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Comparing deliantra/server/server/player.C (file contents):
Revision 1.10 by root, Tue Aug 29 07:54:38 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 1.10 2006/08/29 07:54:38 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 enter_map ();
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 186}
180 187
181int playername_ok(const char *cp) { 188void
182 /* Don't allow - or _ as first character in the name */ 189player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 190{
184 191 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 192 return;
189}
190 193
191/* This no longer sets the player map. Also, it now updates 194 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 195 ob->deactivate_recursive ();
193 * Caller is responsible for setting the correct map. 196 ob->remove ();
194 */ 197 ob->map = 0;
195 198
196/* Redo this to do both get_player_ob and get_player. 199 players.erase (this);
197 * Hopefully this will be less bugfree and simpler. 200}
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 201
206 if (!p) { 202// connect the player with a specific client
207 p = (player *) malloc(sizeof(player)); 203// also changed, rationalises, and fixes some incorrect settings
208 if(p==NULL) 204void
209 fatal(OUT_OF_MEMORY); 205player::connect (client *ns)
206{
207 this->ns = ns;
208 ns->pl = this;
210 209
211 /* This adds the player in the linked list. There is extra 210 ns->update_look = 0;
212 * complexity here because we want to add the new player at the 211 ns->look_position = 0;
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 212
225 p->next = NULL; 213 clear_los (ob);
226 }
227 214
228 /* Clears basically the entire player structure except 215 /* make sure he's a player -- needed because of class change. */
229 * for next and socket. 216 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->clone.race;
218
219 if (!legal_range (ob, shoottype))
220 shoottype = range_none;
221
222 ob->carrying = sum_weight (ob);
223 link_player_skills (ob);
224
225 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
226
227 assign (title, ob->arch->clone.name);
228
229 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
230 * from the class, and not race. I don't see any way to get the class information
231 * to then update this. I don't think this will actually break anything - anyone
232 * that can use armour should be able to use a shield. What this may 'break'
233 * are features new characters get, eg, if someone starts up with a Q, they
234 * should be able to use a shield. However, old Q's won't get that advantage.
230 */ 235 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 236 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 237 SET_FLAG (ob, FLAG_USE_SHIELD);
233 238
239 /* if it's a dragon player, set the correct title here */
240 if (is_dragon_pl (ob))
241 {
242 object *tmp, *abil = 0, *skin = 0;
243
244 shstr_cmp dragon_ability_force ("dragon_ability_force");
245 shstr_cmp dragon_skin_force ("dragon_skin_force");
246
247 for (tmp = ob->inv; tmp; tmp = tmp->below)
248 if (tmp->type == FORCE)
249 if (tmp->arch->name == dragon_ability_force)
250 abil = tmp;
251 else if (tmp->arch->name == dragon_skin_force)
252 skin = tmp;
253
254 set_dragon_name (ob, abil, skin);
255 }
256
257 CLEAR_FLAG (ob, FLAG_FRIENDLY);
258 add_friendly_object (ob);
259
260 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{
234 /* There are some elements we want initialized to non zero value - 316 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 317 * we deal with that below this point.
236 */ 318 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 319 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 320 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 321 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 322
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 323 savebed_map = first_map_path; /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257 324
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10; 325 gen_sp_armour = 10;
263 p->last_speed= -1; 326 last_speed = -1;
264 p->shoottype=range_none; 327 shoottype = range_none;
265 p->bowtype=bow_normal; 328 bowtype = bow_normal;
266 p->petmode=pet_normal; 329 petmode = pet_normal;
267 p->listening=10; 330 listening = 10;
268 p->usekeys=containers; 331 usekeys = containers;
269 p->last_weapon_sp= -1; 332 last_weapon_sp = -1;
270 p->peaceful=1; /* default peaceful */ 333 peaceful = 1; /* default peaceful */
271 p->do_los=1; 334 do_los = 1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274 335
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise, 336 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont 337 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start 338 * send new values to the client, as things like exp start
284 * at zero. 339 * at zero.
285 */ 340 */
286 for (i=0; i < NUM_SKILLS; i++) { 341 for (int i = 0; i < NUM_SKILLS; i++)
287 p->last_skill_exp[i] = -1; 342 last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL; 343
289 }
290 for (i=0; i < NROFATTACKS; i++) { 344 for (int i = 0; i < NROFATTACKS; i++)
291 p->last_resist[i] = -1; 345 last_resist[i] = -1;
292 } 346
293 p->last_stats.exp = -1; 347 last_stats.exp = -1;
294 p->last_weight = (uint32)-1; 348 last_weight = (uint32) - 1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 349}
300 350
301 351void
302/* This loads the first map an puts the player on it. */ 352player::do_destroy ()
303static void set_first_map(object *op)
304{ 353{
305 strcpy(op->contr->maplevel, first_map_path); 354 disconnect ();
306 op->x = -1;
307 op->y = -1;
308 enter_exit(op, NULL);
309}
310 355
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
311/* Tries to add player on the connection passwd in ns. 371/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 372 * All we can really get in this is some settings like host and display
313 * mode. 373 * mode.
314 */ 374 */
375player *
376player::create ()
377{
378 player *pl = new player;
315 379
316int add_player(NewSocket *ns) { 380 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 381 set_first_map (pl->ob);
331 382
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 383 return pl;
339} 384}
340 385
341/* 386/*
342 * get_player_archetype() return next player archetype from archetype 387 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 388 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 389 * Note: there MUST be at least one player archetype!
345 */ 390 */
391archetype *
346archetype *get_player_archetype(archetype* at) 392get_player_archetype (archetype *at)
347{ 393{
348 archetype *start = at; 394 archetype *start = at;
395
349 for (;;) { 396 for (;;)
397 {
350 if (at==NULL || at->next==NULL) 398 if (at == NULL || at->next == NULL)
351 at=first_archetype; 399 at = first_archetype;
352 else 400 else
353 at=at->next; 401 at = at->next;
402
354 if(at->clone.type==PLAYER) 403 if (at->clone.type == PLAYER)
355 return at; 404 return at;
405
356 if (at == start) { 406 if (at == start)
407 {
357 LOG (llevError, "No Player archetypes\n"); 408 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 409 exit (-1);
359 } 410 }
360 } 411 }
361} 412}
362 413
363 414object *
364object *get_nearest_player(object *mon) { 415get_nearest_player (object *mon)
416{
365 object *op = NULL; 417 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 418 objectlink *ol;
368 unsigned lastdist; 419 unsigned lastdist;
369 rv_vector rv; 420 rv_vector rv;
370 421
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 425 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 426 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 427 * list is also free, so encapsulate this in a while loop.
376 */ 428 */
377 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 {
378 object *tmp=ol->ob; 431 object *tmp = ol->ob;
379 432
380 /* 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
381 * itself will have been cleared. 434 * itself will have been cleared.
382 */ 435 */
383 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");
384 ol = ol->next; 437 ol = ol->next;
385 remove_friendly_object(tmp); 438 remove_friendly_object (tmp);
386 if (!ol) return op; 439 if (!ol)
387 } 440 return op;
441 }
388 442
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 445 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 446 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 447 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 448 * on_same_map check, as can_detect_enemy also does this
395 */ 449 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 450 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 451 continue;
398 452
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 453 if (lastdist > rv.distance)
408 op=pl->ob; 454 {
455 op = ol->ob;
409 lastdist=rv.distance; 456 lastdist = rv.distance;
457 }
410 } 458 }
411 } 459
412 } 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
413#if 0 468#if 0
414 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)");
415#endif 470#endif
416 return op; 471 return op;
417} 472}
418 473
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 476 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 490 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 491 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 492 * is probably not a good thing.
438 */ 493 */
439#define MAX_SPACES 50 494#define MAX_SPACES 50
440
441 495
442/* 496/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 497 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 498 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 499 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 512 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 513 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 514 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 515 * is blocking itself.
462 */ 516 */
517int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 518path_to_player (object *mon, object *pl, unsigned mindiff)
519{
464 rv_vector rv; 520 rv_vector rv;
465 sint16 x,y; 521 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 523 maptile *m, *lastmap;
468 524
469 get_rangevector(mon, pl, &rv, 0); 525 get_rangevector (mon, pl, &rv, 0);
470 526
471 if (rv.distance<mindiff) return 0; 527 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 528 return 0;
724}
725 529
726void 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];
727 546
728 op->contr->write_buf[0]='\0'; 547 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 548 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732 549
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
733void get_party_password(object *op, partylist *party) { 743get_party_password (object *op, partylist *party)
744{
734 if (party == NULL) { 745 if (party == NULL)
746 {
735 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);
736 return; 748 return;
737 } 749 }
750
738 op->contr->write_buf[0]='\0'; 751 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 752 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 753 op->contr->party_to_join = party;
741 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:");
742} 755}
743
744 756
745/* 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
746int roll_stat(void) { 759roll_stat (void)
760{
747 int a[4],i,j,k; 761 int a[4], i, j, k;
748 762
749 for(i=0;i<4;i++) 763 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 764 a[i] = (int) RANDOM () % 6 + 1;
751 765
752 for(i=0,j=0,k=7;i<4;i++) 766 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 767 if (a[i] < k)
754 k=a[i],j=i; 768 k = a[i], j = i;
755 769
756 for(i=0,k=0;i<4;i++) { 770 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 771 if (i != j)
758 k+=a[i]; 772 k += a[i];
759 } 773
760 return k; 774 return k;
761} 775}
762 776
763void roll_stats(object *op) { 777void
764 int sum=0; 778object::roll_stats ()
765 int i = 0, j = 0; 779{
766 int statsort[7]; 780 int statsort [7];
767 781
782 for (;;)
768 do { 783 {
769 op->stats.Str=roll_stat(); 784 int sum = 0;
770 op->stats.Dex=roll_stat(); 785 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 786 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 787
788 if (sum >= 82 && sum <= 116)
789 break;
790 }
791
781 /* Sort the stats so that rerolling is easier... */ 792 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 793 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 794
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 795 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 796 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 797 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 798 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 799 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 800 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 801 stats.Cha = statsort[6];
809 802
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 803 stats.exp = 0;
821 op->stats.ac=0; 804 stats.ac = 0;
822 805
806 stats.hp = stats.maxhp;
807 stats.sp = stats.maxsp;
808 stats.grace = stats.maxgrace;
809
810 if (contr)
811 {
823 op->contr->levhp[1] = 9; 812 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 813 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 814 contr->levgrace[1] = 3;
826 815
827 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
828 op->stats.hp = op->stats.maxhp; 843 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 844 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 853 contr->orig_stats = stats;
854 }
832} 855}
833 856
834void Roll_Again(object *op) 857static void
858start_info (object *op)
835{ 859{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 860 char buf[MAX_BUF];
844 861
845 if ( op->contr->Swap_First == -1 ) { 862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 863 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 866}
953 867
954/* This function takes the key that is passed, and does the 868/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 869 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 870 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 871 * separate race and class; this actually changes the RACE,
958 * not the class. 872 * not the class.
