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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.17 by pippijn, Thu Sep 7 10:01:58 2006 UTC vs.
Revision 1.94 by root, Mon Jan 8 14:29:05 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.17 2006/09/07 10:01:58 pippijn 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 ( (size_t) 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 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
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} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 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; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
199 ob->remove ();
200 ob->map = 0;
201
202 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0;
204
205 players.erase (this);
206}
207
208// connect the player with a specific client
209// also changed, rationalises, and fixes some incorrect settings
210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
215
216 ns->update_look = 0;
217 ns->look_position = 0;
218
219 clear_los (ob);
220
221//TODO: must move into client
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
194 */ 226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
195 229
196/* Redo this to do both get_player_ob and get_player. 230for (int i = 0; i < NROFATTACKS; i++)
197 * Hopefully this will be less bugfree and simpler. 231 last_resist[i] = -1;
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 *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 232
208 if (!p) 233last_weapon_sp = -1;
209 { 234last_level = -1;
210 p = new player; 235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
211 247
212 /* This adds the player in the linked list. There is extra 248 /* make sure he's a player -- needed because of class change. */
213 * complexity here because we want to add the new player at the 249 ob->type = PLAYER; // we are paranoid
214 * end of the list - there is in fact no compelling reason that 250 ob->race = ob->arch->clone.race;
215 * that needs to be done except for things like output of
216 * 'who'.
217 */
218 player *tmp = first_player;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 251
226 p->next = NULL; 252 if (!legal_range (ob, shoottype))
227 } 253 shoottype = range_none;
228 254
229 /* Clears basically the entire player structure except 255 ob->carrying = sum_weight (ob);
230 * for next and socket. 256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
231 */ 268 */
232 p->clear (); 269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
233 271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
234 /* There are some elements we want initialized to non zero value - 346 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 347 * we deal with that below this point.
236 */ 348 */
237 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 349 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 350 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 352
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 353 savebed_map = first_map_path; /* Init. respawn position */
248 354
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 355 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none; 356 shoottype = range_none;
265 p->bowtype = bow_normal; 357 bowtype = bow_normal;
266 p->petmode = pet_normal; 358 petmode = pet_normal;
267 p->listening = 10; 359 listening = 10;
268 p->usekeys = containers; 360 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 361 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 362 do_los = 1;
272 p->explore = 0; 363}
273 p->no_shout = 0; /* default can shout */
274 364
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 365void
276 p->title[sizeof (p->title) - 1] = '\0'; 366player::do_destroy ()
277 op->race = op->arch->clone.race; 367{
368 disconnect ();
278 369
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 370 attachable::do_destroy ();
280 371
281 /* we need to clear these to -1 and not zero - otherwise, 372 if (ob)
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 373 {
291 for (i = 0; i < NROFATTACKS; i++) 374 ob->destroy_inv (false);
375 ob->destroy ();
292 { 376 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 377}
302 378
303/* This loads the first map an puts the player on it. */ 379player::~player ()
304static void set_first_map(object *op)
305{ 380{
306 strcpy(op->contr->maplevel, first_map_path); 381 /* Clear item stack */
307 op->x = -1; 382 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 383}
311 384
312/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
314 * mode. 387 * mode.
315 */ 388 */
389player *
390player::create ()
391{
392 player *pl = new player;
316 393
317int add_player(NewSocket *ns) { 394 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 395 set_first_map (pl->ob);
332 396
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 397 return pl;
340} 398}
341 399
342/* 400/*
343 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
346 */ 404 */
405archetype *
347archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
348{ 407{
349 archetype *start = at; 408 archetype *start = at;
409
350 for (;;) { 410 for (;;)
411 {
351 if (at==NULL || at->next==NULL) 412 if (at == NULL || at->next == NULL)
352 at=first_archetype; 413 at = first_archetype;
353 else 414 else
354 at=at->next; 415 at = at->next;
416
355 if(at->clone.type==PLAYER) 417 if (at->clone.type == PLAYER)
356 return at; 418 return at;
419
357 if (at == start) { 420 if (at == start)
421 {
358 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 423 exit (-1);
360 } 424 }
361 } 425 }
362} 426}
363 427
364 428object *
365object *get_nearest_player(object *mon) { 429get_nearest_player (object *mon)
430{
366 object *op = NULL; 431 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 432 objectlink *ol;
369 unsigned lastdist; 433 unsigned lastdist;
370 rv_vector rv; 434 rv_vector rv;
371 435
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 436 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
437 {
373 /* We should not find free objects on this friendly list, but it 438 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
377 */ 442 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 443 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
444 {
379 object *tmp=ol->ob; 445 object *tmp = ol->ob;
380 446
381 /* Can't do much more other than log the fact, because the object 447 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 448 * itself will have been cleared.
383 */ 449 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 450 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
451 tmp->debug_desc ());
385 ol = ol->next; 452 ol = ol->next;
386 remove_friendly_object(tmp); 453 remove_friendly_object (tmp);
454 if (!ol)
387 if (!ol) return op; 455 return op;
388 } 456 }
389 457
390 /* Remove special check for player from this. First, it looks to cause 458 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 459 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 460 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 461 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 462 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 463 * on_same_map check, as can_detect_enemy also does this
396 */ 464 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 465 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 466 continue;
399 467
400 if(lastdist>rv.distance) { 468 if (lastdist > rv.distance)
469 {
401 op=ol->ob; 470 op = ol->ob;
402 lastdist=rv.distance; 471 lastdist = rv.distance;
403 } 472 }
404 } 473 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 474
475 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 476 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 477 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 478 {
413 } 479 op = pl->ob;
480 lastdist = rv.distance;
481 }
482
414#if 0 483#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 484 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 485#endif
417 return op; 486 return op;
418} 487}
419 488
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 489/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 490 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 491 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 507 * is probably not a good thing.
439 */ 508 */
440#define MAX_SPACES 50 509#define MAX_SPACES 50
441
442 510
443/* 511/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 527 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 528 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 529 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 530 * is blocking itself.
463 */ 531 */
532int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 533path_to_player (object *mon, object *pl, unsigned mindiff)
534{
465 rv_vector rv; 535 rv_vector rv;
466 sint16 x,y; 536 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 537 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 538 maptile *m, *lastmap;
469 539
470 get_rangevector(mon, pl, &rv, 0); 540 get_rangevector (mon, pl, &rv, 0);
471 541
472 if (rv.distance<mindiff) return 0; 542 if (rv.distance < mindiff)
543 return 0;
473 544
474 x=mon->x; 545 x = mon->x;
475 y=mon->y; 546 y = mon->y;
476 m=mon->map; 547 m = mon->map;
477 dir = rv.direction; 548 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */ 551 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 552 if (diff > max)
553 return 0;
482 while (diff >1 && max>0) { 554 while (diff > 1 && max > 0)
555 {
483 lastx = x; 556 lastx = x;
484 lasty = y; 557 lasty = y;
485 lastmap = m; 558 lastmap = m;
486 x = lastx + freearr_x[dir]; 559 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 560 y = lasty + freearr_y[dir];
488 561
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 562 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 563 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 564
492 /* Space is blocked - try changing direction a little */ 565 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 566 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 567 && (m == mon->map && blocked_link (mon, m, x, y))))
568 {
495 /* recalculate direction from last good location. Possible 569 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 570 * we were not traversing ideal location before.
497 */ 571 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 572 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 573 if (rv.direction != dir)
574 {
500 /* OK - says direction should be different - lets reset the 575 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 576 * the values so it will try again.
502 */ 577 */
503 x = lastx; 578 x = lastx;
504 y = lasty; 579 y = lasty;
505 m = lastmap; 580 m = lastmap;
506 dir = firstdir = rv.direction; 581 dir = firstdir = rv.direction;
582 }
507 } else { 583 else
584 {
508 /* direct path is blocked - try taking a side step to 585 /* direct path is blocked - try taking a side step to
509 * either the left or right. 586 * either the left or right.
510 * Note increase the values in the loop below to be 587 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 588 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 589 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 590 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 591 * stepping back and forth
515 */ 592 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 593 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
594 {
595 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 596 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 597 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 598 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 599 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 600 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 601 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 602 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 603 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 604 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 605 * the last direction the creature has successfully
527 * moved. 606 * moved.
528 */ 607 */
529 608
530 x = lastx + freearr_x[absdir(lastdir+i)]; 609 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 610 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 611 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 612 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 613 if (mflags & P_OUT_OF_MAP)
614 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 615 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 616 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
617 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 618 if (mflags & P_BLOCKSVIEW)
619 continue;
538 620
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 621 if (m == mon->map && blocked_link (mon, m, x, y))
622 break;
540 } 623 }
541 /* go through entire loop without finding a valid 624 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 625 * sidestep to take - thus, no valid path.
543 */ 626 */
544 if (i==(DETOUR_AMOUNT+1)) 627 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 628 return 0;
546 diff--; 629 diff--;
547 lastdir=dir; 630 lastdir = dir;
548 max--; 631 max--;
549 if (!firstdir) firstdir = dir+i; 632 if (!firstdir)
633 firstdir = dir + i;
550 } /* else check alternate directions */ 634 } /* else check alternate directions */
551 } /* if blocked */ 635 } /* if blocked */
552 else { 636 else
637 {
553 /* we moved towards creature, so diff is less */ 638 /* we moved towards creature, so diff is less */
554 diff--; 639 diff--;
555 max--; 640 max--;
556 lastdir=dir; 641 lastdir = dir;
642 if (!firstdir)
557 if (!firstdir) firstdir = dir; 643 firstdir = dir;
644 }
645 if (diff <= 1)
558 } 646 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 647 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 648 * headed toward player for entire distance.
562 */ 649 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
565 } 652 }
566 if (diff>max) return 0; 653 if (diff > max)
654 return 0;
567 } 655 }
568 /* If we reached the max, didn't find a direction in time */ 656 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 657 if (!max)
658 return 0;
570 659
571 return firstdir; 660 return firstdir;
572} 661}
573 662
663void
574void give_initial_items(object *pl,treasurelist *items) { 664give_initial_items (object *pl, treasurelist * items)
665{
575 object *op,*next=NULL; 666 object *op, *next = NULL;
576 667
577 if(pl->randomitems!=NULL) 668 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 670
580 for (op=pl->inv; op; op=next) { 671 for (op = pl->inv; op; op = next)
672 {
581 next = op->below; 673 next = op->below;
582 674
583 /* Forces get applied per default, unless they have the 675 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 676 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 677 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 679 SET_FLAG (op, FLAG_APPLIED);
588 680
589 /* we never give weapons/armour if these cannot be used 681 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 682 * by this player due to race restrictions
591 */ 683 */
592 if (pl->type == PLAYER) { 684 if (pl->type == PLAYER)
685 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 687 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 688 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 689 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 691 {
603 } 692 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 693 continue;
623 } 694 }
624 if (op->nrof > 1) op->nrof = 1; 695 }
696
697 /* This really needs to be better - we should really give
698 * a substitute spellbook. The problem is that we don't really
699 * have a good idea what to replace it with (need something like
700 * a first level treasurelist for each skill.)
701 * remove duplicate skills also
702 */
703 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 704 {
705 object *tmp;
626 706
707 for (tmp = op->below; tmp; tmp = tmp->below)
708 if (tmp->type == op->type && tmp->name == op->name)
709 break;
710
711 if (tmp)
712 {
713 op->destroy ();
714 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
715 continue;
716 }
717
718 if (op->nrof > 1)
719 op->nrof = 1;
720 }
721
627 if (op->type == SPELLBOOK && op->inv) { 722 if (op->type == SPELLBOOK && op->inv)
723 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 725 }
630 726
631 /* Give starting characters identified, uncursed, and undamned 727 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 728 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 729 * merged properly.
