2818 lose_this_stat = 0;
2819 /* Take loss chance vs keep chance to see if we
2820 retain the stat. */
2821 }
2822 else
2823 {
2824 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2825 lose_this_stat = 0;
2826 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2827 this_stat, keep_chance, loss_chance,
2828 lose_this_stat?"LOSE":"KEEP"); */
2829 }
2830 }
2831 }
2832
2833 if (lose_this_stat)
2834 {
2835 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2836 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2837 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2838 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2839 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2840 * difference.
2795 */ 2841 */
2796 if (this_stat>=-50) { 2842 if (this_stat >= -50)
2843 {
2797 change_attr_value(&(dep->stats), i, -1); 2844 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2845 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2847 op->update_stats ();
2801 lost_a_stat = 1; 2848 lost_a_stat = 1;
2802 } 2849 }
2803 } 2850 }
2851 }
2804 } 2852 }
2805 }
2806 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2854 if (!lost_a_stat)
2808 { 2855 {
2809 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2857 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2858 const char *god = determine_god (op);
2859
2812 if (god && (strcmp(god, "none"))) 2860 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2861 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2862 else
2815 " you.", god); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2864 }
2865#else
2866 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2867#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2868
2824 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2870 * exp loss on the stone.
2826 */ 2871 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2874 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2876 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2877 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);
2833 "who was killed\n" 2878 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2879 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2881
2841 /**************************************/ 2882 /**************************************/
2842 /* */ 2883 /* */
2843 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
2846 /* */ 2887 /* */
2847 /**************************************/ 2888 /**************************************/
2848 2889
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2890 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2891 /* restore player */
2851 at = find_archetype("poisoning"); 2892 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2894
2853 if (tmp) { 2895 if (tmp)
2854 remove_ob(tmp); 2896 {
2855 free_object(tmp); 2897 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2899 }
2858 2900
2859 at = find_archetype("confusion"); 2901 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2902 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2903 if (tmp)
2862 remove_ob(tmp); 2904 {
2863 free_object(tmp); 2905 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2907 }
2908
2866 cure_disease(op,0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
2867 2910
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2912 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2918
2875 /* 2919 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2920 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back 2921 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 2922 * in the map.
2879 */ 2923 */
2880 2924
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2925 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2927
2889 /****************************************/ 2928 /****************************************/
2890 /* */ 2929 /* */
2891 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
2893 /* */ 2932 /* */
2894 /****************************************/ 2933 /****************************************/
2895 2934
2896 enter_player_savebed(op); 2935 enter_player_savebed (op);
2897 2936
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2937 op->contr->braced = 0;
2902 save_player(op,1);
2903 2938
2904 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2942 * on the space that might harm the player.
2908 */ 2943 */
2909 will_kill_again=0; 2944 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2945 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
2913 } 2948
2914 if (will_kill_again) { 2949 if (will_kill_again)
2950 {
2915 object *force; 2951 object *force;
2916 int at; 2952 int at;
2917 2953
2918 force=get_archetype(FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2956 force->speed = 0.1;
2921 force->speed_left=-5.0; 2957 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2959 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2961 force->resist[at] = 100;
2926 } 2962
2927 insert_ob_in_ob(force, op); 2963 insert_ob_in_ob (force, op);
2928 fix_player(op); 2964 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2965
2966 }
2967
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2969}
3004 2970
3005 2971void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2972loot_object (object *op)
2973{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2974 object *tmp, *tmp2, *next;
3008 2975
2976 if (op->container)
3009 if (op->container) { /* close open sack first */ 2977 esrv_apply_container (op, op->container); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2978
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2979 for (tmp = op->inv; tmp; tmp = next)
2980 {
3014 next=tmp->below; 2981 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2982
3016 remove_ob(tmp); 2983 if (tmp->invisible)
2984 continue;
2985
2986 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2987 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2988 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 2989 { /* empty container to ground */
3020 } 2990 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2991 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2992 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2993 {
3023 if(tmp->nrof>1) { 2994 if (tmp->nrof > 1)
2995 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2997 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 }
3000 else
3001 tmp->destroy ();
3002 }
3027 } else 3003 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3005 }
3032} 3006}
3033 3007
3034/* 3008/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 3010 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 3011 * was changed.