959 */ 873 */
960 874int
961int key_change_class(object *op, char key) 875key_change_class (object *op, char key)
962{ 876{
963 int tmp_loop; 877 int tmp_loop;
964 878
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 879 if (key == 'd' || key == 'D')
880 {
971 char buf[MAX_BUF]; 881 char buf[MAX_BUF];
972 882
973 /* this must before then initial items are given */ 883 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 884 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 885
886 treasurelist *tl = find_treasurelist ("starting_wealth");
887 if (tl)
888 create_treasure (tl, op, 0, 0, 0);
889
977 INVOKE_PLAYER (BIRTH, op->contr); 890 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 891 INVOKE_PLAYER (LOGIN, op->contr);
979 892
980 op->contr->state=ST_PLAYING; 893 op->contr->ns->state = ST_PLAYING;
981 894
982 if (op->msg) { 895 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 896 op->msg = NULL;
985 }
986 897
987 /* 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
988 * to save here. 899 * to save here.
989 */ 900 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 901 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 902 make_path_to_file (buf);
992 903
993#ifdef AUTOSAVE 904#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 905 op->contr->last_save_tick = pticks;
995#endif 906#endif
996 start_info(op); 907 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 908 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 909 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 910 link_player_skills (op);
1000 esrv_send_inventory(op, op); 911 esrv_send_inventory (op, op);
1001 fix_player(op); 912 op->update_stats ();
1002 913
1003 /* This moves the player to a different start map, if there 914 /* This moves the player to a different start map, if there
1004 * is one for this race 915 * is one for this race
1005 */ 916 */
1006 if(*first_map_ext_path) { 917 if (*first_map_ext_path)
918 {
1007 object *tmp; 919 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 920 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 921
1011 first_map_ext_path, op->arch->name); 922 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 923 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 924 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 925 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 926 EXIT_Y (tmp) = op->y;
1016 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;
1017 * if the map isn't there, then stay on the 928 * if the map isn't there, then stay on the
1018 * default initial map */ 929 * default initial map */
1019 free_object(tmp); 930 tmp->destroy ();
931 }
1020 } else { 932 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 933 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 934
935 return 0;
936 }
937
1026 /* Following actually changes the race - this is the default command 938 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 939 * if we don't match with one of the options above.
1028 */ 940 */
1029 941
1030 tmp_loop = 0; 942 tmp_loop = 0;
1031 while(!tmp_loop) { 943 while (!tmp_loop)
1032 const char *name = add_string (op->name); 944 {
945 shstr name = op->name;
1033 int x = op->x, y = op->y; 946 int x = op->x, y = op->y;
1034 remove_statbonus(op); 947
1035 remove_ob (op); 948 op->remove_statbonus ();
949 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 950 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 951 op->arch->clone.copy_to (op);
1038 op->instantiate (); 952 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 953 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 954 op->name = op->name_pl = name;
1041 op->name = name; 955 op->x = x;
1042 free_string(op->name_pl); 956 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 957 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 958 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 959 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 960 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 961 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 962 }
963
1055 update_object(op,UP_OBJ_FACE); 964 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 965 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 966 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 967 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 968 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 969 op->stats.grace = 0;
970
1061 if (op->msg) 971 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 972 new_draw_info (NDI_BLUE, 0, op, op->msg);
973
1063 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");
1064 return 0; 975 return 0;
1065} 976}
1066 977
1067int key_confirm_quit(object *op, char key) 978void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 979flee_player (object *op)
980{
1113 int dir,diff; 981 int dir, diff;
1114 rv_vector rv; 982 rv_vector rv;
1115 983
1116 if(op->stats.hp < 0) { 984 if (op->stats.hp < 0)
985 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 986 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 988 return;
1120 } 989 }
1121 990
1122 if(op->enemy==NULL) { 991 if (op->enemy == NULL)
992 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 993 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 995 return;
1126 } 996 }
1127 997
1128 /* Seen some crashes here. Since we don't store an 998 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 999 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1000 * actual enemy, and the object is recycled.
1131 */ 1001 */
1132 if (op->enemy->map == NULL) { 1002 if (op->enemy->map == NULL)
1003 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1004 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1005 op->enemy = NULL;
1135 return; 1006 return;
1136 } 1007 }
1137 1008
1138 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 {
1139 op->enemy=NULL; 1011 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1012 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1013 return;
1142 } 1014 }
1015
1143 get_rangevector(op, op->enemy, &rv, 0); 1016 get_rangevector (op, op->enemy, &rv, 0);
1144 1017
1145 dir=absdir(4+rv.direction); 1018 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1019 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 1027 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1029 op->enemy = NULL;
1156} 1030}
1157 1031
1158 1032
1159/* 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.
1160 * 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
1161 * stop. 1035 * stop.
1162 */ 1036 */
1037int
1163int check_pick(object *op) { 1038check_pick (object *op)
1039{
1164 object *tmp, *next; 1040 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1041 int stop = 0;
1167 int j, k, wvratio; 1042 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1043 char putstring[128], tmpstr[16];
1169 1044
1170
1171 /* if you're flying, you cna't pick up anything */ 1045 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1046 if (op->move_type & MOVE_FLYING)
1173 return 1; 1047 return 1;
1174 1048
1175 op_tag = op->count;
1176
1177 next = op->below; 1049 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1050
1181 /* 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
1182 * destroyed */ 1052 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1053 while (next && !next->destroyed ())
1184 { 1054 {
1185 tmp = next; 1055 tmp = next;
1186 next = tmp->below; 1056 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1057
1190 if (was_destroyed (op, op_tag)) 1058 if (op->destroyed ())
1191 return 0; 1059 return 0;
1192 1060
1193 if ( ! can_pick (op, tmp)) 1061 if (!can_pick (op, tmp))
1194 continue; 1062 continue;
1195 1063
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1064 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1065 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1066 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1067 pick_up (op, tmp);
1200 continue; 1068 continue;
1201 } 1069 }
1202 1070
1203 /* high not bit set? We're using the old autopickup model */ 1071 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1072 if (!(op->contr->mode & PU_NEWMODE))
1073 {
1205 switch (op->contr->mode) { 1074 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1075 {
1207 case 1: pick_up (op, tmp); 1076 case 0:
1208 return 1; 1077 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1078 case 1:
1210 return 0; 1079 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1080 return 1;
1212 case 4: pick_up (op, tmp); 1081 case 2:
1213 break; 1082 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1083 return 0;
1215 stop = 1; 1084 case 3:
1216 break; 1085 return 0; /* stop before pickup */
1217 case 6: 1086 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1088 break;
1220 pick_up(op, tmp); 1089 case 5:
1221 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;
1222 1097
1223 case 7: 1098 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1099 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1100 pick_up (op, tmp);
1226 break; 1101 break;
1227 1102
1228 default: 1103 default:
1229 /* use value density */ 1104 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1105 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1106 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1107 pick_up (op, tmp);
1233 >= op->contr->mode) 1108 }
1234 pick_up(op,tmp); 1109 }
1235 } 1110 else
1236 } 1111 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1112 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1113 if (op->contr->mode & PU_DEBUG)
1240 { 1114 {
1241 /* some debugging code to figure out item information */ 1115 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1116 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1117 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1118 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1119 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1120 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1122
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1123 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1124 }
1251 1125
1252 sprintf(putstring,"...flags: "); 1126 /* philosophy:
1253 for(k=0;k<4;k++) 1127 * It's easy to grab an item type from a pile, as long as it's
1254 { 1128 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1129 * and selections, select-items should be used. This is a
1256 { 1130 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1131 * example.
1258 { 1132 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1133 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1134 * convert to decimal and then 'pickup <#>
1261 } 1135 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1362#if 0
1267 /* print the flags too */ 1363 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1364 if (tmp->name != NULL)
1269 { 1365 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1366 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1367 }
1272 { 1368 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1369 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1370 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1371 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1372#endif
1373 continue;
1374 }
1375 }
1376 } /* the new pickup model */
1279 } 1377 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1378
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1379 return !stop;
1443} 1380}
1444 1381
1445/* 1382/*
1446 * Find an arrow in the inventory and after that 1383 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1384 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1385 * found object is returned.