634 */ 730 */
635 if (need_identify(op)) { 731 if (need_identify (op))
732 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 733 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 734 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
639 } 738 {
640 if(op->type==SPELL) { 739 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 740 continue;
741 }
742 else if (op->type == SKILL)
644 } 743 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 745 op->stats.exp = 0;
648 op->level = 1; 746 op->level = 1;
649 } 747 }
650 /* lock all 'normal items by default */ 748 /* lock all 'normal items by default */
749 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 750 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 751 } /* for loop of objects in player inv */
653 752
654 /* Need to set up the skill pointers */ 753 /* Need to set up the skill pointers */
655 link_player_skills(pl); 754 link_player_skills (pl);
656} 755}
657 756
658void get_name(object *op) { 757void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
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 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
731 if (party == NULL) { 760 if (party == NULL)
761 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 762 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 763 return;
734 } 764 }
765
735 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 769 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 770}
740
741 771
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 772/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
773static int
743int roll_stat(void) { 774roll_stat (void)
775{
744 int a[4],i,j,k; 776 int a[4], i, j, k;
745 777
746 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) RANDOM () % 6 + 1;
748 780
749 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 782 if (a[i] < k)
751 k=a[i],j=i; 783 k = a[i], j = i;
752 784
753 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 786 if (i != j)
755 k+=a[i]; 787 k += a[i];
756 } 788
757 return k; 789 return k;
758} 790}
759 791
760void roll_stats(object *op) { 792void
761 int sum=0; 793object::roll_stats ()
762 int i = 0, j = 0; 794{
763 int statsort[7]; 795 int statsort [7];
764 796
797 for (;;)
765 do { 798 {
766 op->stats.Str=roll_stat(); 799 int sum = 0;
767 op->stats.Dex=roll_stat(); 800 for (int i = 7; i--; )
768 op->stats.Int=roll_stat(); 801 sum += statsort [i] = roll_stat ();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
778 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 809
787 /* a quick and dirty bubblesort? */
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
806 817
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 818 stats.exp = 0;
818 op->stats.ac=0; 819 stats.ac = 0;
819 820
821 stats.hp = stats.maxhp;
822 stats.sp = stats.maxsp;
823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
820 op->contr->levhp[1] = 9; 827 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 828 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 829 contr->levgrace[1] = 3;
823 830
824 fix_player(op); 831 contr->orig_stats = stats;
832 }
833}
834
835void
836object::swap_stats (int a, int b)
837{
838 int tmp = get_attr_value (&contr->orig_stats, a);
839 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
840 set_attr_value (&contr->orig_stats, b, tmp);
841
842 stats.Str = contr->orig_stats.Str;
843 stats.Dex = contr->orig_stats.Dex;
844 stats.Con = contr->orig_stats.Con;
845 stats.Int = contr->orig_stats.Int;
846 stats.Wis = contr->orig_stats.Wis;
847 stats.Pow = contr->orig_stats.Pow;
848 stats.Cha = contr->orig_stats.Cha;
849
850 //TODO: the following code looks so borked and should, at the very least,
851 // be merged with the similar code in roll_stats
852 stats.ac = 0;
853
854 level = 1;
855 stats.exp = 0;
856 stats.ac = 0;
857
825 op->stats.hp = op->stats.maxhp; 858 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 859 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 860 stats.grace = stats.maxgrace;
861
862 if (contr)
863 {
864 contr->levhp[1] = 9;
865 contr->levsp[1] = 6;
866 contr->levgrace[1] = 3;
867
828 op->contr->orig_stats=op->stats; 868 contr->orig_stats = stats;
869 }
829} 870}
830 871
831void Roll_Again(object *op) 872static void
873start_info (object *op)
832{ 874{
833 esrv_new_player(op->contr, 0);
834 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)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
841 876
842 if ( op->contr->Swap_First == -1 ) { 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 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");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 881}
950 882
951/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
955 * not the class. 887 * not the class.
956 */ 888 */
957 889int
958int key_change_class(object *op, char key) 890key_change_class (object *op, char key)
959{ 891{
960 int tmp_loop; 892 int tmp_loop;
961 893
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') { 894 if (key == 'd' || key == 'D')
895 {
968 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
969 897
970 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 899 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 900
901 treasurelist *tl = find_treasurelist ("starting_wealth");
902 if (tl)
903 create_treasure (tl, op, 0, 0, 0);
904
974 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
976 907
977 op->contr->state=ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
978 909
979 if (op->msg) 910 if (op->msg)
980 op->msg=NULL; 911 op->msg = NULL;
981 912
982 /* We create this now because some of the unique maps will need it 913 /* We create this now because some of the unique maps will need it
983 * to save here. 914 * to save here.
984 */ 915 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 917 make_path_to_file (buf);
987 918
988#ifdef AUTOSAVE 919#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks; 920 op->contr->last_save_tick = pticks;
990#endif 921#endif
991 start_info(op); 922 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 924 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 925 link_player_skills (op);
995 esrv_send_inventory(op, op); 926 esrv_send_inventory (op, op);
996 fix_player(op); 927 op->update_stats ();
997 928
998 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
999 * is one for this race 930 * is one for this race
1000 */ 931 */
1001 if(*first_map_ext_path) { 932 if (*first_map_ext_path)
933 {
1002 object *tmp; 934 object *tmp;
1003 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1004 snprintf(mapname, MAX_BUF-1, "%s/%s", 936
1005 first_map_ext_path, &op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1006 tmp=get_object(); 938 tmp = object::create ();
1007 EXIT_PATH(tmp) = mapname; 939 EXIT_PATH (tmp) = mapname;
1008 EXIT_X(tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1009 EXIT_Y(tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1010 enter_exit(op,tmp); /* we don't really care if it succeeded; 942 op->enter_exit (tmp); /* we don't really care if it succeeded;
1011 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1012 * default initial map */ 944 * default initial map */
1013 free_object(tmp); 945 tmp->destroy ();
946 }
1014 } else { 947 else
1015 LOG(llevDebug,"first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1016 } 949
1017 return 0; 950 return 0;
1018 } 951 }
1019 952
1020 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1021 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1022 */ 955 */
1023 956
1024 tmp_loop = 0; 957 tmp_loop = 0;
1025 while(!tmp_loop) { 958 while (!tmp_loop)
959 {
1026 shstr name = op->name; 960 shstr name = op->name;
1027 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
962
1028 remove_statbonus(op); 963 op->remove_statbonus ();
1029 remove_ob (op); 964 op->remove ();
1030 op->arch = get_player_archetype(op->arch); 965 op->arch = get_player_archetype (op->arch);
1031 copy_object (&op->arch->clone, op); 966 op->arch->clone.copy_to (op);
1032 op->instantiate (); 967 op->instantiate ();
1033 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1034 op->name = op->name_pl = name; 969 op->name = op->name_pl = name;
1035 op->x = x; 970 op->x = x;
1036 op->y = y; 971 op->y = y;
1037 SET_ANIMATION(op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1038 insert_ob_in_map (op, op->map, op,0); 973 insert_ob_in_map (op, op->map, op, 0);
1039 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 974 assign (op->contr->title, op->arch->clone.name);
1040 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1041 add_statbonus(op); 975 op->add_statbonus ();
1042 tmp_loop=allowed_class(op); 976 tmp_loop = allowed_class (op);
1043 } 977 }
978
1044 update_object(op,UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1045 esrv_update_item(UPD_FACE,op,op); 980 esrv_update_item (UPD_FACE, op, op);
1046 fix_player(op); 981 op->update_stats ();
1047 op->stats.hp=op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1048 op->stats.sp=op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1049 op->stats.grace=0; 984 op->stats.grace = 0;
985
1050 if (op->msg) 986 if (op->msg)
1051 new_draw_info(NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
1052 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 989 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1053 return 0; 990 return 0;
1054} 991}
1055 992
1056int key_confirm_quit(object *op, char key) 993void
1057{
1058 char buf[MAX_BUF];
1059
1060 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1061 op->contr->state=ST_PLAYING;
1062 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1063 return 1;
1064 }
1065
1066 INVOKE_PLAYER (LOGOUT, op->contr);
1067 INVOKE_PLAYER (QUIT , op->contr);
1068
1069 terminate_all_pets(op);
1070 leave_map(op);
1071 op->direction=0;
1072 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1073 "%s quits the game.", &op->name);
1074
1075 strcpy(op->contr->killer,"quit");
1076 check_score(op);
1077 op->contr->party=NULL;
1078 if (settings.set_title == TRUE)
1079 op->contr->own_title[0]='\0';
1080
1081 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1082 mapstruct *mp, *next;
1083
1084 /* We need to hunt for any per player unique maps in memory and
1085 * get rid of them. The trailing slash in the path is intentional,
1086 * so that players named 'Ab' won't match against players 'Abe' pathname
1087 */
1088 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1089 for (mp=first_map; mp!=NULL; mp=next) {
1090 next = mp->next;
1091 if (!strncmp(mp->path, buf, strlen(buf)))
1092 delete_map(mp);
1093 }
1094
1095 delete_character(op->name, 1);
1096 }
1097 play_again(op);
1098 return 1;
1099}
1100
1101void flee_player(object *op) { 994flee_player (object *op)
995{
1102 int dir,diff; 996 int dir, diff;
1103 rv_vector rv; 997 rv_vector rv;
1104 998
1105 if(op->stats.hp < 0) { 999 if (op->stats.hp < 0)
1000 {
1106 LOG(llevDebug, "Fleeing player is dead.\n"); 1001 LOG (llevDebug, "Fleeing player is dead.\n");
1107 CLEAR_FLAG(op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return;
1004 }
1005
1006 if (op->enemy == NULL)
1007 {
1008 LOG (llevDebug, "Fleeing player had no enemy.\n");
1009 CLEAR_FLAG (op, FLAG_SCARED);
1010 return;
1011 }
1012
1013 /* Seen some crashes here. Since we don't store an
1014 * op->enemy_count, it is possible that something destroys the
1015 * actual enemy, and the object is recycled.
1016 */
1017 if (op->enemy->map == NULL)
1018 {
1019 CLEAR_FLAG (op, FLAG_SCARED);
1020 op->enemy = NULL;
1021 return;
1022 }
1023
1024 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1025 {
1026 op->enemy = NULL;
1027 CLEAR_FLAG (op, FLAG_SCARED);
1028 return;
1029 }
1030
1031 get_rangevector (op, op->enemy, &rv, 0);
1032
1033 dir = absdir (4 + rv.direction);
1034 for (diff = 0; diff < 3; diff++)
1035 {
1036 int m = 1 - (RANDOM () & 2);
1037
1038 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1108 return; 1039 return;
1109 } 1040 }
1110 1041
1111 if(op->enemy==NULL) {
1112 LOG(llevDebug,"Fleeing player had no enemy.\n");
1113 CLEAR_FLAG(op, FLAG_SCARED);
1114 return;
1115 }
1116
1117 /* Seen some crashes here. Since we don't store an
1118 * op->enemy_count, it is possible that something destroys the
1119 * actual enemy, and the object is recycled.
1120 */
1121 if (op->enemy->map == NULL) {
1122 CLEAR_FLAG(op, FLAG_SCARED);
1123 op->enemy=NULL;
1124 return;
1125 }
1126
1127 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1128 op->enemy=NULL;
1129 CLEAR_FLAG(op, FLAG_SCARED);
1130 return;
1131 }
1132 get_rangevector(op, op->enemy, &rv, 0);
1133
1134 dir=absdir(4+rv.direction);
1135 for(diff=0;diff<3;diff++) {
1136 int m=1-(RANDOM()&2);
1137 if(move_ob(op,absdir(dir+diff*m),op)||
1138 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1139 return;
1140 }
1141 }
1142 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1143 CLEAR_FLAG(op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1144 op->enemy=NULL; 1044 op->enemy = NULL;
1145} 1045}
1146 1046
1147 1047
1148/* check_pick sees if there is stuff to be picked up/picks up stuff. 1048/* check_pick sees if there is stuff to be picked up/picks up stuff.
1149 * IT returns 1 if the player should keep on moving, 0 if he should 1049 * IT returns 1 if the player should keep on moving, 0 if he should
1150 * stop. 1050 * stop.