3038 */ 3012 */
3039 3013
3014void
3040void fix_weight(void) { 3015fix_weight (void)
3041 player *pl; 3016{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3017 for_all_players (pl)
3018 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3020
3044 if(old == sum) 3021 if (old == sum)
3045 continue; 3022 continue;
3046 fix_player(pl->ob); 3023 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3025 }
3050} 3026}
3051 3027
3028void
3052void fix_luck(void) { 3029fix_luck (void)
3053 player *pl; 3030{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3031 for_all_players (pl)
3055 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 3033 pl->ob->change_luck (0);
3057} 3034}
3058
3059 3035
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3063 */ 3039 */
3064 3040void
3065void cast_dust (object *op, object *throw_ob, int dir) { 3041cast_dust (object *op, object *throw_ob, int dir)
3042{
3066 object *skop, *spob; 3043 object *skop, *spob;
3067 3044
3068 skop = find_skill_by_name(op, throw_ob->skill); 3045 skop = find_skill_by_name (op, throw_ob->skill);
3069 3046
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 3047 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 3048 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3049 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3050 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 3051 return;
3074 return;
3075 } 3052 }
3053
3076 spob = throw_ob->inv; 3054 spob = throw_ob->inv;
3055
3056 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3057 // not pass NULL to cast_spell (which did indeed check itself, but
3058 // errors should be reported as early as possible IMHO)
3059 if (!spob)
3060 {
3061 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3062 return;
3063 }
3064
3077 if (op->type==PLAYER && spob) 3065 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3066 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 3067
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 3069
3070 throw_ob->destroy ();
3071}
3072
3073void
3086void make_visible (object *op) { 3074make_visible (object *op)
3075{
3087 op->hide = 0; 3076 op->hide = 0;
3088 op->invisible = 0; 3077 op->invisible = 0;
3089 if(op->type==PLAYER) { 3078 if (op->type == PLAYER)
3079 {
3090 op->contr->tmp_invis = 0; 3080 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3081 op->contr->invis_race = 0;
3092 } 3082 }
3093 update_object(op,UP_OBJ_FACE); 3083 update_object (op, UP_OBJ_FACE);
3094} 3084}
3095 3085
3086int
3096int is_true_undead(object *op) { 3087is_true_undead (object *op)
3088{
3097 object *tmp=NULL; 3089 object *tmp = NULL;
3098 3090
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1;
3100 3093
3101 if(op->type==PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below)
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3105 return 0; 3094 return 0;
3106} 3095}
3107 3096
3108/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3099 * indicate greater hideability.
3111 */ 3100 */
3112 3101
3102int
3113int hideability(object *ob) { 3103hideability (object *ob)
3104{
3114 int i,level=0, mflag; 3105 int i, level = 0, mflag;
3115 sint16 x,y; 3106 sint16 x, y;
3116 3107
3117 if(!ob||!ob->map) return 0; 3108 if (!ob || !ob->map)
3109 return 0;
3118 3110
3119 /* so, on normal lighted maps, its hard to hide */ 3111 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3112 level = ob->map->darkness - 2;
3121 3113
3122 /* this also picks up whether the object is glowing. 3114 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3115 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3116 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3117 if (has_carried_lights (ob))
3118 level = -(10 + (2 * ob->map->darkness));
3126 3119
3127 /* scan through all nearby squares for terrain to hide in */ 3120 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3121 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3122 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3124 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue;
3127 }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3129 level += 2;
3133 else /* open terrain! */ 3130 else /* open terrain! */
3134 level -= 1; 3131 level -= 1;
3135 } 3132 }
3136 3133
3137#if 0 3134#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3135 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3136#endif
3140 return level; 3137 return level;
3141} 3138}
3142 3139
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3140/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3141 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3142 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3143 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3144 */
3148 3145
3146void
3149void do_hidden_move (object *op) { 3147do_hidden_move (object *op)
3148{
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3151 object *skop; 3150 object *skop;
3152 3151
3153 if(!op || !op->map) return; 3152 if (!op || !op->map)
3153 return;
3154 3154
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156 3156
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3157 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3158 if (op->type == PLAYER && op->contr->run_on)
3159 if(!skop || num >= skop->level) { 3159 if (!skop || num >= skop->level)
3160 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3161 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3162 make_visible (op);
3162 return; 3163 return;
3163 } else num += 20;
3164 } 3164 }
3165 else
3166 num += 20;
3167
3165 num += op->map->difficulty; 3168 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3170 num -= hide;
3171
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 {
3169 make_visible(op); 3174 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3175 if (op->type == PLAYER)
3171 "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3177 }
3173 else if (op->type == PLAYER && skop) { 3178 else if (op->type == PLAYER && skop)
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3179 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 }
3176} 3180}
3177 3181
3178/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3179 3183
3184int
3180int stand_near_hostile( object *who ) { 3185stand_near_hostile (object *who)
3186{
3181 object *tmp=NULL; 3187 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3188 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3189 maptile *m;
3184 sint16 x,y; 3190 sint16 x, y;
3185 3191
3186 if(!who) return 0; 3192 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3193 return 0;
3194
3195 if (who->type == PLAYER)
3196 player = 1;
3197
3198 else
3199 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for (i = 1; i < 9; i++)
3203 {
3204 x = who->x + freearr_x[i];
3205 y = who->y + freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags (m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP)
3212 continue;
3213 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3214 continue;
3215
3216 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3217 {
3218 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3219 return 1;
3220 else if (tmp->type == PLAYER)
3221 {
3222 /*don't let a hidden DM prevent you from hiding */
3223 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3224 return 1;
3225 }
3226 }
3227 }
3228 return 0;
3216} 3229}
3217 3230
3218/* check the player los field for viewability of the 3231/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3232 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3233 * but we dont worry if the object isnt the top one in
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3240 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3241 * -b.t.