1449 */ 1386 */
1387object *
1450object *find_arrow(object *op, const char *type) 1388find_arrow (object *op, const char *type)
1451{ 1389{
1452 object *tmp = NULL; 1390 object *tmp = NULL;
1453 1391
1454 for(op=op->inv; op; op=op->below) 1392 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1393 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1394 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1395 else if (op->type == ARROW && op->race == type)
1459 return op; 1396 return op;
1460 return tmp; 1397 return tmp;
1461} 1398}
1462 1399
1463/* 1400/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1405 */
1469 1406
1407object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1408find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1409{
1472 object *tmp = NULL, *arrow, *ntmp; 1410 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1411 int attacknum, attacktype, betterby = 0, i;
1474 1412
1475 if (!type) 1413 if (!type)
1476 return NULL; 1414 return NULL;
1477 1415
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1416 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1417 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1418 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1419 {
1420 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1421 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1422 if (i > betterby)
1484 tmp = ntmp; 1423 {
1485 betterby = i; 1424 tmp = ntmp;
1486 } 1425 betterby = i;
1426 }
1427 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1428 else if (arrow->type == ARROW && arrow->race == type)
1429 {
1488 /* allways prefer assasination/slaying */ 1430 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1431 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1432 {
1491 if (arrow->attacktype & AT_DEATH) { 1433 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1434 {
1493 return arrow; 1435 *better = 100;
1494 } else { 1436 return arrow;
1495 tmp = arrow; 1437 }
1438 else
1439 {
1440 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1441 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1442 }
1498 } else { 1443 }
1444 else
1445 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1446 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1447 {
1500 attacktype = 1<<attacknum; 1448 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1449 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1450 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1451 {
1452 tmp = arrow;
1504 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;
1505 } 1454 }
1506 } 1455 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1456 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1457 {
1458 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1459 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1460 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1461 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1462 {
1463 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1464 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1465 }
1466 }
1467 }
1515 } 1468 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1469 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1470 return find_arrow (op, type);
1520 1471
1521 *better = betterby; 1472 *better = betterby;
1522 return tmp; 1473 return tmp;
1523} 1474}
1524 1475
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1477 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1478 * op = the shooter
1528 * type = bow->race 1479 * type = bow->race
1529 * dir = fire direction 1480 * dir = fire direction
1530 */ 1481 */
1531 1482
1483object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1484pick_arrow_target (object *op, const char *type, int dir)
1533{ 1485{
1534 object *tmp = NULL; 1486 object *tmp = NULL;
1535 mapstruct *m; 1487 maptile *m;
1536 int i, mflags, found, number; 1488 int i, mflags, found, number;
1537 sint16 x, y; 1489 sint16 x, y;
1538 1490
1539 if (op->map == NULL) 1491 if (op->map == NULL)
1540 return find_arrow(op, type); 1492 return find_arrow (op, type);
1541 1493
1542 /* do a dex check */ 1494 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1495 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1496 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1497 return find_arrow (op, type);
1546 1498
1547 m = op->map; 1499 m = op->map;
1548 x = op->x; 1500 x = op->x;
1549 y = op->y; 1501 y = op->y;
1550 1502
1551 /* find the first target */ 1503 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1504 for (i = 0, found = 0; i < 20; i++)
1505 {
1553 x += freearr_x[dir]; 1506 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1507 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1508 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1509 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1510 {
1557 tmp = NULL; 1511 tmp = NULL;
1558 break; 1512 break;
1513 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1516 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1517 * perhaps a bad assumption.
1562 */ 1518 */
1563 tmp = NULL; 1519 tmp = NULL;
1564 break; 1520 break;
1565 } 1521 }
1566 if (mflags & P_IS_ALIVE) { 1522 if (mflags & P_IS_ALIVE)
1523 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1525 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1526 {
1570 break; 1527 found++;
1571 } 1528 break;
1529 }
1572 if (found) 1530 if (found)
1573 break; 1531 break;
1574 } 1532 }
1575 } 1533 }
1576 if (tmp == NULL) 1534 if (tmp == NULL)
1577 return find_arrow(op, type); 1535 return find_arrow (op, type);
1578 1536
1579 if (tmp->head) 1537 if (tmp->head)
1580 tmp = tmp->head; 1538 tmp = tmp->head;
1581 1539
1582 return find_better_arrow(op, tmp, type, &i); 1540 return find_better_arrow (op, tmp, type, &i);
1583} 1541}
1584 1542
1585/* 1543/*
1586 * Creature fires a bow - op can be monster or player. Returns 1544 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1545 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1548 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1551 * player fire modes.
1594 */ 1552 */
1553int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1555{
1598 object *left, *bow; 1556 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1557 int bowspeed, mflags;
1601 mapstruct *m; 1558 maptile *m;
1602 1559
1603 if (!dir) { 1560 if (!dir)
1561 {
1604 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!");
1605 return 0; 1563 return 0;
1606 } 1564 }
1565
1607 if (op->type == PLAYER) 1566 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1567 bow = op->contr->ranges[range_bow];
1609 else { 1568 else
1569 {
1610 for(bow=op->inv; bow; bow=bow->below) 1570 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1573 */
1614 if(bow->type==BOW) 1574 if (bow->type == BOW)
1615 break; 1575 break;
1616 1576
1617 if (!bow) { 1577 if (!bow)
1578 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1579 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1580 return 0;
1620 } 1581 }
1621 } 1582 }
1583
1622 if( !bow->race || !bow->skill) { 1584 if (!bow->race || !bow->skill)
1585 {
1623 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);
1624 return 0; 1587 return 0;
1625 } 1588 }
1626 1589
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1590 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1591
1629 /* penalize ROF for bestarrow */ 1592 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1593 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1594 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1595
1632 if (bowspeed < 1) 1596 if (bowspeed < 1)
1633 bowspeed = 1; 1597 bowspeed = 1;
1634 1598
1635 if (arrow == NULL) { 1599 if (arrow == NULL)
1600 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1601 if ((arrow = find_arrow (op, bow->race)) == NULL)
1602 {
1637 if (op->type == PLAYER) 1603 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1604 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1605 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1606 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1607 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1608 return 0;
1644 } 1609 }
1645 } 1610 }
1611
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1612 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1613 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1614 return 0;
1649 } 1615
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1616 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1617 {
1651 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.");
1652 return 0; 1619 return 0;
1653 } 1620 }
1654 1621
1655 /* this should not happen, but sometimes does */ 1622 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1623 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1624 {
1625 arrow->destroy ();
1626 return 0;
1627 }
1661 1628
1662 left = arrow; /* these are arrows left to the player */ 1629 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1630 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1631 if (!arrow)
1632 {
1666 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);
1667 bow->race); 1634 return 0;
1668 return 0;
1669 } 1635 }
1670 set_owner(arrow, op); 1636
1671 if (arrow->skill) free_string(arrow->skill); 1637 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1638 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1639 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1640
1678 if (op->type == PLAYER) { 1641 if (op->type == PLAYER)
1642 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1643 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1644 op->update_stats ();
1681 } 1645 }
1682 1646
1683 SET_ANIMATION(arrow, arrow->direction); 1647 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1648 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1649 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1650 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1651 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1652 arrow->spellarg = strdup (arrow->slaying);
1689 1653
1690 /* Note that this was different for monsters - they got their level 1654 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1656 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1660 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1661 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1663
1704 if (arrow->speed < 1.0) 1664 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1665 arrow->speed_left = 0;
1708 1666
1709 if (op->type == PLAYER) { 1667 if (op->type == PLAYER)
1668 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1669 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1670 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1672
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1673 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1674 }
1675 else
1676 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1678 arrow->level = op->level;
1721 } 1679 }
1680
1722 if (arrow->attacktype == AT_PHYSICAL) 1681 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1682 arrow->attacktype |= bow->attacktype;
1683
1724 if (bow->slaying != NULL) 1684 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1685 arrow->slaying = bow->slaying;
1726 1686
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1689
1731 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);
1732 tag = arrow->count; 1691 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1692
1735 if (!was_destroyed(arrow, tag)) 1693 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1694 move_arrow (arrow);
1737 1695
1738 if (op->type == PLAYER) { 1696 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1697 {
1698 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1699 esrv_del_item (op->contr, left->count);
1741 else 1700 else
1742 esrv_send_item(op, left); 1701 esrv_send_item (op, left);
1743 } 1702 }
1703
1744 return 1; 1704 return 1;
1745} 1705}
1746 1706
1747/* Special fire code for players - this takes into 1707/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1708 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1709 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1710 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1711 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1712 * hence the function name.
1753 */ 1713 */
1714int
1754int player_fire_bow(object *op, int dir) 1715player_fire_bow (object *op, int dir)
1755{ 1716{
1756 int ret=0, wcmod=0; 1717 int ret = 0, wcmod = 0;
1757 1718
1758 if (op->contr->bowtype == bow_bestarrow) { 1719 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1720 {
1760 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);
1761 dir, 0, op->x, op->y); 1722 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1725 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1726 wcmod = -1;
1727
1765 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);
1766 op->x, op->y); 1729 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1730 else if (op->contr->bowtype == bow_threewide)
1731 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1736 else if (op->contr->bowtype == bow_spreadshot)
1737 {
1772 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);
1773 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);
1774 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);
1775 1741
1776 } else { 1742 }
1743 else
1744 {
1777 /* Simple case */ 1745 /* Simple case */
1778 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);
1779 } 1747 }
1780 return ret; 1748 return ret;
1781} 1749}
1782 1750
1783 1751
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1753 * Broken apart from 'fire' to keep it more readable.