1151 */ 1051 */
1052int
1152int check_pick(object *op) { 1053check_pick (object *op)
1054{
1153 object *tmp, *next; 1055 object *tmp, *next;
1154 tag_t next_tag=0, op_tag;
1155 int stop = 0; 1056 int stop = 0;
1156 int j, k, wvratio; 1057 int j, k, wvratio;
1157 char putstring[128], tmpstr[16]; 1058 char putstring[128], tmpstr[16];
1158 1059
1159
1160 /* if you're flying, you cna't pick up anything */ 1060 /* if you're flying, you cna't pick up anything */
1161 if (op->move_type & MOVE_FLYING) 1061 if (op->move_type & MOVE_FLYING)
1162 return 1; 1062 return 1;
1163 1063
1164 op_tag = op->count;
1165
1166 next = op->below; 1064 next = op->below;
1167 if (next)
1168 next_tag = next->count;
1169 1065
1170 /* loop while there are items on the floor that are not marked as 1066 /* loop while there are items on the floor that are not marked as
1171 * destroyed */ 1067 * destroyed */
1172 while (next && ! was_destroyed (next, next_tag)) 1068 while (next && !next->destroyed ())
1173 { 1069 {
1174 tmp = next; 1070 tmp = next;
1175 next = tmp->below; 1071 next = tmp->below;
1176 if (next)
1177 next_tag = next->count;
1178 1072
1179 if (was_destroyed (op, op_tag)) 1073 if (op->destroyed ())
1180 return 0; 1074 return 0;
1181 1075
1182 if ( ! can_pick (op, tmp)) 1076 if (!can_pick (op, tmp))
1183 continue; 1077 continue;
1184 1078
1185 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1186 { 1080 {
1187 if (item_matched_string (op, tmp, op->contr->search_str)) 1081 if (item_matched_string (op, tmp, op->contr->search_str))
1188 pick_up (op, tmp); 1082 pick_up (op, tmp);
1189 continue; 1083 continue;
1190 } 1084 }
1191 1085
1192 /* high not bit set? We're using the old autopickup model */ 1086 /* high not bit set? We're using the old autopickup model */
1193 if(!(op->contr->mode & PU_NEWMODE)) { 1087 if (!(op->contr->mode & PU_NEWMODE))
1088 {
1194 switch (op->contr->mode) { 1089 switch (op->contr->mode)
1090 {
1091 case 0:
1195 case 0: return 1; /* don't pick up */ 1092 return 1; /* don't pick up */
1093 case 1:
1196 case 1: pick_up (op, tmp); 1094 pick_up (op, tmp);
1197 return 1; 1095 return 1;
1096 case 2:
1198 case 2: pick_up (op, tmp); 1097 pick_up (op, tmp);
1199 return 0; 1098 return 0;
1099 case 3:
1200 case 3: return 0; /* stop before pickup */ 1100 return 0; /* stop before pickup */
1101 case 4:
1201 case 4: pick_up (op, tmp); 1102 pick_up (op, tmp);
1202 break; 1103 break;
1104 case 5:
1203 case 5: pick_up (op, tmp); 1105 pick_up (op, tmp);
1204 stop = 1; 1106 stop = 1;
1205 break; 1107 break;
1206 case 6: 1108 case 6:
1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1109 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1208 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1209 pick_up(op, tmp); 1110 pick_up (op, tmp);
1210 break; 1111 break;
1211 1112
1212 case 7: 1113 case 7:
1213 if (tmp->type == MONEY || tmp->type == GEM) 1114 if (tmp->type == MONEY || tmp->type == GEM)
1214 pick_up(op, tmp); 1115 pick_up (op, tmp);
1215 break; 1116 break;
1216 1117
1217 default: 1118 default:
1218 /* use value density */ 1119 /* use value density */
1219 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1220 && (query_cost (tmp, op, F_TRUE) * 100 1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1221 / (tmp->weight * MAX (tmp->nrof, 1)))
1222 >= op->contr->mode)
1223 pick_up(op,tmp); 1122 pick_up (op, tmp);
1224 }
1225 }
1226 else { /* old model */
1227 /* NEW pickup handling */
1228 if(op->contr->mode & PU_DEBUG)
1229 {
1230 /* some debugging code to figure out item information */
1231 if(tmp->name!=NULL)
1232 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1233 &tmp->name, tmp->type,
1234 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1235 else
1236 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1237 &tmp->arch->name, tmp->type,
1238 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1239 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1240
1241 sprintf(putstring,"...flags: ");
1242 for(k=0;k<4;k++)
1243 {
1244 for(j=0;j<32;j++)
1245 {
1246 if((tmp->flags[k]>>j)&0x01)
1247 {
1248 sprintf(tmpstr,"%d ",k*32+j);
1249 strcat(putstring, tmpstr);
1250 } 1123 }
1251 } 1124 }
1252 } 1125 else
1126 { /* old model */
1127 /* NEW pickup handling */
1128 if (op->contr->mode & PU_DEBUG)
1129 {
1130 /* some debugging code to figure out item information */
1131 if (tmp->name != NULL)
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134 else
1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1137
1253 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 }
1254 1140
1141 /* philosophy:
1142 * It's easy to grab an item type from a pile, as long as it's
1143 * generic. This takes no game-time. For more detailed pickups
1144 * and selections, select-items should be used. This is a
1145 * grab-as-you-run type mode that's really useful for arrows for
1146 * example.
1147 * The drawback: right now it has no frontend, so you need to
1148 * stick the bits you want into a calculator in hex mode and then
1149 * convert to decimal and then 'pickup <#>
1150 */
1151
1152 /* the first two modes are exclusive: if NOTHING we return, if
1153 * STOP then we stop. All the rest are applied sequentially,
1154 * meaning if any test passes, the item gets picked up. */
1155
1156 /* if mode is set to pick nothing up, return */
1157
1158 if (op->contr->mode & PU_NOTHING)
1159 return 1;
1160
1161 /* if mode is set to stop when encountering objects, return */
1162 /* take STOP before INHIBIT since it doesn't actually pick
1163 * anything up */
1164
1165 if (op->contr->mode & PU_STOP)
1166 return 0;
1167
1168 /* useful for going into stores and not losing your settings... */
1169 /* and for battles wher you don't want to get loaded down while
1170 * fighting */
1171 if (op->contr->mode & PU_INHIBIT)
1172 return 1;
1173
1174 /* prevent us from turning into auto-thieves :) */
1175 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1176 continue;
1177
1178 /* ignore known cursed objects */
1179 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1180 continue;
1181
1182 /* all food and drink if desired */
1183 /* question: don't pick up known-poisonous stuff? */
1184 if (op->contr->mode & PU_FOOD)
1185 if (tmp->type == FOOD)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_DRINK)
1192 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_POTION)
1199 if (tmp->type == POTION)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* spellbooks, skillscrolls and normal books/scrolls */
1206 if (op->contr->mode & PU_SPELLBOOK)
1207 if (tmp->type == SPELLBOOK)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 if (op->contr->mode & PU_SKILLSCROLL)
1214 if (tmp->type == SKILLSCROLL)
1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1220 if (op->contr->mode & PU_READABLES)
1221 if (tmp->type == BOOK || tmp->type == SCROLL)
1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1226
1227 /* wands/staves/rods/horns */
1228 if (op->contr->mode & PU_MAGIC_DEVICE)
1229 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* pick up all magical items */
1236 if (op->contr->mode & PU_MAGICAL)
1237 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 if (op->contr->mode & PU_VALUABLES)
1244 {
1245 if (tmp->type == MONEY || tmp->type == GEM)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250 }
1251
1252 /* rings & amulets - talismans seems to be typed AMULET */
1253 if (op->contr->mode & PU_JEWELS)
1254 if (tmp->type == RING || tmp->type == AMULET)
1255 {
1256 pick_up (op, tmp);
1257 continue;
1258 }
1259
1260 /* we don't forget dragon food */
1261 if (op->contr->mode & PU_FLESH)
1262 if (tmp->type == FLESH)
1263 {
1264 pick_up (op, tmp);
1265 continue;
1266 }
1267
1268 /* bows and arrows. Bows are good for selling! */
1269 if (op->contr->mode & PU_BOW)
1270 if (tmp->type == BOW)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_ARROW)
1277 if (tmp->type == ARROW)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 /* all kinds of armor etc. */
1284 if (op->contr->mode & PU_ARMOUR)
1285 if (tmp->type == ARMOUR)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_HELMET)
1292 if (tmp->type == HELMET)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_SHIELD)
1299 if (tmp->type == SHIELD)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 if (op->contr->mode & PU_BOOTS)
1306 if (tmp->type == BOOTS)
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 if (op->contr->mode & PU_GLOVES)
1313 if (tmp->type == GLOVES)
1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1319 if (op->contr->mode & PU_CLOAK)
1320 if (tmp->type == CLOAK)
1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1326 /* hoping to catch throwing daggers here */
1327 if (op->contr->mode & PU_MISSILEWEAPON)
1328 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1334 /* careful: chairs and tables are weapons! */
1335 if (op->contr->mode & PU_ALLWEAPON)
1336 {
1337 if (tmp->type == WEAPON && tmp->name != NULL)
1338 {
1339 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1340 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1341 {
1342 pick_up (op, tmp);
1343 continue;
1344 }
1345 }
1346
1347 if (tmp->type == WEAPON && tmp->name == NULL)
1348 {
1349 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1354 }
1355 }
1356
1357 /* misc stuff that's useful */
1358 if (op->contr->mode & PU_KEY)
1359 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1360 {
1361 pick_up (op, tmp);
1362 continue;
1363 }
1364
1365 /* any of the last 4 bits set means we use the ratio for value
1366 * pickups */
1367 if (op->contr->mode & PU_RATIO)
1368 {
1369 /* use value density to decide what else to grab */
1370 /* >=7 was >= op->contr->mode */
1371 /* >=7 is the old standard setting. Now we take the last 4 bits
1372 * and multiply them by 5, giving 0..15*5== 5..75 */
1373 wvratio = (op->contr->mode & PU_RATIO) * 5;
1374 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1375 {
1376 pick_up (op, tmp);
1255#if 0 1377#if 0
1256 /* print the flags too */ 1378 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1257 for(k=0;k<4;k++) 1379 if (tmp->name != NULL)
1258 { 1380 {
1259 fprintf(stderr,"%d [%d] ", k, k*32+31); 1381 fprintf (stderr, "%s", tmp->name);
1260 for(j=0;j<32;j++) 1382 }
1261 { 1383 else
1262 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1384 fprintf (stderr, "%s", tmp->arch->name);
1263 if(!((j+1)%4))fprintf(stderr," "); 1385 fprintf (stderr, ",%d] = ", tmp->type);
1264 } 1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1265 fprintf(stderr," [%d]\n", k*32);
1266 }
1267#endif 1387#endif
1268 } 1388 continue;
1269 /* philosophy: 1389 }
1270 * It's easy to grab an item type from a pile, as long as it's
1271 * generic. This takes no game-time. For more detailed pickups
1272 * and selections, select-items shoul dbe used. This is a
1273 * grab-as-you-run type mode that's really useful for arrows for
1274 * example.
1275 * The drawback: right now it has no frontend, so you need to
1276 * stick the bits you want into a calculator in hex mode and then
1277 * convert to decimal and then 'pickup <#>
1278 */
1279
1280 /* the first two modes are exclusive: if NOTHING we return, if
1281 * STOP then we stop. All the rest are applied sequentially,
1282 * meaning if any test passes, the item gets picked up. */
1283
1284 /* if mode is set to pick nothing up, return */
1285
1286 if(op->contr->mode & PU_NOTHING) return 1;
1287
1288 /* if mode is set to stop when encountering objects, return */
1289 /* take STOP before INHIBIT since it doesn't actually pick
1290 * anything up */
1291
1292 if(op->contr->mode & PU_STOP) return 0;
1293
1294 /* useful for going into stores and not losing your settings... */
1295 /* and for battles wher you don't want to get loaded down while
1296 * fighting */
1297 if(op->contr->mode & PU_INHIBIT) return 1;
1298
1299 /* prevent us from turning into auto-thieves :) */
1300 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1301
1302 /* ignore known cursed objects */
1303 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1304
1305 /* all food and drink if desired */
1306 /* question: don't pick up known-poisonous stuff? */
1307 if(op->contr->mode & PU_FOOD)
1308 if (tmp->type == FOOD)
1309 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1310 if(op->contr->mode & PU_DRINK)
1311 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1312 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1313
1314 if(op->contr->mode & PU_POTION)
1315 if (tmp->type == POTION)
1316 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1317
1318 /* spellbooks, skillscrolls and normal books/scrolls */
1319 if(op->contr->mode & PU_SPELLBOOK)
1320 if (tmp->type == SPELLBOOK)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1322 if(op->contr->mode & PU_SKILLSCROLL)
1323 if (tmp->type == SKILLSCROLL)
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1325 if(op->contr->mode & PU_READABLES)
1326 if (tmp->type == BOOK || tmp->type == SCROLL)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1328
1329 /* wands/staves/rods/horns */
1330 if (op->contr->mode & PU_MAGIC_DEVICE)
1331 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1333
1334 /* pick up all magical items */
1335 if(op->contr->mode & PU_MAGICAL)
1336 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1338
1339 if(op->contr->mode & PU_VALUABLES)
1340 {
1341 if (tmp->type == MONEY || tmp->type == GEM)
1342 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1343 }
1344
1345 /* rings & amulets - talismans seems to be typed AMULET */
1346 if(op->contr->mode & PU_JEWELS)
1347 if (tmp->type == RING || tmp->type == AMULET)
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1349
1350 /* bows and arrows. Bows are good for selling! */
1351 if(op->contr->mode & PU_BOW)
1352 if (tmp->type == BOW)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1354 if(op->contr->mode & PU_ARROW)
1355 if (tmp->type == ARROW)
1356 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1357
1358 /* all kinds of armor etc. */
1359 if(op->contr->mode & PU_ARMOUR)
1360 if (tmp->type == ARMOUR)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1362 if(op->contr->mode & PU_HELMET)
1363 if (tmp->type == HELMET)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1365 if(op->contr->mode & PU_SHIELD)
1366 if (tmp->type == SHIELD)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1368 if(op->contr->mode & PU_BOOTS)
1369 if (tmp->type == BOOTS)
1370 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1371 if(op->contr->mode & PU_GLOVES)
1372 if (tmp->type == GLOVES)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1374 if(op->contr->mode & PU_CLOAK)
1375 if (tmp->type == CLOAK)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1377
1378 /* hoping to catch throwing daggers here */
1379 if(op->contr->mode & PU_MISSILEWEAPON)
1380 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1382
1383 /* careful: chairs and tables are weapons! */
1384 if(op->contr->mode & PU_ALLWEAPON)
1385 {
1386 if(tmp->type == WEAPON && tmp->name!=NULL)
1387 {
1388 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1389 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1390 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1391 }
1392 if(tmp->type == WEAPON && tmp->name==NULL)
1393 {
1394 if(strstr(tmp->arch->name,"table")==NULL &&
1395 strstr(tmp->arch->name,"chair")==NULL)
1396 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1397 }
1398 }
1399
1400 /* misc stuff that's useful */
1401 if(op->contr->mode & PU_KEY)
1402 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1404
1405 /* any of the last 4 bits set means we use the ratio for value
1406 * pickups */
1407 if(op->contr->mode & PU_RATIO)
1408 {
1409 /* use value density to decide what else to grab */
1410 /* >=7 was >= op->contr->mode */
1411 /* >=7 is the old standard setting. Now we take the last 4 bits
1412 * and multiply them by 5, giving 0..15*5== 5..75 */
1413 wvratio = (op->contr->mode & PU_RATIO) * 5;
1414 if ((query_cost(tmp, op, F_TRUE) * 100 / (tmp->weight * MAX(tmp->nrof, 1))) >= (unsigned int) wvratio)
1415 {
1416 pick_up(op, tmp);
1417#if 0
1418 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1419 if(tmp->name!=NULL) {
1420 fprintf(stderr,"%s", tmp->name);
1421 } 1390 }
1422 else fprintf(stderr,"%s",tmp->arch->name); 1391 } /* the new pickup model */
1423 fprintf(stderr,",%d] = ", tmp->type);
1424 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1425#endif
1426 continue;
1427 }
1428 } 1392 }
1429 } /* the new pickup model */ 1393
1430 }
1431 return ! stop; 1394 return !stop;
1432} 1395}
1433 1396
1434/* 1397/*
1435 * Find an arrow in the inventory and after that 1398 * Find an arrow in the inventory and after that
1436 * in the right type container (quiver). Pointer to the 1399 * in the right type container (quiver). Pointer to the
1437 * found object is returned. 1400 * found object is returned.