3229 * This function is now map tiling safe. 3242 * This function is now map tiling safe.
3230 */ 3243 */
3231 3244
3245int
3232int player_can_view (object *pl,object *op) { 3246player_can_view (object *pl, object *op)
3247{
3233 rv_vector rv; 3248 rv_vector rv;
3234 int dx,dy; 3249 int dx, dy;
3235 3250
3236 if(pl->type!=PLAYER) { 3251 if (pl->type != PLAYER)
3252 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3254 return -1;
3263 op = op->more;
3264 } 3255 }
3256
3257 if (!pl || !op)
3265 return 0; 3258 return 0;
3259
3260 op = op->head_ ();
3261
3262 get_rangevector (pl, op, &rv, 0x1);
3263
3264 /* starting with the 'head' part, lets loop
3265 * through the object and find if it has any
3266 * part that is in the los array but isnt on
3267 * a blocked los square.
3268 * we use the archetype to figure out offsets.
3269 */
3270 while (op)
3271 {
3272 dx = rv.distance_x + op->arch->clone.x;
3273 dy = rv.distance_y + op->arch->clone.y;
3274
3275 /* only the viewable area the player sees is updated by LOS
3276 * code, so we need to restrict ourselves to that range of values
3277 * for any meaningful values.
3278 */
3279 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3280 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3281 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3282 return 1;
3283 op = op->more;
3284 }
3285 return 0;
3266} 3286}
3267 3287
3268/* routine for both players and monsters. We call this when 3288/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3289 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3290 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3291 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3292 * return 0.
3273 */ 3293 */
3294int
3274int action_makes_visible (object *op) { 3295action_makes_visible (object *op)
3296{
3275 3297
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3301 return 0;
3279 3302
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3303 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0;
3281 3305
3282 /* If monsters, they should become visible */ 3306 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3309 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3310 return 1;
3286 } 3311 }
3287 } 3312 }
3288 return 0; 3313 return 0;
3289} 3314}
3290 3315
3291/* op_on_battleground - checks if the given object op (usually 3316/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3317 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3318 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3319 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3320 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3321 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3322 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3323 */
3324int
3299int op_on_battleground (object *op, int *x, int *y) { 3325op_on_battleground (object *op, int *x, int *y)
3326{
3300 object *tmp; 3327 object *tmp;
3301 3328
3302 /* A battleground-tile needs the following attributes to be valid: 3329 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3330 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3332 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3333 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3334 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3336 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3341 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3342 /*before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3343 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3344 {
3315 object *invtmp; 3345 object *invtmp;
3346
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3348 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3349 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3350 {
3351 if (x != NULL && y != NULL)
3352 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3353 return 1;
3354 }
3355 }
3356 }
3319 if (x != NULL && y != NULL) 3357 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3321 return 1; 3359 return 1;
3322 } 3360 }
3323 } 3361 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3362 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */ 3363 /* If we got here, did not find a battleground */
3332 return 0; 3364 return 0;
3333} 3365}
3334 3366
3335/* 3367/*
3339 * attributes: 3371 * attributes:
3340 * object *who the dragon player 3372 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3373 * int atnr the attack-number of the ability focus
3342 * int level ability level 3374 * int level ability level
3343 */ 3375 */
3376void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3377dragon_ability_gain (object *who, int atnr, int level)
3378{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3379 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3380 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3381 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3382 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3383 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3384 int i = 0, j = 0;
3351 3385
3352 /* get the appropriate treasurelist */ 3386 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3387 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3388 trlist = find_treasurelist ("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3389 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3390 trlist = find_treasurelist ("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3391 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3392 trlist = find_treasurelist ("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3393 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3394 trlist = find_treasurelist ("dragon_ability_poison");
3361 3395
3362 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3363 return; 3397 return;
3364 3398
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3399 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3400