1786 */ 1754 */
1755void
1787void fire_misc_object(object *op, int dir) 1756fire_misc_object (object *op, int dir)
1788{ 1757{
1789 object *item; 1758 object *item;
1790 1759
1791 if (!op->contr->ranges[range_misc]) { 1760 if (!op->contr->ranges[range_misc])
1761 {
1792 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.");
1793 return; 1763 return;
1794 } 1764 }
1795 1765
1796 item = op->contr->ranges[range_misc]; 1766 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1767 if (!item->inv)
1768 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1769 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1770 return;
1800 } 1771 }
1801 if (item->type == WAND) { 1772 if (item->type == WAND)
1773 {
1802 if(item->stats.food<=0) { 1774 if (item->stats.food <= 0)
1775 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1776 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1778 return;
1806 } 1779 }
1780 }
1807 } else if (item->type == ROD || item->type==HORN) { 1781 else if (item->type == ROD || item->type == HORN)
1782 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1785 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1786 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1788 else
1813 else 1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1790 return;
1817 } 1791 }
1818 } 1792 }
1819 1793
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1794 if (cast_spell (op, item, dir, item->inv, NULL))
1795 {
1821 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 */
1822 if (item->type == WAND) { 1797 if (item->type == WAND)
1798 {
1823 if (!(--item->stats.food)) { 1799 if (!(--item->stats.food))
1824 object *tmp; 1800 {
1825 if (item->arch) { 1801 object *tmp;
1802
1803 if (item->arch)
1804 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1806 item->face = item->arch->clone.face;
1828 item->speed = 0; 1807 item->set_speed (0);
1829 update_ob_speed(item); 1808 }
1830 } 1809
1831 if ((tmp=is_player_inv(item))) 1810 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1812 }
1834 } 1813 }
1835 else if (item->type == ROD || item->type==HORN) { 1814 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1815 drain_rod_charge (item);
1837 }
1838 } 1816 }
1839} 1817}
1840 1818
1841/* Received a fire command for the player - go and do it. 1819/* Received a fire command for the player - go and do it.
1842 */ 1820 */
1821void
1843void fire(object *op,int dir) { 1822fire (object *op, int dir)
1823{
1844 int spellcost=0; 1824 int spellcost = 0;
1845 1825
1846 /* check for loss of invisiblity/hide */ 1826 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1827 if (action_makes_visible (op))
1828 make_visible (op);
1848 1829
1849 switch(op->contr->shoottype) { 1830 switch (op->contr->shoottype)
1831 {
1850 case range_none: 1832 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1833 return;
1887 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:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1870 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1871 return;
1890 } 1872 }
1891} 1873}
1892 1874
1893 1875
1894 1876
1901 * inv is the objects inventory to searched 1883 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1884 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1885 * This function can be called recursively to search containers.
1904 */ 1886 */
1905 1887
1888object *
1906object * find_key(object *pl, object *container, object *door) 1889find_key (object *pl, object *container, object *door)
1907{ 1890{
1908 object *tmp,*key; 1891 object *tmp, *key;
1909 1892
1910 /* Should not happen, but sanity checking is never bad */ 1893 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1894 if (container->inv == NULL)
1895 return NULL;
1912 1896
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1898 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1899 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1900 if (door->type == DOOR && tmp->type == KEY)
1901 break;
1916 /* For sanity, we should really check door type, but other stuff 1902 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1903 * (like containers) can be locked with special keys
1918 */ 1904 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1905 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1906 break;
1921 } 1907 }
1922 /* No key found - lets search inventories now */ 1908 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1911 * a key, return
1926 */ 1912 */
1927 if (!tmp) { 1913 if (!tmp)
1914 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1915 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1916 {
1929 /* No reason to search empty containers */ 1917 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1918 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 1926 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1928 * see if we actually want to use it
1938 */ 1929 */
1939 if (pl!=container) { 1930 if (pl != container)
1931 {
1940 /* Only let players use keys in containers */ 1932 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1933 if (!pl->contr)
1934 return NULL;
1942 /* cases where this fails: 1935 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1936 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1937 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1938 * If the container is not active, return now since only active
1946 * containers can be used. 1939 * containers can be used.
1947 * If we only search keyrings and the container does not have 1940 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1941 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1942 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1943 * inv must have been an container and must have been active.
1951 * 1944 *
1952 * Change the color so that the message doesn't disappear with 1945 * Change the color so that the message doesn't disappear with
1953 * all the others. 1946 * all the others.
1954 */ 1947 */
1955 if (pl->contr->usekeys == key_inventory || 1948 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1949 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1950 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1951 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1952 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1954 return NULL;
1964 } 1955 }
1965 } 1956 }
1966 return tmp; 1957 return tmp;
1967} 1958}
1968 1959
1969/* moved door processing out of move_player_attack. 1960/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1961 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1962 * such that the caller should not do anything more,
1972 * 0 otherwise 1963 * 0 otherwise
1973 */ 1964 */
1965static int
1974static int player_attack_door(object *op, object *door) 1966player_attack_door (object *op, object *door)
1975{ 1967{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1970 * otherwise, we fall through to the rest of the code.
1980 */ 1971 */
1981 object *key=find_key(op, op, door); 1972 object *key = find_key (op, op, door);
1982 1973
1983 /* IF we found a key, do some extra work */ 1974 /* IF we found a key, do some extra work */
1984 if (key) { 1975 if (key)
1976 {
1985 object *container=key->env; 1977 object *container = key->env;
1986 1978
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1980 if (action_makes_visible (op))
1981 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 1984 if (door->type == DOOR)
1985 {
1991 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 */
1992 } 1987 }
1993 else if(door->type==LOCKED_DOOR) { 1988 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1989 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 1991 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1992 }
1998 /* Do this after we print the message */ 1993 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1994 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1995 /* Need to update the weight the container the key was in */
2001 if (container != op) 1996 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1997 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1998 return 1; /* Nothing more to do below */
1999 }
2004 } else if (door->type==LOCKED_DOOR) { 2000 else if (door->type == LOCKED_DOOR)
2001 {
2005 /* Might as well return now - no other way to open this */ 2002 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2003 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2004 return 1;
2008 } 2005 }
2009 return 0; 2006 return 0;
2010} 2007}
2011 2008
2012/* This function is just part of a breakup from move_player. 2009/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2010 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2011 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2012 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2013 * going to try and move (not fire weapons).
2017 */ 2014 */
2018 2015void
2019void move_player_attack(object *op, int dir) 2016move_player_attack (object *op, int dir)
2020{ 2017{
2021 object *tmp, *mon; 2018 object *tmp, *mon;
2022 sint16 nx, ny; 2019 sint16 nx, ny;
2023 int on_battleground; 2020 int on_battleground;
2024 mapstruct *m; 2021 maptile *m;
2025 2022
2026 nx=freearr_x[dir]+op->x; 2023 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2024 ny = freearr_y[dir] + op->y;
2028 2025
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2026 on_battleground = op_on_battleground (op, 0, 0);
2030 2027
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 2031 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2032 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2033 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2034 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2035 * move_ob uses.
2039 */ 2036 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2037 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046 2038 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2039 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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))
2049 return; 2049 return;
2050 }
2051 2050
2052 mon = NULL; 2051 mon = 0;
2053 /* 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
2054 * 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.
2055 * 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
2056 * on the space 2055 * on the space
2057 */ 2056 */
2058 while (tmp!=NULL) { 2057 while (tmp)
2058 {
2059 if (tmp == op) { 2059 if (tmp == op)
2060 tmp=tmp->above; 2060 {
2061 continue; 2061 tmp = tmp->above;
2062 } 2062 continue;
2063 }
2064
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2065 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2066 {
2065 break; 2067 mon = tmp;
2066 } 2068 break;
2069 }
2070
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2071 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2072 mon = tmp;
2073
2069 tmp=tmp->above; 2074 tmp = tmp->above;
2070 } 2075 }
2071 2076
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2077 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2078 return; /* into a wall */
2074 2079
2075 if(mon->head != NULL) 2080 if (mon->head)
2076 mon = mon->head; 2081 mon = mon->head;
2077 2082
2078 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))
2079 if (player_attack_door(op, mon)) return; 2084 if (player_attack_door (op, mon))
2085 return;
2080 2086
2081 /* The following deals with possibly attacking peaceful 2087 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2088 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2089 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2090 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2091 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2092 * and thus will not push them.
2087 */ 2093 */
2088 2094
2089 /* 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
2090 * peaceful. Our assumption is the creature is a pet if the 2096 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2097 * player owns it and it is either friendly or unagressive.
2092 */ 2098 */
2093 if ((op->type==PLAYER) 2099 if ((op->type == PLAYER)
2094#if COZY_SERVER 2100#if COZY_SERVER
2095 && 2101 &&
2096 ( 2102 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2104#else
2102 && get_owner(mon)==op 2105 && mon->owner == op
2103#endif 2106#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2108 {
2106 /* 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 */
2107 if (op->contr->braced) return; 2110 if (op->contr->braced)
2111 return;
2112
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2114 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2115 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op);
2117
2111 return; 2118 return;
2112 } 2119 }
2113 2120
2114 /* in certain circumstances, you shouldn't attack friendly 2121 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2122 * creatures. Note that if you are braced, you can't push
2116 * 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
2117 * attack them either. 2124 * attack them either.
2118 */ 2125 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2126 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (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)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2128#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2129 (op->contr->peaceful
2130 || (mon->type == PLAYER
2131 && mon->contr->
2132 peaceful)) &&
2124#else 2133#else
2125 op->contr->peaceful && 2134 op->contr->peaceful &&
2126#endif 2135#endif
2127 !on_battleground 2136 !on_battleground))
2137 {
2138 if (!op->contr->braced)
2128 )) { 2139 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2140 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2141 push_ob (mon, dir, op);
2132 } else { 2142 }
2143 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2144 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2145
2146 if (op->contr->tmp_invis || op->hide)
2147 make_visible (op);
2148 }
2149
2138 /* If the object is a boulder or other rollable object, then 2150 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2151 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2152 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2153 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2154 {
2142 recursive_roll(mon,dir,op); 2155 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2156 if (action_makes_visible (op))
2144 } 2157 make_visible (op);
2158 }
2145 2159
2146 /* Any generic living creature. Including things like doors. 2160 /* Any generic living creature. Including things like doors.
2147 * 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
2148 * and be living. Then, it must be one of the following: 2162 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2163 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2164 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2165 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2168 {
2156 2169
2157 /* If the player hasn't hit something this tick, and does 2170 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2171 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2172 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2173 * incurred a 1 tick offset.