1438 */ 1401 */
1402object *
1439object *find_arrow(object *op, const char *type) 1403find_arrow (object *op, const char *type)
1440{ 1404{
1441 object *tmp = NULL; 1405 object *tmp = NULL;
1442 1406
1443 for(op=op->inv; op; op=op->below) 1407 for (op = op->inv; op; op = op->below)
1444 if(!tmp && op->type==CONTAINER && op->race==type && 1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1445 QUERY_FLAG(op,FLAG_APPLIED))
1446 tmp = find_arrow (op, type); 1409 tmp = find_arrow (op, type);
1447 else if (op->type==ARROW && op->race==type) 1410 else if (op->type == ARROW && op->race == type)
1448 return op; 1411 return op;
1449 return tmp; 1412 return tmp;
1450} 1413}
1451 1414
1452/* 1415/*
1453 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1416 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1454 * against the target. A full test is not performed, simply a basic test 1417 * against the target. A full test is not performed, simply a basic test
1455 * of resistances. The archer is making a quick guess at what he sees down 1418 * of resistances. The archer is making a quick guess at what he sees down
1456 * the hall. Failing that it does it's best to pick the highest plus arrow. 1419 * the hall. Failing that it does it's best to pick the highest plus arrow.
1457 */ 1420 */
1458 1421
1422object *
1459object *find_better_arrow(object *op, object *target, const char *type, int *better) 1423find_better_arrow (object *op, object *target, const char *type, int *better)
1460{ 1424{
1461 object *tmp = NULL, *arrow, *ntmp; 1425 object *tmp = NULL, *arrow, *ntmp;
1462 int attacknum, attacktype, betterby=0, i; 1426 int attacknum, attacktype, betterby = 0, i;
1463 1427
1464 if (!type) 1428 if (!type)
1465 return NULL; 1429 return NULL;
1466 1430
1467 for (arrow=op->inv; arrow; arrow=arrow->below) { 1431 for (arrow = op->inv; arrow; arrow = arrow->below)
1468 if (arrow->type==CONTAINER && arrow->race==type && 1432 {
1469 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1433 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1434 {
1470 i = 0; 1435 i = 0;
1471 ntmp = find_better_arrow(arrow, target, type, &i); 1436 ntmp = find_better_arrow (arrow, target, type, &i);
1472 if (i > betterby) { 1437 if (i > betterby)
1438 {
1473 tmp = ntmp; 1439 tmp = ntmp;
1474 betterby = i; 1440 betterby = i;
1475 } 1441 }
1442 }
1476 } else if (arrow->type==ARROW && arrow->race==type) { 1443 else if (arrow->type == ARROW && arrow->race == type)
1444 {
1477 /* allways prefer assasination/slaying */ 1445 /* allways prefer assasination/slaying */
1478 if (target->race != NULL && arrow->slaying != NULL && 1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1479 strstr(arrow->slaying, target->race)) { 1447 {
1480 if (arrow->attacktype & AT_DEATH) { 1448 if (arrow->attacktype & AT_DEATH)
1449 {
1481 *better = 100; 1450 *better = 100;
1482 return arrow; 1451 return arrow;
1483 } else {
1484 tmp = arrow;
1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1486 } 1452 }
1487 } else { 1453 else
1488 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1489 attacktype = 1<<attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1492 tmp = arrow;
1493 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1494 }
1495 } 1454 {
1496 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1497 tmp = arrow; 1455 tmp = arrow;
1498 betterby = 2 + arrow->magic + arrow->stats.dam; 1456 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 }
1500 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1501 tmp = arrow;
1502 betterby = 1 + arrow->magic + arrow->stats.dam;
1503 } 1457 }
1504 } 1458 }
1459 else
1460 {
1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 {
1463 attacktype = 1 << attacknum;
1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1466 {
1467 tmp = arrow;
1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1469 }
1470 }
1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1472 {
1473 tmp = arrow;
1474 betterby = 2 + arrow->magic + arrow->stats.dam;
1475 }
1476 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1477 {
1478 tmp = arrow;
1479 betterby = 1 + arrow->magic + arrow->stats.dam;
1480 }
1505 } 1481 }
1482 }
1506 } 1483 }
1507 if (tmp == NULL && arrow == NULL) 1484 if (tmp == NULL && arrow == NULL)
1508 return find_arrow(op, type); 1485 return find_arrow (op, type);
1509 1486
1510 *better = betterby; 1487 *better = betterby;
1511 return tmp; 1488 return tmp;
1512} 1489}
1513 1490
1514/* looks in a given direction, finds the first valid target, and calls 1491/* looks in a given direction, finds the first valid target, and calls
1515 * find_better_arrow to find a decent arrow to use. 1492 * find_better_arrow to find a decent arrow to use.
1516 * op = the shooter 1493 * op = the shooter
1517 * type = bow->race 1494 * type = bow->race
1518 * dir = fire direction 1495 * dir = fire direction
1519 */ 1496 */
1520 1497
1498object *
1521object *pick_arrow_target(object *op, const char *type, int dir) 1499pick_arrow_target (object *op, const char *type, int dir)
1522{ 1500{
1523 object *tmp = NULL; 1501 object *tmp = NULL;
1524 mapstruct *m; 1502 maptile *m;
1525 int i, mflags, found, number; 1503 int i, mflags, found, number;
1526 sint16 x, y; 1504 sint16 x, y;
1527 1505
1528 if (op->map == NULL) 1506 if (op->map == NULL)
1529 return find_arrow(op, type); 1507 return find_arrow (op, type);
1530 1508
1531 /* do a dex check */ 1509 /* do a dex check */
1532 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1510 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1533 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1511 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1534 return find_arrow(op, type); 1512 return find_arrow (op, type);
1535 1513
1536 m = op->map; 1514 m = op->map;
1537 x = op->x; 1515 x = op->x;
1538 y = op->y; 1516 y = op->y;
1539 1517
1540 /* find the first target */ 1518 /* find the first target */
1541 for (i=0, found=0; i<20; i++) { 1519 for (i = 0, found = 0; i < 20; i++)
1520 {
1542 x += freearr_x[dir]; 1521 x += freearr_x[dir];
1543 y += freearr_y[dir]; 1522 y += freearr_y[dir];
1544 mflags = get_map_flags(m, &m, x, y, &x, &y); 1523 mflags = get_map_flags (m, &m, x, y, &x, &y);
1545 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1524 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1525 {
1546 tmp = NULL; 1526 tmp = NULL;
1527 break;
1528 }
1529 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1530 {
1531 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1532 * perhaps a bad assumption.
1533 */
1534 tmp = NULL;
1535 break;
1536 }
1537 if (mflags & P_IS_ALIVE)
1538 {
1539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1540 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1541 {
1542 found++;
1543 break;
1544 }
1545 if (found)
1547 break; 1546 break;
1548 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1549 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1550 * perhaps a bad assumption.
1551 */
1552 tmp = NULL;
1553 break;
1554 } 1547 }
1555 if (mflags & P_IS_ALIVE) {
1556 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1557 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1558 found++;
1559 break;
1560 }
1561 if (found)
1562 break;
1563 }
1564 } 1548 }
1565 if (tmp == NULL) 1549 if (tmp == NULL)
1566 return find_arrow(op, type); 1550 return find_arrow (op, type);
1567 1551
1568 if (tmp->head) 1552 if (tmp->head)
1569 tmp = tmp->head; 1553 tmp = tmp->head;
1570 1554
1571 return find_better_arrow(op, tmp, type, &i); 1555 return find_better_arrow (op, tmp, type, &i);
1572} 1556}
1573 1557
1574/* 1558/*
1575 * Creature fires a bow - op can be monster or player. Returns 1559 * Creature fires a bow - op can be monster or player. Returns
1576 * 1 if bow was actually fired, 0 otherwise. 1560 * 1 if bow was actually fired, 0 otherwise.
1579 * dir is the direction of fire. 1563 * dir is the direction of fire.
1580 * wc_mod is any special modifier to give (used in special player fire modes) 1564 * wc_mod is any special modifier to give (used in special player fire modes)
1581 * sx, sy are coordinates to fire arrow from - also used in some of the special 1565 * sx, sy are coordinates to fire arrow from - also used in some of the special
1582 * player fire modes. 1566 * player fire modes.
1583 */ 1567 */
1568int
1584int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1569fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1585 sint16 sx, sint16 sy)
1586{ 1570{
1587 object *left, *bow; 1571 object *left, *bow;
1588 tag_t left_tag, tag;
1589 int bowspeed, mflags; 1572 int bowspeed, mflags;
1590 mapstruct *m; 1573 maptile *m;
1591 1574
1592 if (!dir) { 1575 if (!dir)
1576 {
1593 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1577 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1594 return 0; 1578 return 0;
1595 } 1579 }
1580
1596 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1597 bow=op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1598 else { 1583 else
1584 {
1599 for(bow=op->inv; bow; bow=bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1600 /* Don't check for applied - monsters don't apply bows - in that way, they 1586 /* Don't check for applied - monsters don't apply bows - in that way, they
1601 * don't need to switch back and forth between bows and weapons. 1587 * don't need to switch back and forth between bows and weapons.