3367 3401 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3402 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3403 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3404 return;
3371 } 3405 }
3372 3406
3373 /* everything seems okay - now bring on the gift: */ 3407 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3408 item = &(tr->item->clone);
3375 3409
3376 if (item->type == SPELL) { 3410 if (item->type == SPELL)
3411 {
3377 if (check_spell_known (who, item->name)) 3412 if (check_spell_known (who, item->name))
3378 return; 3413 return;
3379 3414
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3415 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3416 do_learn_spell (who, item, 0);
3382 return; 3417 return;
3383 } 3418 }
3384 3419
3385 /* grant direct spell */ 3420 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3421 if (item->type == SPELLBOOK)
3422 {
3387 if (!item->inv) { 3423 if (!item->inv)
3424 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3425 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3426 return;
3391 } 3427 }
3392 if (check_spell_known (who, item->inv->name)) 3428 if (check_spell_known (who, item->inv->name))
3393 return; 3429 return;
3394 if (item->invisible) { 3430 if (item->invisible)
3431 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3432 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3433 do_learn_spell (who, item->inv, 0);
3397 return; 3434 return;
3398 } 3435 }
3399 } 3436 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3437 else if (item->type == SKILL_TOOL && item->invisible)
3438 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3439 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3440 {
3402 3441
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3442 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3443 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3444 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3445 * but not all of them, he gets nothing.
3407 */ 3446 */
3408 if (!(skop->attacktype & item->attacktype)) { 3447 if (!(skop->attacktype & item->attacktype))
3448 {
3409 /* Give new attacktype */ 3449 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3450 skop->attacktype |= item->attacktype;
3411 3451
3412 /* always add physical if there's none */ 3452 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3453 skop->attacktype |= AT_PHYSICAL;
3414 3454
3415 if (item->msg != NULL) 3455 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3457
3418 /* Give player new face */ 3458 /* Give player new face */
3419 if (item->animation_id) { 3459 if (item->animation_id)
3460 {
3420 who->face = skop->face; 3461 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3462 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3463 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3464 who->last_anim = 0;
3424 who->state = 0; 3465 who->state = 0;
3425 animate_object(who, who->direction); 3466 animate_object (who, who->direction);
3426 } 3467 }
3468 }
3469 }
3427 } 3470 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3471 else if (item->type == FORCE)
3472 {
3431 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3474 object *skin;
3475
3433 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3435 skin=skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3436 if (skin == NULL) return; 3479 ;
3437 3480
3481 if (!skin)
3482 return;
3483
3438 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3486 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3487 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3488
3442 /* print message */ 3489 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3490 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3491 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3492 {
3446 if (j) 3493 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3494 {
3448 else 3495 if (j)
3449 j = 1; 3496 strcat (buf, " and ");
3497 else
3498 j = 1;
3450 strcat(buf, spellpathnames[i]); 3499 strcat (buf, spellpathnames[i]);
3451 } 3500 }
3452 } 3501 }
3453 strcat(buf,"."); 3502 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3504 }
3456 3505
3457 /* evtl. adding flags: */ 3506 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3507 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3508 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3509 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3510 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3511 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3512 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3513
3465 /* print message if there is one */ 3514 /* print message if there is one */
3466 if (item->msg != NULL) 3515 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3516 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3517 }
3518 else
3468 } 3519 {
3469 else {
3470 /* generate misc. treasure */ 3520 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3521 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3522 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3523 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3524 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3476 } 3526 }
3477} 3527}
3478 3528
3479/** 3529/**
3480 * Unready an object for a player. This function does nothing if the object was 3530 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3531 * not readied.
3482 */ 3532 */
3533void
3483void player_unready_range_ob(player *pl, object *ob) { 3534player_unready_range_ob (player *pl, object *ob)
3535{
3484 rangetype i; 3536 rangetype i;
3485 3537
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3538 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3539 {
3487 if (pl->ranges[i] == ob) { 3540 if (pl->ranges[i] == ob)
3541 {
3488 pl->ranges[i] = NULL; 3542 pl->ranges[i] = NULL;
3489 if (pl->shoottype == i) { 3543 if (pl->shoottype == i)
3544 {
3490 pl->shoottype = range_none; 3545 pl->shoottype = range_none;
3491 } 3546 }
3492 } 3547 }
3493 } 3548 }
3494} 3549}

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