2161 */ 2174 */
2162 if (!op->contr->has_hit) { 2175 if (!op->contr->has_hit)
2176 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2177 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2178
2165 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 */
2166 } 2180 }
2167 2181
2168 skill_attack(mon, op, 0, NULL, NULL); 2182 skill_attack (mon, op, 0, 0, 0);
2169 2183
2170 /* If attacking another player, that player gets automatic 2184 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2185 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2186 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2187 * the wiz.
2174 */ 2188 */
2175 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))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2190 {
2177 short luck = mon->stats.luck; 2191 short luck = mon->stats.luck;
2192
2178 mon->contr->has_hit = 1; 2193 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2194 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2195 mon->stats.luck = luck;
2181 } 2196 }
2182 if(action_makes_visible(op)) make_visible(op); 2197
2183 } 2198 if (action_makes_visible (op))
2199 make_visible (op);
2200 }
2184 } /* if player should attack something */ 2201 } /* if player should attack something */
2185} 2202}
2186 2203
2204int
2187int move_player(object *op,int dir) { 2205move_player (object *op, int dir)
2206{
2188 int pick; 2207 int pick;
2189 2208
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2209 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 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;
2231} 2252}
2232 2253
2233/* 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
2234 * new client/server stuff. 2255 * new client/server stuff.
2235 * 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
2236 * the new speed values for commands. 2257 * the new speed values for commands.
2237 * 2258 *
2238 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do.
2239 */ 2260 */
2261int
2240int handle_newcs_player(object *op) 2262handle_newcs_player (object *op)
2241{ 2263{
2242 if (op->contr->hidden) { 2264 if (op->contr->hidden)
2265 {
2243 op->invisible = 1000; 2266 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2267 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2268 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2269 * alternate it here for it to work correctly.
2247 */ 2270 */
2248 if (pticks & 2) op->invisible--; 2271 if (pticks & 2)
2272 op->invisible--;
2249 } 2273 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2274 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2275 {
2251 op->invisible--; 2276 op->invisible--;
2252 if(!op->invisible) { 2277 if (!op->invisible)
2278 {
2253 make_visible(op); 2279 make_visible (op);
2254 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.");
2255 } 2281 }
2256 } 2282 }
2257 2283
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2284 if (QUERY_FLAG (op, FLAG_SCARED))
2285 {
2259 flee_player(op); 2286 flee_player (op);
2260 /* 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 */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2288 if (QUERY_FLAG (op, FLAG_SCARED))
2289 {
2262 op->speed_left--; 2290 op->speed_left--;
2263 return 0; 2291 return 0;
2264 } 2292 }
2265 } 2293 }
2266 2294
2267 /* 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
2268 * 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
2269 * 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
2270 * 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.
2271 */ 2299 */
2272 if (op->contr->ranges[range_golem] && 2300 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2301 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2302
2279 /* 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
2280 * the players time has been increased when doericserver has been 2304 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2305 * called, so we recheck it here.
2282 */ 2306 */
2283 HandleClient(&op->contr->socket, op->contr); 2307 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2308 return 1;
2285 2309
2310 if (op->speed_left > 0)
2311 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2312 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2313 {
2287 /* All move commands take 1 tick, at least for now */ 2314 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2315 op->speed_left--;
2289 2316
2290 /* Instead of all the stuff below, let move_player take care 2317 /* Instead of all the stuff below, let move_player take care
2291 * 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
2292 * there, as well as the confusion stuff. 2319 * there, as well as the confusion stuff.
2293 */ 2320 */
2294 move_player(op, op->direction); 2321 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2322
2323 return op->speed_left > 0;
2324 }
2325 }
2326
2296 else return 0; 2327 return 0;
2297 } 2328}
2329
2330int
2331save_life (object *op)
2332{
2333 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2334 return 0;
2299}
2300 2335
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2336 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2337 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2338 {
2309 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);
2310 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));
2311 "Your %s vibrates violently, then evaporates.", 2341
2312 query_name(tmp));
2313 if (op->contr) 2342 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2343 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2344
2316 free_object(tmp); 2345 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2346 CLEAR_FLAG (op, FLAG_LIFESAVE);
2347
2318 if(op->stats.hp<0) 2348 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2349 op->stats.hp = op->stats.maxhp;
2350
2320 if(op->stats.food<0) 2351 if (op->stats.food < 0)
2321 op->stats.food = 999; 2352 op->stats.food = 999;
2322 fix_player(op); 2353
2354 op->update_stats ();
2323 return 1; 2355 return 1;
2324 } 2356 }
2357
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2358 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2359 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2360 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2361 return 0;
2329} 2362}
2330 2363
2331/* 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
2332 * 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
2333 * 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
2334 * from. 2367 * from.
2335 */ 2368 */
2369void
2336void remove_unpaid_objects(object *op, object *env) 2370remove_unpaid_objects (object *op, object *env)
2337{ 2371{
2338 object *next; 2372 object *next;
2339 2373
2340 while (op) { 2374 while (op)
2341 next=op->below; /* Make sure we have a good value, in case 2375 {
2342 * we remove object 'op' 2376 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2343 */ 2377
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2378 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2379 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2380 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2381 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0);
2351 }
2352 else if (op->inv) remove_unpaid_objects(op->inv, env);
2353 op=next;
2354 }
2355}
2356 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}
2357 2391
2358/* 2392/*
2359 * Returns pointer a static string containing gravestone text 2393 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2394 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2395 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2396 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2397 * but there isn't one in the server directory.
2364 */ 2398 */
2399char *
2365char *gravestone_text (object *op) 2400gravestone_text (object *op)
2366{ 2401{
2367 static char buf2[MAX_BUF]; 2402 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2403 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2404 time_t now = time (NULL);
2370 2405
2371 strcpy (buf2, " R.I.P.\n\n"); 2406 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2407 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2408 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2409 else
2375 sprintf (buf, "%s\n", op->name); 2410 sprintf (buf, "%s\n", &op->name);
2411
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2412 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2413 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2414 if (op->type == PLAYER)
2379 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);
2380 else 2416 else
2381 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
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2419 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2420 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2421 if (op->type == PLAYER)
2422 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2423 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2424 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2425 strcat (buf2, buf);
2388 } 2426 }
2427
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2428 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2429 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2430 strcat (buf2, buf);
2431
2392 return buf2; 2432 return buf2;
2393} 2433}
2394 2434
2395 2435void
2396
2397void do_some_living(object *op) { 2436do_some_living (object *op)
2437{
2398 int last_food=op->stats.food; 2438 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2439 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2440 int over_hp, over_sp, over_grace;
2401 int i; 2441 int i;
2402 int rate_hp = 1200; 2442 int rate_hp = 1200;
2403 int rate_sp = 2500; 2443 int rate_sp = 2500;
2404 int rate_grace = 2000; 2444 int rate_grace = 2000;
2405 const int max_hp = 1; 2445 const int max_hp = 1;
2406 const int max_sp = 1; 2446 const int max_sp = 1;
2407 const int max_grace = 1; 2447 const int max_grace = 1;
2408 2448
2409 if (op->contr->outputs_sync) { 2449 if (op->contr->outputs_sync)
2450 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2451 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 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)
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2453 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2454 }
2415 2455
2416 if(op->contr->state==ST_PLAYING) { 2456 if (op->contr->ns->state == ST_PLAYING)
2417 2457 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2458 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2459 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2460 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2461 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2462 else
2463 {
2423 gen_hp = op->stats.maxhp; 2464 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2465 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2466 }
2467
2426 if(op->contr->gen_sp >= 0 ) 2468 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2469 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2470 else
2471 {
2429 gen_sp = op->stats.maxsp; 2472 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2473 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2474 }
2475
2432 if(op->contr->gen_grace >= 0) 2476 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2477 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2478 else
2479 {
2435 gen_grace = op->stats.maxgrace; 2480 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2481 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2482 }
2438 2483
2439 /* Regenerate Spell Points */ 2484 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2485 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2486 {
2441 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);
2442 if(op->stats.sp<op->stats.maxsp) { 2488 if (op->stats.sp < op->stats.maxsp)
2443 op->stats.sp++; 2489 {
2490 op->stats.sp++;
2444 /* dms do not consume food */ 2491 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2492 if (!QUERY_FLAG (op, FLAG_WIZ))
2446 op->stats.food--; 2493 {
2494 op->stats.food--;
2447 if(op->contr->digestion<0) 2495 if (op->contr->digestion < 0)
2448 op->stats.food+=op->contr->digestion; 2496 op->stats.food += op->contr->digestion;
2449 else if(op->contr->digestion>0 && 2497 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 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);
2452 } 2524 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) {
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--;
2461 if(op->stats.sp>op->stats.maxsp)
2462 op->stats.sp=op->stats.maxsp;
2463 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472 2525
2473 /* Regenerate Grace */ 2526 /* Regenerate Grace */
2474 /* 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. */
2475 if(--op->last_grace<0) { 2528 if (--op->last_grace < 0)
2529 {
2476 if(op->stats.grace<op->stats.maxgrace/2) 2530 if (op->stats.grace < op->stats.maxgrace / 2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */ 2531 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) { 2532
2533 if (max_grace > 1)
2534 {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2535 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2480 if (over_grace > 0) { 2536 if (over_grace > 0)
2481 op->stats.sp += over_grace 2537 {
2538 op->stats.sp += over_grace
2482 + (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;
2483 op->last_grace=0; 2540 op->last_grace = 0;
2484 } else { 2541 }
2542 else
2543 {
2485 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);
2486 } 2545 }
2487 } else { 2546 }
2547 else
2548 {
2488 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);
2489 } 2550 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2551 /* wearing stuff doesn't detract from grace generation. */
2491 } 2552 }
2492 2553
2493 /* Regenerate Hit Points */ 2554 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2555 if (--op->last_heal < 0)
2556 {
2495 if(op->stats.hp<op->stats.maxhp) { 2557 if (op->stats.hp < op->stats.maxhp)
2496 op->stats.hp++; 2558 {
2559 op->stats.hp++;
2497 /* dms do not consume food */ 2560 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2561 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2562 {
2563 op->stats.food--;
2500 if(op->contr->digestion<0) 2564 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2565 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2566 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 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 }
2505 } 2588 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2589
2521 /* Digestion */ 2590 /* Digestion */
2522 if(--op->last_eat<0) { 2591 if (--op->last_eat < 0)
2592 {
2523#ifdef COZY_SERVER 2593#ifdef COZY_SERVER
2524 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;
2525 int bonus=dg>0?dg:0, 2595 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2596#else
2528 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;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2598#endif
2531 2599
2532 if(op->contr->gen_hp > 0) 2600 if (op->contr->gen_hp > 0)
2533 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);
2534 else 2602 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2603 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2604
2536 /* dms do not consume food */ 2605 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2606 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2607 op->stats.food--;
2539 } 2608 }
2540 2609
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2610 if (op->stats.food < 0 && op->stats.hp >= 0)
2542 object *tmp, *flesh=NULL; 2611 {
2612 object *tmp, *flesh = 0;
2543 2613
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2614 for (tmp = op->inv; tmp; tmp = tmp->below)
2615 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2616 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2617 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2618 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2619 {
2547 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.");
2548 manual_apply(op,tmp,0); 2621 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2622 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2623 break;
2551 } 2624 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2625 else if (tmp->type == FLESH)
2553 } /* End if paid for object */ 2626 flesh = tmp;
2554 } /* end of for loop */ 2627 } /* End if paid for object */
2628 } /* end of for loop */
2629
2555 /* 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
2556 * eat flesh instead. 2631 * eat flesh instead.