1602 */ 1588 */
1603 if(bow->type==BOW) 1589 if (bow->type == BOW)
1604 break; 1590 break;
1605 1591
1606 if (!bow) { 1592 if (!bow)
1593 {
1607 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1608 return 0; 1595 return 0;
1609 } 1596 }
1610 } 1597 }
1598
1611 if( !bow->race || !bow->skill) { 1599 if (!bow->race || !bow->skill)
1600 {
1612 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1601 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1613 return 0; 1602 return 0;
1614 } 1603 }
1615 1604
1616 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1617 1606
1618 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1619 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1620 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1621 if (bowspeed < 1) 1611 if (bowspeed < 1)
1622 bowspeed = 1; 1612 bowspeed = 1;
1623 1613
1624 if (arrow == NULL) { 1614 if (arrow == NULL)
1615 {
1625 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1616 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 {
1626 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1627 new_draw_info_format(NDI_UNIQUE, 0, op, 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1628 "You have no %s left.", &bow->race);
1629 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1630 else 1621 else
1631 CLEAR_FLAG(op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1632 return 0; 1623 return 0;
1633 } 1624 }
1634 } 1625 }
1626
1635 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1636 if (mflags & P_OUT_OF_MAP) { 1628 if (mflags & P_OUT_OF_MAP)
1637 return 0; 1629 return 0;
1638 } 1630
1639 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1632 {
1640 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1633 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1641 return 0; 1634 return 0;
1642 } 1635 }
1643 1636
1644 /* this should not happen, but sometimes does */ 1637 /* this should not happen, but sometimes does */
1645 if (arrow->nrof==0) { 1638 if (arrow->nrof == 0)
1646 remove_ob(arrow); 1639 {
1647 free_object(arrow); 1640 arrow->destroy ();
1648 return 0; 1641 return 0;
1649 } 1642 }
1650 1643
1651 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1652 left_tag = left->count;
1653 arrow = get_split_ob(arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1654 if (arrow == NULL) { 1646 if (!arrow)
1647 {
1655 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1656 return 0; 1649 return 0;
1657 } 1650 }
1658 set_owner(arrow, op); 1651
1652 arrow->set_owner (op);
1659 arrow->skill = bow->skill; 1653 arrow->skill = bow->skill;
1660
1661 arrow->direction=dir; 1654 arrow->direction = dir;
1662 arrow->x = sx;
1663 arrow->y = sy;
1664 1655
1665 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1657 {
1666 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1667 fix_player(op); 1659 op->update_stats ();
1668 } 1660 }
1669 1661
1670 SET_ANIMATION(arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1671 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1672 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1673 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1674 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1675 arrow->spellarg = strdup_local(arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1676 1668
1677 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1678 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1679 */ 1671 */
1680
1681 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1682 0 : dam_bonus[op->stats.Str]) +
1683 bow->stats.dam + bow->magic + arrow->magic;
1684 1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1685 /* update the speed */ 1675 /* update the speed */
1686 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1687 0 : dam_bonus[op->stats.Str]) + 1677 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1688 bow->magic + arrow->magic) / 5.0 +
1689 (float)bow->stats.dam / 7.0;
1690 1678
1691 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1692 arrow->speed = 1.0;
1693 update_ob_speed(arrow);
1694 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1695 1681
1696 if (op->type == PLAYER) { 1682 if (op->type == PLAYER)
1683 {
1697 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1698 (op->chosen_skill?op->chosen_skill->level:op->level) - 1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1699 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1686 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1700 arrow->stats.wc - bow->stats.wc + wc_mod;
1701 1687
1702 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1703 } else { 1689 }
1690 else
1691 {
1704 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1692 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1705 arrow->stats.wc + wc_mod;
1706
1707 arrow->level = op->level; 1693 arrow->level = op->level;
1708 } 1694 }
1695
1709 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1710 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1698
1711 if (bow->slaying != NULL) 1699 if (bow->slaying)
1712 arrow->slaying = bow->slaying; 1700 arrow->slaying = bow->slaying;
1713 1701
1714 arrow->map = m;
1715 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1716 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1717 1704
1718 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1705 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1719 tag = arrow->count; 1706 m->insert (arrow, sx, sy, op);
1720 insert_ob_in_map(arrow, m, op, 0);
1721 1707
1722 if (!was_destroyed(arrow, tag)) 1708 if (!arrow->destroyed ())
1723 move_arrow(arrow); 1709 move_arrow (arrow);
1724 1710
1725 if (op->type == PLAYER) { 1711 if (op->type == PLAYER)
1726 if (was_destroyed (left, left_tag)) 1712 {
1713 if (left->destroyed ())
1727 esrv_del_item(op->contr, left_tag); 1714 esrv_del_item (op->contr, left->count);
1728 else 1715 else
1729 esrv_send_item(op, left); 1716 esrv_send_item (op, left);
1730 } 1717 }
1718
1731 return 1; 1719 return 1;
1732} 1720}
1733 1721
1734/* Special fire code for players - this takes into 1722/* Special fire code for players - this takes into
1735 * account the special fire modes players can have 1723 * account the special fire modes players can have
1736 * but monsters can't. Putting that code here 1724 * but monsters can't. Putting that code here
1737 * makes the fire_bow code much cleaner. 1725 * makes the fire_bow code much cleaner.
1738 * this function should only be called if 'op' is a player, 1726 * this function should only be called if 'op' is a player,
1739 * hence the function name. 1727 * hence the function name.
1740 */ 1728 */
1729int
1741int player_fire_bow(object *op, int dir) 1730player_fire_bow (object *op, int dir)
1742{ 1731{
1743 int ret=0, wcmod=0; 1732 int ret = 0, wcmod = 0;
1744 1733
1745 if (op->contr->bowtype == bow_bestarrow) { 1734 if (op->contr->bowtype == bow_bestarrow)
1746 ret = fire_bow(op, op, 1735 {
1747 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1736 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1748 dir, 0, op->x, op->y); 1737 }
1749 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1738 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1739 {
1750 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1751 wcmod =-1; 1741 wcmod = -1;
1742
1752 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1743 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1753 op->x, op->y); 1744 }
1754 } else if (op->contr->bowtype == bow_threewide) { 1745 else if (op->contr->bowtype == bow_threewide)
1746 {
1755 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1747 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1756 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1748 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1749 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1750 }
1758 } else if (op->contr->bowtype == bow_spreadshot) { 1751 else if (op->contr->bowtype == bow_spreadshot)
1752 {
1759 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1760 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1755 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1762 1756
1763 } else { 1757 }
1758 else
1759 {
1764 /* Simple case */ 1760 /* Simple case */
1765 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1761 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1766 } 1762 }
1767 return ret; 1763 return ret;
1768} 1764}
1769 1765
1770 1766
1771/* Fires a misc (wand/rod/horn) object in 'dir'. 1767/* Fires a misc (wand/rod/horn) object in 'dir'.
1772 * Broken apart from 'fire' to keep it more readable. 1768 * Broken apart from 'fire' to keep it more readable.
1773 */ 1769 */
1770void
1774void fire_misc_object(object *op, int dir) 1771fire_misc_object (object *op, int dir)
1775{ 1772{
1776 object *item; 1773 object *item;
1777 1774
1778 if (!op->contr->ranges[range_misc]) { 1775 if (!op->contr->ranges[range_misc])
1776 {
1779 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1777 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1780 return; 1778 return;
1781 } 1779 }
1782 1780
1783 item = op->contr->ranges[range_misc]; 1781 item = op->contr->ranges[range_misc];
1784 if (!item->inv) { 1782 if (!item->inv)
1783 {
1785 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1784 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1786 return; 1785 return;
1787 } 1786 }
1788 if (item->type == WAND) { 1787 if (item->type == WAND)
1788 {
1789 if(item->stats.food<=0) { 1789 if (item->stats.food <= 0)
1790 {
1790 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1791 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1792 return; 1793 return;
1793 } 1794 }
1795 }
1794 } else if (item->type == ROD || item->type==HORN) { 1796 else if (item->type == ROD || item->type == HORN)
1797 {
1795 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1798 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1799 {
1796 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797 if (item->type== ROD) 1801 if (item->type == ROD)
1798 new_draw_info_format(NDI_UNIQUE, 0,op,
1799 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1800 else 1803 else
1801 new_draw_info_format(NDI_UNIQUE, 0,op, 1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802 "The %s needs more time to charge.", query_base_name(item,0));
1803 return; 1805 return;
1804 } 1806 }
1805 } 1807 }
1806 1808
1807 if(cast_spell(op,item,dir,item->inv,NULL)) { 1809 if (cast_spell (op, item, dir, item->inv, NULL))
1810 {
1808 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1811 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1809 if (item->type == WAND) { 1812 if (item->type == WAND)
1813 {
1810 if (!(--item->stats.food)) { 1814 if (!(--item->stats.food))
1815 {
1811 object *tmp; 1816 object *tmp;
1817
1812 if (item->arch) { 1818 if (item->arch)
1819 {
1813 CLEAR_FLAG(item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
1814 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
1815 item->speed = 0; 1822 item->set_speed (0);
1816 update_ob_speed(item);
1817 } 1823 }
1824
1818 if ((tmp=is_player_inv(item))) 1825 if ((tmp = item->in_player ()))
1819 esrv_update_item(UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
1820 } 1827 }
1821 } 1828 }
1822 else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1823 drain_rod_charge(item); 1830 drain_rod_charge (item);
1824 }
1825 } 1831 }
1826} 1832}
1827 1833
1828/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
1829 */ 1835 */
1836void
1830void fire(object *op,int dir) { 1837fire (object *op, int dir)
1838{
1831 int spellcost=0; 1839 int spellcost = 0;
1832 1840
1833 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
1834 if (action_makes_visible(op)) make_visible(op); 1842 if (action_makes_visible (op))
1843 make_visible (op);
1835 1844
1836 switch(op->contr->shoottype) { 1845 switch (op->contr->shoottype)
1846 {
1837 case range_none: 1847 case range_none:
1848 return;
1849
1850 case range_bow:
1851 player_fire_bow (op, dir);
1852 return;
1853
1854 case range_magic: /* Casting spells */
1855 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1856 return;
1857
1858 case range_misc:
1859 fire_misc_object (op, dir);
1860 return;
1861
1862 case range_golem: /* Control summoned monsters from scrolls */
1863 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1864 {
1865 op->contr->ranges[range_golem] = 0;
1866 op->contr->shoottype = range_none;
1867 }
1868 else
1869 control_golem (op->contr->ranges[range_golem], dir);
1870 return;
1871
1872 case range_skill:
1873 if (!op->chosen_skill)
1874 {
1875 if (op->type == PLAYER)
1876 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1838 return; 1877 return;
1839
1840 case range_bow:
1841 player_fire_bow(op, dir);
1842 return;
1843
1844 case range_magic: /* Casting spells */
1845 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1846 return;
1847
1848 case range_misc:
1849 fire_misc_object(op, dir);
1850 return;
1851
1852 case range_golem: /* Control summoned monsters from scrolls */
1853 if(op->contr->ranges[range_golem]==NULL ||
1854 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1855 op->contr->ranges[range_golem] = NULL;
1856 op->contr->shoottype=range_none;
1857 op->contr->golem_count = 0;
1858 } 1878 }
1859 else
1860 control_golem(op->contr->ranges[range_golem], dir);
1861 return;
1862 1879
1863 case range_skill:
1864 if(!op->chosen_skill) {
1865 if(op->type==PLAYER)
1866 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1867 return;
1868 }
1869 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1870 return;
1871 case range_builder:
1872 apply_map_builder( op, dir );
1873 return; 1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1874 default: 1885 default:
1875 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1876 return; 1887 return;
1877 } 1888 }
1878} 1889}
1879 1890
1880 1891
1881 1892
1888 * inv is the objects inventory to searched 1899 * inv is the objects inventory to searched
1889 * door is the door we are trying to match against. 1900 * door is the door we are trying to match against.
1890 * This function can be called recursively to search containers. 1901 * This function can be called recursively to search containers.
1891 */ 1902 */
1892 1903
1904object *
1893object * find_key(object *pl, object *container, object *door) 1905find_key (object *pl, object *container, object *door)
1894{ 1906{
1895 object *tmp,*key; 1907 object *tmp, *key;
1896 1908
1897 /* Should not happen, but sanity checking is never bad */ 1909 /* Should not happen, but sanity checking is never bad */
1898 if (container->inv == NULL) return NULL; 1910 if (container->inv == NULL)
1911 return NULL;
1899 1912
1900 /* First, lets try to find a key in the top level inventory */ 1913 /* First, lets try to find a key in the top level inventory */
1901 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1915 {
1902 if (door->type==DOOR && tmp->type==KEY) break; 1916 if (door->type == DOOR && tmp->type == KEY)
1917 break;
1903 /* For sanity, we should really check door type, but other stuff 1918 /* For sanity, we should really check door type, but other stuff
1904 * (like containers) can be locked with special keys 1919 * (like containers) can be locked with special keys
1905 */ 1920 */
1906 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1907 tmp->slaying==door->slaying) break; 1922 break;
1908 } 1923 }
1909 /* No key found - lets search inventories now */ 1924 /* No key found - lets search inventories now */
1910 /* If we find and use a key in an inventory, return at that time. 1925 /* If we find and use a key in an inventory, return at that time.
1911 * otherwise, if we search all the inventories and still don't find 1926 * otherwise, if we search all the inventories and still don't find
1912 * a key, return 1927 * a key, return
1913 */ 1928 */
1914 if (!tmp) { 1929 if (!tmp)
1930 {
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1932 {
1916 /* No reason to search empty containers */ 1933 /* No reason to search empty containers */
1917 if (tmp->type==CONTAINER && tmp->inv) { 1934 if (tmp->type == CONTAINER && tmp->inv)
1935 {
1918 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1936 if ((key = find_key (pl, tmp, door)) != NULL)
1937 return key;
1919 } 1938 }
1920 } 1939 }
1940 if (!tmp)
1921 if (!tmp) return NULL; 1941 return NULL;
1922 } 1942 }
1923 /* We get down here if we have found a key. Now if its in a container, 1943 /* We get down here if we have found a key. Now if its in a container,
1924 * see if we actually want to use it 1944 * see if we actually want to use it
1925 */ 1945 */
1926 if (pl!=container) { 1946 if (pl != container)
1947 {
1927 /* Only let players use keys in containers */ 1948 /* Only let players use keys in containers */
1928 if (!pl->contr) return NULL; 1949 if (!pl->contr)
1950 return NULL;
1929 /* cases where this fails: 1951 /* cases where this fails:
1930 * If we only search the player inventory, return now since we 1952 * If we only search the player inventory, return now since we
1931 * are not in the players inventory. 1953 * are not in the players inventory.