2557 */ 2632 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2633 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2634 {
2559 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.");
2560 manual_apply(op,flesh,0); 2636 manual_apply (op, flesh, 0);
2561 } 2637 }
2562 } /* end if player is starving */ 2638 }
2563 2639
2564 while(op->stats.food<0&&op->stats.hp>0) 2640 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2641 op->stats.food++, op->stats.hp--;
2566 2642
2567 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))
2568 kill_player(op); 2644 kill_player (op);
2645 }
2569} 2646}
2570
2571
2572 2647
2573/* 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.
2574 * 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
2575 * permadeath, no lifesave), this will take care of removing the player 2650 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2651 * file.
2577 */ 2652 */
2653void
2578void kill_player(object *op) 2654kill_player (object *op)
2579{ 2655{
2580 char buf[MAX_BUF]; 2656 char buf[MAX_BUF];
2581 int x,y,i; 2657 int x, y;
2658
2659 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2660 maptile *map; /* this is for resurrection */
2661
2583 int z; 2662 /* int z;
2584 int num_stats_lose; 2663 int num_stats_lose;
2585 int lost_a_stat; 2664 int lost_a_stat;
2586 int lose_this_stat; 2665 int lose_this_stat;
2587 int this_stat; 2666 int this_stat; */
2588 int will_kill_again; 2667 int will_kill_again;
2589 archetype *at; 2668 archetype *at;
2590 object *tmp; 2669 object *tmp;
2591 2670
2592 if(save_life(op)) 2671 if (save_life (op))
2593 return; 2672 return;
2594 2673
2595 2674
2596 /* 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
2597 * 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.
2598 * Look at op_on_battleground() for more info --AndreasV 2677 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2678 */
2600 if (op_on_battleground(op, &x, &y)) { 2679 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2680 {
2602 "You have been defeated in combat!"); 2681 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 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...");
2604 "Local medics have saved your life..."); 2683
2605
2606 /* restore player */ 2684 /* restore player */
2607 at = find_archetype("poisoning"); 2685 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2686 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2687 {
2610 remove_ob(tmp); 2688 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2689 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2690 }
2614 2691
2615 at = find_archetype("confusion"); 2692 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2693 if (object *tmp = present_arch_in_ob (at, op))
2617 if (tmp) { 2694 {
2618 remove_ob(tmp); 2695 tmp->destroy ();
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2696 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2697 }
2622 2698
2623 cure_disease(op,0); /* remove any disease */ 2699 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2700 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2701 if (op->stats.food <= 0)
2626 2702 op->stats.food = 999;
2703
2627 /* create a bodypart-trophy to make the winner happy */ 2704 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2705 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2706 {
2631 sprintf(buf,"%s's finger",op->name); 2707 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2708 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2709 sprintf (buf, " This finger has been cut off %s\n"
2634 " 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",
2635 op->name, op->contr->title, (int)(op->level), 2711 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2712 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2713 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2714 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2715 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2716 }
2717
2644 /* teleport defeated player to new destination*/ 2718 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2719 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2720 op->contr->braced = 0;
2647 return; 2721 return;
2648 } 2722 }
2649 2723
2650 INVOKE_PLAYER (DEATH, op->contr); 2724 INVOKE_PLAYER (DEATH, op->contr);
2651 2725
2652 command_kill_pets (op, 0); 2726 command_kill_pets (op, 0);
2653 2727
2654 if(op->stats.food<0) { 2728 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2729 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name); 2730 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2731 strcpy (op->contr->killer, "starvation");
2663 } 2732 }
2664 else { 2733 else
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name); 2734 sprintf (buf, "%s died.", &op->name);
2672 } 2735
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2736 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2737
2675 /* save the map location for corpse, gravestone*/ 2738 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2739 x = op->x;
2740 y = op->y;
2741 map = op->map;
2677 2742
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2743 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * 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.
2682 * 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.
2683 */ 2746 */
2684 2747
2685 /* Basically two ways to go - remove a stat permanently, or just 2748 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2749 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2750 * of death.
2688 */ 2751 */
2689#ifndef COZY_SERVER 2752#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2753 if (settings.balanced_stat_loss)
2754 {
2691 /* If stat loss is permanent, lose one stat only. */ 2755 /* If stat loss is permanent, lose one stat only. */
2692 /* 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
2693 more if they do. */ 2757 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2758 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2759 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2760 little bit harder. */
2697 /* GD */ 2761 /* GD */
2698 if (settings.stat_loss_on_death) 2762 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1; 2763 num_stats_lose = 1;
2700 else 2764 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2765 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2702 } else { 2766 }
2767 else
2703 num_stats_lose = 1; 2768 num_stats_lose = 1;
2704 } 2769
2705 lost_a_stat = 0; 2770 lost_a_stat = 0;
2706 2771
2707 for (z=0; z<num_stats_lose; z++) { 2772 for (z = 0; z < num_stats_lose; z++)
2773 {
2708 i = RANDOM() % NUM_STATS; 2774 i = RANDOM () % NUM_STATS;
2709 2775
2710 if (settings.stat_loss_on_death) { 2776 if (settings.stat_loss_on_death)
2777 {
2711 /* 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
2712 * what he lost. 2779 * what he lost.
2713 */ 2780 */
2714 change_attr_value(&(op->stats), i,-1); 2781 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2782 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2783 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2784 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2785 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2786 lost_a_stat = 1;
2720 } else { 2787 }
2788 else
2789 {
2721 /* deplete a stat */ 2790 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2791 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2792 object *dep;
2793
2794 dep = present_arch_in_ob (deparch, op);
2795 if (!dep)
2724 2796 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2797 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2798 insert_ob_in_ob (dep, op);
2729 }
2730 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) {
2732 /* GD */
2733 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i);
2735 if (this_stat < 0) {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat;
2738 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1)
2740 keep_chance = 1;
2741
2742 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2744 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 }
2756 }
2757 2799 }
2758 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. */
2759 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);
2760 /* We could try to do something clever like find another 2836 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if 2837 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low 2838 * stats have been depleted to -50, all are pretty low
2763 * 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
2764 * difference. 2840 * difference.
2765 */ 2841 */
2766 if (this_stat>=-50) { 2842 if (this_stat >= -50)
2843 {
2767 change_attr_value(&(dep->stats), i, -1); 2844 change_attr_value (&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED); 2845 SET_FLAG (dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2846 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2770 fix_player(op); 2847 op->update_stats ();
2771 lost_a_stat = 1; 2848 lost_a_stat = 1;
2772 } 2849 }
2773 } 2850 }
2851 }
2774 } 2852 }
2775 }
2776 /* If no stat lost, tell the player. */ 2853 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2854 if (!lost_a_stat)
2778 { 2855 {
2779 /* determine_god() seems to not work sometimes... why is this? 2856 /* determine_god() seems to not work sometimes... why is this?
2780 Should I be using something else? GD */ 2857 Should I be using something else? GD */
2781 const char *god = determine_god(op); 2858 const char *god = determine_god (op);
2859
2782 if (god && (strcmp(god, "none"))) 2860 if (god && (strcmp (god, "none")))
2783 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);
2784 "moment you feel the holy presence of %s protecting" 2862 else
2785 " you.", god); 2863 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2786 else
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 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.");
2790#endif 2867#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2868
2794 /* Put a gravestone up where the character 'almost' died. List the 2869 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2870 * exp loss on the stone.
2796 */ 2871 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2872 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2873 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2874 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2875 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2876 tmp->name_pl = buf;
2802 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);
2803 "who was killed\n" 2878 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2879 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2880 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2881
2811 /**************************************/ 2882 /**************************************/
2812 /* */ 2883 /* */
2813 /* Subtract the experience points, */ 2884 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2885 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2886 /* food, and reset HP's... */
2816 /* */ 2887 /* */
2817 /**************************************/ 2888 /**************************************/
2818 2889
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2890 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2891 /* restore player */
2821 at = find_archetype("poisoning"); 2892 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2894
2823 if (tmp) { 2895 if (tmp)
2824 remove_ob(tmp); 2896 {
2825 free_object(tmp); 2897 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2898 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2899 }
2828 2900
2829 at = find_archetype("confusion"); 2901 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2902 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2903 if (tmp)
2832 remove_ob(tmp); 2904 {
2833 free_object(tmp); 2905 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2906 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2907 }
2908
2836 cure_disease(op,0); /* remove any disease */ 2909 cure_disease (op, 0); /* remove any disease */
2837 2910
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2911 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2912 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2913 if (op->stats.food < 100)
2914 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2915 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2916 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2917 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2918
2845 /* 2919 /*
2846 * 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
2847 * 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
2848 * in the map. 2922 * in the map.