1932 * If the container is not active, return now since only active 1954 * If the container is not active, return now since only active
1933 * containers can be used. 1955 * containers can be used.
1934 * If we only search keyrings and the container does not have 1956 * If we only search keyrings and the container does not have
1935 * a race/isn't a keyring. 1957 * a race/isn't a keyring.
1936 * No checking for all containers - to fall through past here, 1958 * No checking for all containers - to fall through past here,
1937 * inv must have been an container and must have been active. 1959 * inv must have been an container and must have been active.
1938 * 1960 *
1939 * Change the color so that the message doesn't disappear with 1961 * Change the color so that the message doesn't disappear with
1940 * all the others. 1962 * all the others.
1941 */ 1963 */
1942 if (pl->contr->usekeys == key_inventory || 1964 if (pl->contr->usekeys == key_inventory ||
1943 !QUERY_FLAG(container, FLAG_APPLIED) || 1965 !QUERY_FLAG (container, FLAG_APPLIED) ||
1944 (pl->contr->usekeys == keyrings &&
1945 (!container->race || strcmp(container->race, "keys"))) 1966 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1946 ) { 1967 {
1947 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1948 "The %s in your %s vibrates as you approach the door", 1969 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1949 query_name(tmp), query_name(container));
1950 return NULL; 1970 return NULL;
1951 } 1971 }
1952 } 1972 }
1953 return tmp; 1973 return tmp;
1954} 1974}
1955 1975
1956/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
1957 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
1958 * such that the caller should not do anything more, 1978 * such that the caller should not do anything more,
1959 * 0 otherwise 1979 * 0 otherwise
1960 */ 1980 */
1981static int
1961static int player_attack_door(object *op, object *door) 1982player_attack_door (object *op, object *door)
1962{ 1983{
1963
1964 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a use a key. If we do destroy the door,
1965 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
1966 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1967 */ 1987 */
1968 object *key=find_key(op, op, door); 1988 object *key = find_key (op, op, door);
1969 1989
1970 /* IF we found a key, do some extra work */ 1990 /* IF we found a key, do some extra work */
1971 if (key) { 1991 if (key)
1992 {
1972 object *container=key->env; 1993 object *container = key->env;
1973 1994
1974 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1975 if(action_makes_visible(op)) make_visible(op); 1996 if (action_makes_visible (op))
1997 make_visible (op);
1976 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1998 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1999 spring_trap (door->inv, op);
1977 if (door->type == DOOR) { 2000 if (door->type == DOOR)
2001 {
1978 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2002 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1979 } 2003 }
1980 else if(door->type==LOCKED_DOOR) { 2004 else if (door->type == LOCKED_DOOR)
1981 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2005 {
1982 "You open the door with the %s", query_short_name(key)); 2006 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1983 remove_door2(door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1984 } 2008 }
1985 /* Do this after we print the message */ 2009 /* Do this after we print the message */
1986 decrease_ob(key); /* Use up one of the keys */ 2010 decrease_ob (key); /* Use up one of the keys */
1987 /* Need to update the weight the container the key was in */ 2011 /* Need to update the weight the container the key was in */
1988 if (container != op) 2012 if (container != op)
1989 esrv_update_item(UPD_WEIGHT, op, container); 2013 esrv_update_item (UPD_WEIGHT, op, container);
1990 return 1; /* Nothing more to do below */ 2014 return 1; /* Nothing more to do below */
2015 }
1991 } else if (door->type==LOCKED_DOOR) { 2016 else if (door->type == LOCKED_DOOR)
2017 {
1992 /* Might as well return now - no other way to open this */ 2018 /* Might as well return now - no other way to open this */
1993 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1994 return 1; 2020 return 1;
1995 } 2021 }
1996 return 0; 2022 return 0;
1997} 2023}
1998 2024
1999/* This function is just part of a breakup from move_player. 2025/* This function is just part of a breakup from move_player.
2000 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2001 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2002 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2003 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2004 */ 2030 */
2005 2031void
2006void move_player_attack(object *op, int dir) 2032move_player_attack (object *op, int dir)
2007{ 2033{
2008 object *tmp, *mon; 2034 object *tmp, *mon;
2009 sint16 nx, ny; 2035 sint16 nx, ny;
2010 int on_battleground; 2036 int on_battleground;
2011 mapstruct *m; 2037 maptile *m;
2012 2038
2013 nx=freearr_x[dir]+op->x; 2039 nx = freearr_x[dir] + op->x;
2014 ny=freearr_y[dir]+op->y; 2040 ny = freearr_y[dir] + op->y;
2015 2041
2016 on_battleground = op_on_battleground(op, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2017 2043
2018 /* If braced, or can't move to the square, and it is not out of the 2044 /* If braced, or can't move to the square, and it is not out of the
2019 * map, attack it. Note order of if statement is important - don't 2045 * map, attack it. Note order of if statement is important - don't
2020 * want to be calling move_ob if braced, because move_ob will move the 2046 * want to be calling move_ob if braced, because move_ob will move the
2021 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2022 * move to some space, it then means that if we are braced, we should 2048 * move to some space, it then means that if we are braced, we should
2023 * do nothing at all. As it is, if we are braced, we go through 2049 * do nothing at all. As it is, if we are braced, we go through
2024 * quite a bit of processing. However, it probably is less than what 2050 * quite a bit of processing. However, it probably is less than what
2025 * move_ob uses. 2051 * move_ob uses.
2026 */ 2052 */
2027 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2054 {
2028 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2029 m = get_map_from_coord(op->map, &nx, &ny);
2030 if (!m) return; /* Don't think this should happen */
2031 } 2056 {
2057 m = op->map->xy_find (nx, ny);
2058 if (!m)
2059 return; /* Don't think this should happen */
2060 }
2061 else
2032 else m =op->map; 2062 m = op->map;
2033 2063
2034 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2064 if (!(tmp = m->at (nx, ny).bot))
2035 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2065 return;
2066
2067 mon = 0;
2068 /* Go through all the objects, and find ones of interest. Only stop if
2069 * we find a monster - that is something we know we want to attack.
2070 * if its a door or barrel (can roll) see if there may be monsters
2071 * on the space
2072 */
2073 while (tmp)
2074 {
2075 if (tmp == op)
2076 {
2077 tmp = tmp->above;
2078 continue;
2079 }
2080
2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2082 {
2083 mon = tmp;
2084 break;
2085 }
2086
2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2088 mon = tmp;
2089
2090 tmp = tmp->above;
2091 }
2092
2093 if (!mon) /* This happens anytime the player tries to move */
2094 return; /* into a wall */
2095
2096 if (mon->head)
2097 mon = mon->head;
2098
2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2100 if (player_attack_door (op, mon))
2101 return;
2102
2103 /* The following deals with possibly attacking peaceful
2104 * or frienddly creatures. Basically, all players are considered
2105 * unaggressive. If the moving player has peaceful set, then the
2106 * object should be pushed instead of attacked. It is assumed that
2107 * if you are braced, you will not attack friends accidently,
2108 * and thus will not push them.
2109 */
2110
2111 /* If the creature is a pet, push it even if the player is not
2112 * peaceful. Our assumption is the creature is a pet if the
2113 * player owns it and it is either friendly or unagressive.
2114 */
2115 if ((op->type == PLAYER)
2116#if COZY_SERVER
2117 &&
2118 ((mon->owner && mon->owner->contr
2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2120#else
2121 && mon->owner == op
2122#endif
2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2124 {
2125 /* If we're braced, we don't want to switch places with it */
2126 if (op->contr->braced)
2036 return; 2127 return;
2037 }
2038 2128
2039 mon = NULL; 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2040 /* Go through all the objects, and find ones of interest. Only stop if 2130 (void) push_ob (mon, dir, op);
2041 * we find a monster - that is something we know we want to attack. 2131 if (op->contr->tmp_invis || op->hide)
2042 * if its a door or barrel (can roll) see if there may be monsters 2132 make_visible (op);
2043 * on the space 2133
2134 return;
2135 }
2136
2137 /* in certain circumstances, you shouldn't attack friendly
2138 * creatures. Note that if you are braced, you can't push
2139 * someone, but put it inside this loop so that you won't
2140 * attack them either.
2044 */ 2141 */
2045 while (tmp!=NULL) { 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2046 if (tmp == op) { 2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2047 tmp=tmp->above; 2144#ifdef PROHIBIT_PLAYERKILL
2048 continue; 2145 (op->contr->peaceful
2146 || (mon->type == PLAYER
2147 && mon->contr->
2148 peaceful)) &&
2149#else
2150 op->contr->peaceful &&
2151#endif
2152 !on_battleground))
2153 {
2154 if (!op->contr->braced)
2155 {
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2157 push_ob (mon, dir, op);
2049 } 2158 }
2050 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2159 else
2051 mon = tmp; 2160 new_draw_info (0, 0, op, "You withhold your attack");
2052 break; 2161
2162 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op);
2164 }
2165
2166 /* If the object is a boulder or other rollable object, then
2167 * roll it if not braced. You can't roll it if you are braced.
2168 */
2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2170 {
2171 recursive_roll (mon, dir, op);
2172 if (action_makes_visible (op))
2173 make_visible (op);
2174 }
2175
2176 /* Any generic living creature. Including things like doors.
2177 * Way it works is like this: First, it must have some hit points
2178 * and be living. Then, it must be one of the following:
2179 * 1) Not a player, 2) A player, but of a different party. Note
2180 * that party_number -1 is no party, so attacks can still happen.
2181 */
2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2184 {
2185
2186 /* If the player hasn't hit something this tick, and does
2187 * so, give them speed boost based on weapon speed. Doing
2188 * it here is better than process_players2, which basically
2189 * incurred a 1 tick offset.
2190 */
2191 if (!op->contr->has_hit)
2192 {
2193 op->speed_left += op->speed / op->contr->weapon_sp;
2194
2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2053 } 2196 }
2054 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2055 mon = tmp;
2056 tmp=tmp->above;
2057 }
2058
2059 if (mon==NULL) /* This happens anytime the player tries to move */
2060 return; /* into a wall */
2061 2197
2062 if(mon->head != NULL) 2198 skill_attack (mon, op, 0, 0, 0);
2063 mon = mon->head;
2064 2199
2065 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2200 /* If attacking another player, that player gets automatic
2066 if (player_attack_door(op, mon)) return; 2201 * hitback, and doesn't loose luck either.
2067 2202 * Disable hitback on the battleground or if the target is
2068 /* The following deals with possibly attacking peaceful 2203 * the wiz.
2069 * or frienddly creatures. Basically, all players are considered
2070 * unaggressive. If the moving player has peaceful set, then the
2071 * object should be pushed instead of attacked. It is assumed that
2072 * if you are braced, you will not attack friends accidently,
2073 * and thus will not push them.
2074 */ 2204 */
2075 2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2076 /* If the creature is a pet, push it even if the player is not
2077 * peaceful. Our assumption is the creature is a pet if the
2078 * player owns it and it is either friendly or unagressive.
2079 */
2080 if ((op->type==PLAYER)
2081#if COZY_SERVER
2082 &&
2083 (
2084 (get_owner(mon) && get_owner(mon)->contr
2085 && same_party (get_owner(mon)->contr->party, op->contr->party))
2086 || get_owner(mon) == op
2087 )
2088#else
2089 && get_owner(mon)==op
2090#endif
2091 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2092 {
2093 /* If we're braced, we don't want to switch places with it */
2094 if (op->contr->braced) return;
2095 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2096 (void) push_ob(mon,dir,op);
2097 if(op->contr->tmp_invis||op->hide) make_visible(op);
2098 return;
2099 }
2100
2101 /* in certain circumstances, you shouldn't attack friendly
2102 * creatures. Note that if you are braced, you can't push
2103 * someone, but put it inside this loop so that you won't
2104 * attack them either.
2105 */
2106 if ((mon->type==PLAYER || mon->enemy != op) &&
2107 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2108 (
2109#ifdef PROHIBIT_PLAYERKILL
2110 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2111#else
2112 op->contr->peaceful &&
2113#endif
2114 !on_battleground
2115 )) { 2206 {
2116 if (!op->contr->braced) { 2207 short luck = mon->stats.luck;
2117 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2208
2118 (void) push_ob(mon,dir,op); 2209 mon->contr->has_hit = 1;
2119 } else { 2210 skill_attack (op, mon, 0, 0, 0);
2120 new_draw_info(0, 0,op,"You withhold your attack"); 2211 mon->stats.luck = luck;
2121 } 2212 }
2122 if(op->contr->tmp_invis||op->hide) make_visible(op);
2123 }
2124 2213
2125 /* If the object is a boulder or other rollable object, then
2126 * roll it if not braced. You can't roll it if you are braced.
2127 */
2128 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2129 recursive_roll(mon,dir,op);
2130 if(action_makes_visible(op)) make_visible(op); 2214 if (action_makes_visible (op))
2131 } 2215 make_visible (op);
2132
2133 /* Any generic living creature. Including things like doors.
2134 * Way it works is like this: First, it must have some hit points
2135 * and be living. Then, it must be one of the following:
2136 * 1) Not a player, 2) A player, but of a different party. Note
2137 * that party_number -1 is no party, so attacks can still happen.
2138 */
2139
2140 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2141 ((mon->type!=PLAYER || op->contr->party==NULL ||
2142 op->contr->party!=mon->contr->party))) {
2143
2144 /* If the player hasn't hit something this tick, and does
2145 * so, give them speed boost based on weapon speed. Doing
2146 * it here is better than process_players2, which basically
2147 * incurred a 1 tick offset.
2148 */
2149 if (!op->contr->has_hit) {
2150 op->speed_left += op->speed / op->contr->weapon_sp;
2151
2152 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2153 } 2216 }
2154
2155 skill_attack(mon, op, 0, NULL, NULL);
2156
2157 /* If attacking another player, that player gets automatic
2158 * hitback, and doesn't loose luck either.
2159 * Disable hitback on the battleground or if the target is
2160 * the wiz.
2161 */
2162 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2163 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2164 short luck = mon->stats.luck;
2165 mon->contr->has_hit = 1;
2166 skill_attack(op, mon, 0, NULL, NULL);
2167 mon->stats.luck = luck;
2168 }
2169 if(action_makes_visible(op)) make_visible(op);
2170 }
2171 } /* if player should attack something */ 2217 } /* if player should attack something */
2172} 2218}
2173 2219
2220int
2174int move_player(object *op,int dir) { 2221move_player (object *op, int dir)
2222{
2175 int pick; 2223 int pick;
2176 2224
2177 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2178 return 0;
2179
2180 /* Sanity check: make sure dir is valid */
2181 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2182 LOG( llevError, "move_player: invalid direction %d\n", dir);
2183 return 0;
2184 }
2185
2186 /* peterm: added following line */
2187 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2188 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2189
2190 op->facing = dir;
2191
2192 if(op->hide) do_hidden_move(op);
2193
2194 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2195 /*nop*/;
2196 else if (op->contr->fire_on)
2197 fire (op, dir);
2198 else
2199 {
2200 move_player_attack (op, dir);
2201 pick = check_pick(op);
2202 }
2203
2204 /* Add special check for newcs players and fire on - this way, the
2205 * server can handle repeat firing.
2206 */
2207 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2208 op->direction = dir;
2209 } else {
2210 op->direction=0;
2211 }
2212 /* Update how the player looks. Use the facing, so direction may
2213 * get reset to zero. This allows for full animation capabilities
2214 * for players.
2215 */
2216 animate_object(op, op->facing);
2217 return 0; 2226 return 0;
2227
2228 /* Sanity check: make sure dir is valid */
2229 if ((dir < 0) || (dir >= 9))
2230 {
2231 LOG (llevError, "move_player: invalid direction %d\n", dir);
2232 return 0;
2233 }
2234
2235 /* peterm: added following line */
2236 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2237 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2238
2239 op->facing = dir;
2240
2241 if (op->hide)
2242 do_hidden_move (op);
2243
2244 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2245 /*nop */ ;
2246 else if (op->contr->fire_on)
2247 fire (op, dir);
2248 else
2249 {
2250 move_player_attack (op, dir);
2251 pick = check_pick (op);
2252 }
2253
2254 /* Add special check for newcs players and fire on - this way, the
2255 * server can handle repeat firing.
2256 */
2257 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2258 op->direction = dir;
2259 else
2260 op->direction = 0;
2261
2262 /* Update how the player looks. Use the facing, so direction may
2263 * get reset to zero. This allows for full animation capabilities
2264 * for players.
2265 */
2266 animate_object (op, op->facing);
2267 return 0;
2218} 2268}
2219 2269
2220/* This is similar to handle_player, below, but is only used by the 2270/* This is similar to handle_player, below, but is only used by the
2221 * new client/server stuff. 2271 * new client/server stuff.
2222 * This is sort of special, in that the new client/server actually uses 2272 * This is sort of special, in that the new client/server actually uses
2223 * the new speed values for commands. 2273 * the new speed values for commands.
2224 * 2274 *
2225 * Returns true if there are more actions we can do. 2275 * Returns true if there are more actions we can do.
2226 */ 2276 */
2277int
2227int handle_newcs_player(object *op) 2278handle_newcs_player (object *op)
2228{ 2279{
2229 if (op->contr->hidden) { 2280 if (op->contr->hidden)
2281 {
2230 op->invisible = 1000; 2282 op->invisible = 1000;
2231 /* the socket code flashes the player visible/invisible 2283 /* the socket code flashes the player visible/invisible
2232 * depending on the value of invisible, so we need to 2284 * depending on the value of invisible, so we need to
2233 * alternate it here for it to work correctly. 2285 * alternate it here for it to work correctly.
2234 */ 2286 */
2235 if (pticks & 2) op->invisible--; 2287 if (pticks & 2)
2236 }
2237 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2238 op->invisible--; 2288 op->invisible--;
2289 }
2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2292 op->invisible--;
2239 if(!op->invisible) { 2293 if (!op->invisible)
2294 {
2240 make_visible(op); 2295 make_visible (op);
2241 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2296 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2242 } 2297 }
2243 } 2298 }
2244 2299
2245 if (QUERY_FLAG(op, FLAG_SCARED)) { 2300 if (QUERY_FLAG (op, FLAG_SCARED))
2301 {
2246 flee_player(op); 2302 flee_player (op);
2247 /* If player is still scared, that is his action for this tick */ 2303 /* If player is still scared, that is his action for this tick */
2248 if (QUERY_FLAG(op, FLAG_SCARED)) { 2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 {
2249 op->speed_left--; 2306 op->speed_left--;
2250 return 0; 2307 return 0;
2251 } 2308 }
2252 } 2309 }
2253 2310
2254 /* I've been seeing crashes where the golem has been destroyed, but 2311 /* I've been seeing crashes where the golem has been destroyed, but
2255 * the player object still points to the defunct golem. The code that 2312 * the player object still points to the defunct golem. The code that
2256 * destroys the golem looks correct, and it doesn't always happen, so 2313 * destroys the golem looks correct, and it doesn't always happen, so
2257 * put this in a a workaround to clean up the golem pointer. 2314 * put this in a a workaround to clean up the golem pointer.
2258 */ 2315 */
2259 if (op->contr->ranges[range_golem] && 2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2260 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2261 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2262 op->contr->ranges[range_golem] = NULL; 2317 op->contr->ranges[range_golem] = 0;
2263 op->contr->golem_count = 0;
2264 }
2265 2318
2266 /* call this here - we also will call this in do_ericserver, but 2319 /* call this here - we also will call this in do_ericserver, but
2267 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2268 * called, so we recheck it here. 2321 * called, so we recheck it here.
2269 */ 2322 */
2270 HandleClient(&op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2271 if (op->speed_left<0) return 0; 2324 return 1;
2272 2325
2326 if (op->speed_left > 0)
2327 {
2273 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2274 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2331 op->speed_left--;
2276 2332
2277 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in 2334 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2280 */ 2336 */
2281 move_player(op, op->direction); 2337 move_player (op, op->direction);
2282 if (op->speed_left>0) return 1; 2338
2283 else return 0; 2339 return op->speed_left > 0;
2340 }
2284 } 2341 }
2342
2343 return 0;
2344}
2345
2346int
2347save_life (object *op)
2348{
2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2285 return 0; 2350 return 0;
2286}
2287 2351
2288int save_life(object *op) {
2289 object *tmp;
2290
2291 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2292 return 0;
2293
2294 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2295 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 {
2296 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2355 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2297 new_draw_info_format(NDI_UNIQUE, 0,op, 2356 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2298 "Your %s vibrates violently, then evaporates.", 2357
2299 query_name(tmp));
2300 if (op->contr) 2358 if (op->contr)
2301 esrv_del_item(op->contr, tmp->count); 2359 esrv_del_item (op->contr, tmp->count);
2302 remove_ob(tmp); 2360
2303 free_object(tmp); 2361 tmp->destroy ();
2304 CLEAR_FLAG(op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363
2305 if(op->stats.hp<0) 2364 if (op->stats.hp < 0)
2306 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2366
2307 if(op->stats.food<0) 2367 if (op->stats.food < 0)
2308 op->stats.food = 999; 2368 op->stats.food = 999;
2309 fix_player(op); 2369
2370 op->update_stats ();
2310 return 1; 2371 return 1;
2311 } 2372 }
2373
2312 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2313 CLEAR_FLAG(op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2314 enter_player_savebed(op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2315 return 0; 2377 return 0;
2316} 2378}
2317 2379
2318/* This goes throws the inventory and removes unpaid objects, and puts them 2380/* This goes throws the inventory and removes unpaid objects, and puts them
2319 * back in the map (location and map determined by values of env). This 2381 * back in the map (location and map determined by values of env). This
2320 * function will descend into containers. op is the object to start the search 2382 * function will descend into containers. op is the object to start the search
2321 * from. 2383 * from.
2322 */ 2384 */
2385void
2323void remove_unpaid_objects(object *op, object *env) 2386remove_unpaid_objects (object *op, object *env)
2324{ 2387{
2325 object *next; 2388 object *next;
2326 2389
2327 while (op) { 2390 while (op)
2391 {
2328 next=op->below; /* Make sure we have a good value, in case 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2329 * we remove object 'op' 2393
2330 */
2331 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2332 remove_ob(op); 2395 {
2333 op->x = env->x;
2334 op->y = env->y;
2335 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2336 esrv_del_item(env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2337 insert_ob_in_map(op, env->map, NULL,0); 2398
2399 op->insert_at (env);
2338 } 2400 }
2401 else if (op->inv)
2339 else if (op->inv) remove_unpaid_objects(op->inv, env); 2402 remove_unpaid_objects (op->inv, env);
2403
2340 op=next; 2404 op = next;
2341 } 2405 }
2342} 2406}
2343
2344 2407
2345/* 2408/*
2346 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2347 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2348 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2349 * best, a misc file for object actions is probably better, 2412 * best, a misc file for object actions is probably better,
2350 * but there isn't one in the server directory. 2413 * but there isn't one in the server directory.