2849 */ 2923 */
2850 2924
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2925 if (is_in_shop (op))
2852 if (tmp->type == SHOP_FLOOR) {
2853 remove_unpaid_objects(op->inv, op); 2926 remove_unpaid_objects (op->inv, op);
2854 break;
2855 }
2856 }
2857
2858 2927
2859 /****************************************/ 2928 /****************************************/
2860 /* */ 2929 /* */
2861 /* Move player to his current respawn- */ 2930 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */ 2931 /* position (usually last savebed) */
2863 /* */ 2932 /* */
2864 /****************************************/ 2933 /****************************************/
2865 2934
2866 enter_player_savebed(op); 2935 enter_player_savebed (op);
2867 2936
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0; 2937 op->contr->braced = 0;
2872 save_player(op,1);
2873 2938
2874 /* it is possible that the player has blown something up 2939 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting 2940 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect 2941 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player. 2942 * on the space that might harm the player.
2878 */ 2943 */
2879 will_kill_again=0; 2944 will_kill_again = 0;
2880 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)
2881 if (tmp->type ==SPELL_EFFECT) 2946 if (tmp->type == SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype; 2947 will_kill_again |= tmp->attacktype;
2883 } 2948
2884 if (will_kill_again) { 2949 if (will_kill_again)
2950 {
2885 object *force; 2951 object *force;
2886 int at; 2952 int at;
2887 2953
2888 force=get_archetype(FORCE_NAME); 2954 force = get_archetype (FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */ 2955 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1; 2956 force->speed = 0.1;
2891 force->speed_left=-5.0; 2957 force->speed_left = -5.0;
2892 SET_FLAG(force, FLAG_APPLIED); 2958 SET_FLAG (force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) { 2959 for (at = 0; at < NROFATTACKS; at++)
2894 if (will_kill_again & (1 << at)) 2960 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100; 2961 force->resist[at] = 100;
2896 } 2962
2897 insert_ob_in_ob(force, op); 2963 insert_ob_in_ob (force, op);
2898 fix_player(op); 2964 op->update_stats ();
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907 2965
2966 }
2967
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2968 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else {
2955 delete_character(op->name,1);
2956 }
2957 }
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973} 2969}
2974 2970
2975 2971void
2976void loot_object(object *op) { /* Grab and destroy some treasure */ 2972loot_object (object *op)
2973{ /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next; 2974 object *tmp, *tmp2, *next;
2978 2975
2976 if (op->container)
2979 if (op->container) { /* close open sack first */ 2977 esrv_apply_container (op, op->container); /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982 2978
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2979 for (tmp = op->inv; tmp; tmp = next)
2980 {
2984 next=tmp->below; 2981 next = tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2982
2986 remove_ob(tmp); 2983 if (tmp->invisible)
2984 continue;
2985
2986 tmp->remove ();
2987 tmp->x=op->x,tmp->y=op->y; 2987 tmp->x = op->x, tmp->y = op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */ 2988 if (tmp->type == CONTAINER)
2989 loot_object(tmp); 2989 { /* empty container to ground */
2990 } 2990 loot_object (tmp);
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2991 }
2992 || 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 {
2993 if(tmp->nrof>1) { 2994 if (tmp->nrof > 1)
2995 {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2996 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2995 free_object(tmp2); 2997 tmp2->destroy ();
2996 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 }
2997 } else 3003 else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0); 3004 insert_ob_in_map (tmp, op->map, NULL, 0);
3001 } 3005 }
3002} 3006}
3003 3007
3004/* 3008/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 3009 * fix_weight(): Check recursively the weight of all players, and fix
3006 * 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
3007 * was changed. 3011 * was changed.
3008 */ 3012 */
3009 3013
3014void
3010void fix_weight(void) { 3015fix_weight (void)
3011 player *pl; 3016{
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 3017 for_all_players (pl)
3018 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3019 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3020
3014 if(old == sum) 3021 if (old == sum)
3015 continue; 3022 continue;
3016 fix_player(pl->ob); 3023 pl->ob->update_stats ();
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3024 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 3025 }
3020} 3026}
3021 3027
3028void
3022void fix_luck(void) { 3029fix_luck (void)
3023 player *pl; 3030{
3024 for (pl = first_player; pl != NULL; pl = pl->next) 3031 for_all_players (pl)
3025 if (!pl->ob->contr->state) 3032 if (!pl->ob->contr->ns->state)
3026 change_luck(pl->ob, 0); 3033 pl->ob->change_luck (0);
3027} 3034}
3028
3029 3035
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 3036/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3037 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3038 * just treat this as any other spell casting object.
3033 */ 3039 */
3034
3035void 3040void
3036cast_dust (object * op, object * throw_ob, int dir) 3041cast_dust (object *op, object *throw_ob, int dir)
3037{ 3042{
3038 object *skop, *spob; 3043 object *skop, *spob;
3039 3044
3040 skop = find_skill_by_name (op, throw_ob->skill); 3045 skop = find_skill_by_name (op, throw_ob->skill);
3041 3046
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3047 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3048 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3049 {
3045 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);
3046 op->name);
3047 return; 3051 return;
3048 } 3052 }
3049 3053
3050 spob = throw_ob->inv; 3054 spob = throw_ob->inv;
3051 3055
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3056 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3057 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3058 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3059 if (!spob)
3056 { 3060 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3061 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3062 return;
3060 } 3063 }
3061 3064
3062 if (op->type == PLAYER) 3065 if (op->type == PLAYER)
3063 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);
3064 3067
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3068 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3069
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3070 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 3071}
3071 3072
3073void
3072void make_visible (object *op) { 3074make_visible (object *op)
3075{
3073 op->hide = 0; 3076 op->hide = 0;
3074 op->invisible = 0; 3077 op->invisible = 0;
3075 if(op->type==PLAYER) { 3078 if (op->type == PLAYER)
3079 {
3076 op->contr->tmp_invis = 0; 3080 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3081 op->contr->invis_race = 0;
3078 } 3082 }
3079 update_object(op,UP_OBJ_FACE); 3083 update_object (op, UP_OBJ_FACE);
3080} 3084}
3081 3085
3086int
3082int is_true_undead(object *op) { 3087is_true_undead (object *op)
3088{
3083 object *tmp=NULL; 3089 object *tmp = NULL;
3084 3090
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3091 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3092 return 1;
3086 3093
3087 if(op->type==PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3091 return 0; 3094 return 0;
3092} 3095}
3093 3096
3094/* look at the surrounding terrain to determine 3097/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3098 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3099 * indicate greater hideability.
3097 */ 3100 */
3098 3101
3102int
3099int hideability(object *ob) { 3103hideability (object *ob)
3104{
3100 int i,level=0, mflag; 3105 int i, level = 0, mflag;
3101 sint16 x,y; 3106 sint16 x, y;
3102 3107
3103 if(!ob||!ob->map) return 0; 3108 if (!ob || !ob->map)
3109 return 0;
3104 3110
3105 /* so, on normal lighted maps, its hard to hide */ 3111 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3112 level = ob->map->darkness - 2;
3107 3113
3108 /* this also picks up whether the object is glowing. 3114 /* this also picks up whether the object is glowing.
3109 * 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
3110 * as bad as carrying a light on a pitch dark map */ 3116 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3117 if (has_carried_lights (ob))
3118 level = -(10 + (2 * ob->map->darkness));
3112 3119
3113 /* scan through all nearby squares for terrain to hide in */ 3120 /* scan through all nearby squares for terrain to hide in */
3114 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 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3123 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3124 if (mflag & P_OUT_OF_MAP)
3125 {
3126 continue;
3127 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3128 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3129 level += 2;
3119 else /* open terrain! */ 3130 else /* open terrain! */
3120 level -= 1; 3131 level -= 1;
3121 } 3132 }
3122 3133
3123#if 0 3134#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3135 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3136#endif
3126 return level; 3137 return level;
3127} 3138}
3128 3139
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3140/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3141 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3142 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3143 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3144 */
3134 3145
3146void
3135void do_hidden_move (object *op) { 3147do_hidden_move (object *op)
3148{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3149 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3150 object *skop;
3138 3151
3139 if(!op || !op->map) return; 3152 if (!op || !op->map)
3153 return;
3140 3154
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3155 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3156
3143 /* 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! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3158 if (op->type == PLAYER && op->contr->run_on)
3145 if(!skop || num >= skop->level) { 3159 if (!skop || num >= skop->level)
3160 {
3146 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!");
3147 make_visible(op); 3162 make_visible (op);
3148 return; 3163 return;
3149 } else num += 20;
3150 } 3164 }
3165 else
3166 num += 20;
3167
3151 num += op->map->difficulty; 3168 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */ 3169 hide = hideability (op); /* modify by terrain hidden level */
3153 num -= hide; 3170 num -= hide;
3171
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3172 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3173 {
3155 make_visible(op); 3174 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3175 if (op->type == PLAYER)
3157 "You moved out of hiding! You are visible!"); 3176 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3158 } 3177 }
3159 else if (op->type == PLAYER && skop) { 3178 else if (op->type == PLAYER && skop)
3160 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);
3161 }
3162} 3180}
3163 3181
3164/* determine if who is standing near a hostile creature. */ 3182/* determine if who is standing near a hostile creature. */
3165 3183
3184int
3166int stand_near_hostile( object *who ) { 3185stand_near_hostile (object *who)
3186{
3167 object *tmp=NULL; 3187 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3188 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3189 maptile *m;
3170 sint16 x,y; 3190 sint16 x, y;
3171 3191
3172 if(!who) return 0; 3192 if (!who)
3173
3174 if(who->type==PLAYER) player=1;
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3176
3177 /* search adjacent squares */
3178 for(i=1;i<9;i++) {
3179 x = who->x+freearr_x[i];
3180 y = who->y+freearr_y[i];
3181 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space.
3185 */
3186 if (mflags & P_OUT_OF_MAP) continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3188
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3190 if((player||friendly)
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3192 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 }
3199 }
3200 }
3201 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;
3202} 3229}
3203 3230
3204/* check the player los field for viewability of the 3231/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3232 * object op. This function works fine for monsters,
3206 * 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
3213 * 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.
3214 * -b.t. 3241 * -b.t.
3215 * This function is now map tiling safe. 3242 * This function is now map tiling safe.
3216 */ 3243 */
3217 3244
3245int
3218int player_can_view (object *pl,object *op) { 3246player_can_view (object *pl, object *op)
3247{
3219 rv_vector rv; 3248 rv_vector rv;
3220 int dx,dy; 3249 int dx, dy;
3221 3250
3222 if(pl->type!=PLAYER) { 3251 if (pl->type != PLAYER)
3252 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3253 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1;
3225 }
3226 if (!pl || !op) return 0;
3227
3228 if(op->head) { op = op->head; }
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1; 3254 return -1;
3249 op = op->more;
3250 } 3255 }
3256
3257 if (!pl || !op)
3251 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;
3252} 3286}
3253 3287
3254/* routine for both players and monsters. We call this when 3288/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3289 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3290 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3291 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3292 * return 0.
3259 */ 3293 */
3294int
3260int action_makes_visible (object *op) { 3295action_makes_visible (object *op)
3296{
3261 3297
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3298 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3299 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3300 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3301 return 0;
3265 3302
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3303 if (op->contr && op->contr->tmp_invis == 0)
3304 return 0;
3267 3305
3268 /* If monsters, they should become visible */ 3306 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3307 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3308 {
3270 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");
3271 return 1; 3310 return 1;
3272 } 3311 }
3273 } 3312 }
3274 return 0; 3313 return 0;
3275} 3314}
3276 3315
3277/* op_on_battleground - checks if the given object op (usually 3316/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3317 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3318 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3319 * -exit-coord. (and if x, y not NULL)
3281 * 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
3282 * 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
3283 * 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
3284 */ 3323 */
3324int
3285int op_on_battleground (object *op, int *x, int *y) { 3325op_on_battleground (object *op, int *x, int *y)
3326{
3286 object *tmp; 3327 object *tmp;
3287 3328
3288 /* A battleground-tile needs the following attributes to be valid: 3329 /* A battleground-tile needs the following attributes to be valid:
3289 * 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),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3331 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3332 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3333 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3334 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3335 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3336 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3337 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3338 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3339 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3340 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3341 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3342 /*before we assign the exit, check if this is a teambattle */
3300 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 {
3301 object *invtmp; 3345 object *invtmp;
3346
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3347 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3348 {
3304 !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 }
3305 if (x != NULL && y != NULL) 3357 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3358 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3307 return 1; 3359 return 1;
3308 } 3360 }
3309 } 3361 }
3310 }
3311 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3313 return 1;
3314 } 3362 }
3315 }
3316 }
3317 /* If we got here, did not find a battleground */ 3363 /* If we got here, did not find a battleground */
3318 return 0; 3364 return 0;
3319} 3365}
3320 3366
3321/* 3367/*
3325 * attributes: 3371 * attributes:
3326 * object *who the dragon player 3372 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3373 * int atnr the attack-number of the ability focus
3328 * int level ability level 3374 * int level ability level
3329 */ 3375 */
3376void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3377dragon_ability_gain (object *who, int atnr, int level)
3378{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3379 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3380 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3381 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3382 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3383 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3384 int i = 0, j = 0;
3337 3385
3338 /* get the appropriate treasurelist */ 3386 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3387 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3388 trlist = find_treasurelist ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3389 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3390 trlist = find_treasurelist ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3391 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3392 trlist = find_treasurelist ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3393 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3394 trlist = find_treasurelist ("dragon_ability_poison");
3347 3395
3348 if (trlist == NULL || who->type != PLAYER) 3396 if (trlist == NULL || who->type != PLAYER)
3349 return; 3397 return;
3350 3398
3351 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++);
3352 tr = tr->next, i++); 3400
3353 3401 if (!tr || !tr->item)
3354 if (tr == NULL || tr->item == NULL) { 3402 {
3355 /* 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]); */
3356 return; 3404 return;
3357 } 3405 }
3358 3406
3359 /* everything seems okay - now bring on the gift: */ 3407 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3408 item = &(tr->item->clone);
3361 3409
3362 if (item->type == SPELL) { 3410 if (item->type == SPELL)
3411 {
3363 if (check_spell_known (who, item->name)) 3412 if (check_spell_known (who, item->name))
3364 return; 3413 return;
3365 3414
3366 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);
3367 do_learn_spell (who, item, 0); 3416 do_learn_spell (who, item, 0);
3368 return; 3417 return;
3369 } 3418 }
3370 3419
3371 /* grant direct spell */ 3420 /* grant direct spell */
3372 if (item->type == SPELLBOOK) { 3421 if (item->type == SPELLBOOK)
3422 {
3373 if (!item->inv) { 3423 if (!item->inv)
3424 {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3425 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3375 item->name);
3376 return; 3426 return;
3377 } 3427 }
3378 if (check_spell_known (who, item->inv->name)) 3428 if (check_spell_known (who, item->inv->name))
3379 return; 3429 return;
3380 if (item->invisible) { 3430 if (item->invisible)
3431 {
3381 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);
3382 do_learn_spell (who, item->inv, 0); 3433 do_learn_spell (who, item->inv, 0);
3383 return; 3434 return;
3384 } 3435 }
3385 } 3436 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3437 else if (item->type == SKILL_TOOL && item->invisible)
3438 {
3387 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 {
3388 3441
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3442 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * 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
3391 * 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,
3392 * but not all of them, he gets nothing. 3445 * but not all of them, he gets nothing.
3393 */ 3446 */
3394 if (!(skop->attacktype & item->attacktype)) { 3447 if (!(skop->attacktype & item->attacktype))
3448 {
3395 /* Give new attacktype */ 3449 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3450 skop->attacktype |= item->attacktype;
3397 3451
3398 /* always add physical if there's none */ 3452 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3453 skop->attacktype |= AT_PHYSICAL;
3400 3454
3401 if (item->msg != NULL) 3455 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3456 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3457
3404 /* Give player new face */ 3458 /* Give player new face */
3405 if (item->animation_id) { 3459 if (item->animation_id)
3460 {
3406 who->face = skop->face; 3461 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3462 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3463 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3464 who->last_anim = 0;
3410 who->state = 0; 3465 who->state = 0;
3411 animate_object(who, who->direction); 3466 animate_object (who, who->direction);
3412 } 3467 }
3468 }
3469 }
3413 } 3470 }
3414 }
3415 }
3416 else if (item->type == FORCE) { 3471 else if (item->type == FORCE)
3472 {
3417 /* forces in the treasurelist can alter the player's stats */ 3473 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3474 object *skin;
3475
3419 /* first get the dragon skin force */ 3476 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3477 shstr_cmp dragon_skin_force ("dragon_skin_force");
3421 skin=skin->below); 3478 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3422 if (skin == NULL) return; 3479 ;
3423 3480
3481 if (!skin)
3482 return;
3483
3424 /* adding new spellpath attunements */ 3484 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3485 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3486 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3487 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3488
3428 /* print message */ 3489 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3490 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3491 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3431 if(item->path_attuned & (1<<i)) { 3492 {
3432 if (j) 3493 if (item->path_attuned & (1 << i))
3433 strcat(buf," and "); 3494 {
3434 else 3495 if (j)
3435 j = 1; 3496 strcat (buf, " and ");
3497 else
3498 j = 1;
3436 strcat(buf, spellpathnames[i]); 3499 strcat (buf, spellpathnames[i]);
3437 } 3500 }
3438 } 3501 }
3439 strcat(buf,"."); 3502 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3503 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3504 }
3442 3505
3443 /* evtl. adding flags: */ 3506 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3507 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3508 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3509 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3510 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3511 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3512 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3513
3451 /* print message if there is one */ 3514 /* print message if there is one */
3452 if (item->msg != NULL) 3515 if (item->msg != NULL)
3453 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
3454 } 3519 {
3455 else {
3456 /* generate misc. treasure */ 3520 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3521 tmp = arch_to_object (tr->item);
3458 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));
3459 tmp = insert_ob_in_ob (tmp, who); 3523 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3524 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3462 } 3526 }
3463} 3527}
3464 3528
3465/** 3529/**
3466 * 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
3467 * not readied. 3531 * not readied.
3468 */ 3532 */
3533void
3469void player_unready_range_ob(player *pl, object *ob) { 3534player_unready_range_ob (player *pl, object *ob)
3535{
3470 rangetype i; 3536 rangetype i;
3471 3537
3472 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 {
3473 if (pl->ranges[i] == ob) { 3540 if (pl->ranges[i] == ob)
3541 {
3474 pl->ranges[i] = NULL; 3542 pl->ranges[i] = NULL;
3475 if (pl->shoottype == i) { 3543 if (pl->shoottype == i)
3544 {
3476 pl->shoottype = range_none; 3545 pl->shoottype = range_none;
3477 } 3546 }
3478 } 3547 }
3479 } 3548 }
3480} 3549}

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