2351 */ 2414 */
2415char *
2352char *gravestone_text (object *op) 2416gravestone_text (object *op)
2353{ 2417{
2354 static char buf2[MAX_BUF]; 2418 static char buf2[MAX_BUF];
2355 char buf[MAX_BUF]; 2419 char buf[MAX_BUF];
2356 time_t now = time (NULL); 2420 time_t now = time (NULL);
2357 2421
2358 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2359 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2360 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2361 else 2425 else
2362 sprintf (buf, "%s\n", &op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2363 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2364 strcat (buf2, buf); 2429 strcat (buf2, buf);
2365 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2366 sprintf (buf, "who was in level %d when killed\n", op->level); 2431 sprintf (buf, "who was in level %d when killed\n", op->level);
2367 else 2432 else
2368 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2433 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2434
2369 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2370 strcat (buf2, buf); 2436 strcat (buf2, buf);
2371 if (op->type == PLAYER) { 2437 if (op->type == PLAYER)
2438 {
2372 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2373 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2374 strcat (buf2, buf); 2441 strcat (buf2, buf);
2375 } 2442 }
2443
2376 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2377 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2378 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2379 return buf2; 2448 return buf2;
2380} 2449}
2381 2450
2382 2451void
2383
2384void do_some_living(object *op) { 2452do_some_living (object *op)
2453{
2385 int last_food=op->stats.food; 2454 int last_food = op->stats.food;
2386 int gen_hp, gen_sp, gen_grace; 2455 int gen_hp, gen_sp, gen_grace;
2387 int over_hp, over_sp, over_grace; 2456 int over_hp, over_sp, over_grace;
2388 int i; 2457 int i;
2389 int rate_hp = 1200; 2458 int rate_hp = 1200;
2390 int rate_sp = 2500; 2459 int rate_sp = 2500;
2392 const int max_hp = 1; 2461 const int max_hp = 1;
2393 const int max_sp = 1; 2462 const int max_sp = 1;
2394 const int max_grace = 1; 2463 const int max_grace = 1;
2395 2464
2396 if (op->contr->outputs_sync) 2465 if (op->contr->outputs_sync)
2397 { 2466 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 if (op->contr->outputs[i].buf!=NULL &&
2400 (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2470 }
2403 2471
2404 if(op->contr->state==ST_PLAYING) { 2472 if (op->contr->ns->state == ST_PLAYING)
2405 2473 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2476 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2478 else
2479 {
2411 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2482 }
2483
2414 if(op->contr->gen_sp >= 0 ) 2484 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2486 else
2487 {
2417 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2490 }
2491
2420 if(op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2494 else
2495 {
2423 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2498 }
2426 2499
2427 /* Regenerate Spell Points */ 2500 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2502 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2503 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2504 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2505 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2506 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2507 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2509 {
2510 op->stats.food--;
2511 if (op->contr->digestion < 0)
2512 op->stats.food += op->contr->digestion;
2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2514 op->stats.food = last_food;
2451 } 2515 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 2516 }
2517
2518 if (max_sp > 1)
2519 {
2520 over_sp = (gen_sp + 10) / rate_sp;
2521 if (over_sp > 0)
2522 {
2523 if (op->stats.sp < op->stats.maxsp)
2524 {
2525 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2526
2527 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2528 op->stats.sp--;
2529
2530 if (op->stats.sp > op->stats.maxsp)
2531 op->stats.sp = op->stats.maxsp;
2532 }
2533 op->last_sp = 0;
2534 }
2535 else
2536 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2537 }
2475 } else { 2538 else
2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2540 }
2541
2542 /* Regenerate Grace */
2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2544 if (--op->last_grace < 0)
2545 {
2546 if (op->stats.grace < op->stats.maxgrace / 2)
2547 op->stats.grace++; /* no penalty in food for regaining grace */
2548
2549 if (max_grace > 1)
2550 {
2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2552 if (over_grace > 0)
2553 {
2554 op->stats.sp += over_grace
2555 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2556 op->last_grace = 0;
2557 }
2558 else
2559 {
2560 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2561 }
2562 }
2563 else
2564 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2565 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2566 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2567 /* wearing stuff doesn't detract from grace generation. */
2479 } 2568 }
2480 2569
2481 /* Regenerate Hit Points */ 2570 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2571 if (--op->last_heal < 0)
2572 {
2483 if(op->stats.hp<op->stats.maxhp) { 2573 if (op->stats.hp < op->stats.maxhp)
2574 {
2484 op->stats.hp++; 2575 op->stats.hp++;
2485 /* dms do not consume food */ 2576 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2578 {
2579 op->stats.food--;
2488 if(op->contr->digestion<0) 2580 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 2583 op->stats.food = last_food;
2584 }
2585 }
2586
2587 if (max_hp > 1)
2588 {
2589 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2590 if (over_hp > 0)
2591 {
2592 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2593 op->last_heal = 0;
2594 }
2595 else
2596 {
2597 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2598 }
2599 }
2600 else
2601 {
2602 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2603 }
2493 } 2604 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2605
2509 /* Digestion */ 2606 /* Digestion */
2510 if(--op->last_eat<0) { 2607 if (--op->last_eat < 0)
2608 {
2511#ifdef COZY_SERVER 2609#ifdef COZY_SERVER
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2610 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0, 2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2612#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2613 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2614#endif
2519 2615
2520 if(op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2617 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2618 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2524 /* dms do not consume food */ 2621 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2623 op->stats.food--;
2527 } 2624 }
2528 2625
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2627 {
2530 object *tmp, *flesh=NULL; 2628 object *tmp, *flesh = 0;
2531 2629
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2631 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2633 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2636 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2637 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2639 break;
2539 } 2640 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2641 else if (tmp->type == FLESH)
2642 flesh = tmp;
2541 } /* End if paid for object */ 2643 } /* End if paid for object */
2542 } /* end of for loop */ 2644 } /* end of for loop */
2645
2543 /* If player is still starving, it means they don't have any food, so 2646 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2647 * eat flesh instead.
2545 */ 2648 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2651 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2652 manual_apply (op, flesh, 0);
2549 } 2653 }
2550 } /* end if player is starving */ 2654 }
2551 2655
2552 while(op->stats.food<0&&op->stats.hp>0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2554 2658
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2659 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2660 kill_player (op);
2661 }
2557} 2662}
2558
2559
2560 2663
2561/* If the player should die (lack of hp, food, etc), we call this. 2664/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2665 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2667 * file.
2565 */ 2668 */
2669void
2566void kill_player(object *op) 2670kill_player (object *op)
2567{ 2671{
2568 char buf[MAX_BUF]; 2672 char buf[MAX_BUF];
2569 int x, y; 2673 int x, y;
2674
2570 //int i; 2675 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2676 maptile *map; /* this is for resurrection */
2677
2572 /* int z; 2678 /* int z;
2573 int num_stats_lose; 2679 int num_stats_lose;
2574 int lost_a_stat; 2680 int lost_a_stat;
2575 int lose_this_stat; 2681 int lose_this_stat;
2576 int this_stat; */ 2682 int this_stat; */
2577 int will_kill_again; 2683 int will_kill_again;
2578 archetype *at; 2684 archetype *at;
2579 object *tmp; 2685 object *tmp;
2580 2686
2581 if(save_life(op)) 2687 if (save_life (op))
2582 return; 2688 return;
2583 2689
2584 2690
2585 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2691 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2586 * in cities ONLY!!! It is very important that this doesn't get abused. 2692 * in cities ONLY!!! It is very important that this doesn't get abused.
2587 * Look at op_on_battleground() for more info --AndreasV 2693 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2694 */
2589 if (op_on_battleground(op, &x, &y)) { 2695 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2696 {
2591 "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2698 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2593 "Local medics have saved your life..."); 2699
2594
2595 /* restore player */ 2700 /* restore player */
2596 at = find_archetype("poisoning"); 2701 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2703 {
2599 remove_ob(tmp); 2704 tmp->destroy ();
2600 free_object(tmp);
2601 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2706 }
2707
2708 at = archetype::find ("confusion");
2709 if (object *tmp = present_arch_in_ob (at, op))
2602 } 2710 {
2603 2711 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2713 }
2611 2714
2612 cure_disease(op,0); /* remove any disease */ 2715 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2717 if (op->stats.food <= 0)
2615 2718 op->stats.food = 999;
2719
2616 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2722 {
2620 sprintf(buf,"%s's finger", &op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2724 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2623 " the %s, when he was defeated at\n level %d by %s.\n", 2726 " the %s, when he was defeated at\n level %d by %s.\n",
2624 &op->name, op->contr->title, (int)(op->level), 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2728 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2732 }
2733
2633 /* teleport defeated player to new destination*/ 2734 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2736 op->contr->braced = 0;
2636 return; 2737 return;
2637 } 2738 }
2638 2739
2639 INVOKE_PLAYER (DEATH, op->contr); 2740 INVOKE_PLAYER (DEATH, op->contr);
2640 2741
2641 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2642 2743
2643 if(op->stats.food<0) { 2744 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2745 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2747 strcpy (op->contr->killer, "starvation");
2652 } 2748 }
2653 else { 2749 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2750 sprintf (buf, "%s died.", &op->name);
2661 } 2751
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2753
2664 /* save the map location for corpse, gravestone*/ 2754 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2755 x = op->x;
2756 y = op->y;
2757 map = op->map;
2666 2758
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * life if they are dead - it takes some exp and a random stat. 2760 * life if they are dead - it takes some exp and a random stat.
2671 * See the config.h file for a little more in depth detail about this. 2761 * See the config.h file for a little more in depth detail about this.
2672 */ 2762 */
2673 2763
2674 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2766 * of death.
2677 */ 2767 */
2678#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2769 if (settings.balanced_stat_loss)
2770 {
2680 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
2681 /* Lower level chars don't lose as many stats because they suffer 2772 /* Lower level chars don't lose as many stats because they suffer
2682 more if they do. */ 2773 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2776 little bit harder. */
2686 /* GD */ 2777 /* GD */
2687 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2779 num_stats_lose = 1;
2693 } 2780 else
2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2782 }
2783 else
2784 num_stats_lose = 1;
2785
2694 lost_a_stat = 0; 2786 lost_a_stat = 0;
2695 2787
2696 for (z=0; z<num_stats_lose; z++) { 2788 for (z = 0; z < num_stats_lose; z++)
2789 {
2697 i = RANDOM() % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
2698 2791
2699 if (settings.stat_loss_on_death) { 2792 if (settings.stat_loss_on_death)
2793 {
2700 /* Pick a random stat and take a point off it. Tell the player 2794 /* Pick a random stat and take a point off it. Tell the player
2701 * what he lost. 2795 * what he lost.
2702 */ 2796 */
2703 change_attr_value(&(op->stats), i,-1); 2797 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2798 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2802 lost_a_stat = 1;
2709 } else { 2803 }
2804 else
2805 {
2710 /* deplete a stat */ 2806 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2807 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2713 2812 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2813 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2814 insert_ob_in_ob (dep, op);
2718 } 2815 }
2719 lose_this_stat = 1; 2816 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2817 if (settings.balanced_stat_loss)
2818 {
2721 /* GD */ 2819 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2820 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2821 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2822 if (this_stat < 0)
2823 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2825 int keep_chance = this_stat * this_stat;
2826
2727 /* Yes, I am paranoid. Sue me. */ 2827 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2828 if (keep_chance < 1)
2729 keep_chance = 1; 2829 keep_chance = 1;
2730 2830
2731 /* There is a maximum depletion total per level. */ 2831 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2832 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2833 {
2733 lose_this_stat = 0; 2834 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2835 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2836 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2837 }
2745 } 2838 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2839 {
2755 if (this_stat>=-50) { 2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 lost_a_stat = 1; 2841 lose_this_stat = 0;
2842 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2843 this_stat, keep_chance, loss_chance,
2844 lose_this_stat?"LOSE":"KEEP"); */
2761 } 2845 }
2762 } 2846 }
2763 } 2847 }
2764 } 2848
2765 /* If no stat lost, tell the player. */
2766 if (!lost_a_stat) 2849 if (lose_this_stat)
2850 {
2851 this_stat = get_attr_value (&(dep->stats), i);
2852 /* We could try to do something clever like find another
2853 * stat to reduce if this fails. But chances are, if
2854 * stats have been depleted to -50, all are pretty low
2855 * and should be roughly the same, so it shouldn't make a
2856 * difference.
2857 */
2858 if (this_stat >= -50)
2767 { 2859 {
2768 /* determine_god() seems to not work sometimes... why is this? 2860 change_attr_value (&(dep->stats), i, -1);
2769 Should I be using something else? GD */ 2861 SET_FLAG (dep, FLAG_APPLIED);
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2773 "moment you feel the holy presence of %s protecting" 2863 op->update_stats ();
2774 " you.", god); 2864 lost_a_stat = 1;
2775 else 2865 }
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 } 2866 }
2867 }
2868 }
2869 /* If no stat lost, tell the player. */
2870 if (!lost_a_stat)
2871 {
2872 /* determine_god() seems to not work sometimes... why is this?
2873 Should I be using something else? GD */
2874 const char *god = determine_god (op);
2875
2876 if (god && (strcmp (god, "none")))
2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2878 else
2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2880 }
2881#else
2882 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2779#endif 2883#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2884
2783 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2886 * exp loss on the stone.
2785 */ 2887 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2889 sprintf (buf, "%s's gravestone", &op->name);
2890 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2891 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2892 tmp->name_pl = buf;
2790 "who was killed\n" 2893 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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2894 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2895 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2897
2798 /**************************************/ 2898 /**************************************/
2799 /* */ 2899 /* */
2800 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
2803 /* */ 2903 /* */
2804 /**************************************/ 2904 /**************************************/
2805 2905
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2906 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2907 /* restore player */
2808 at = find_archetype("poisoning"); 2908 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2909 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2910
2811 remove_ob(tmp); 2911 if (tmp)
2812 free_object(tmp); 2912 {
2913 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2915 }
2815 2916
2816 at = find_archetype("confusion"); 2917 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2918 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2919 if (tmp)
2819 remove_ob(tmp); 2920 {
2820 free_object(tmp); 2921 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2923 }
2924
2823 cure_disease(op,0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
2824 2926
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2928 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2929 if (op->stats.food < 100)
2930 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2934
2832 /* 2935 /*
2833 * Check to see if the player is in a shop. IF so, then check to see if 2936 * Check to see if the player is in a shop. IF so, then check to see if
2834 * the player has any unpaid items. If so, remove them and put them back 2937 * the player has any unpaid items. If so, remove them and put them back
2835 * in the map. 2938 * in the map.
2836 */ 2939 */
2837 2940
2838 if (is_in_shop (op)) 2941 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
2840 2943
2841 /****************************************/ 2944 /****************************************/
2842 /* */ 2945 /* */
2843 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
2845 /* */ 2948 /* */
2846 /****************************************/ 2949 /****************************************/
2847 2950
2848 enter_player_savebed(op); 2951 enter_player_savebed (op);
2849 2952
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2953 op->contr->braced = 0;
2854 save_player(op,1);
2855 2954
2856 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2958 * on the space that might harm the player.
2860 */ 2959 */
2861 will_kill_again=0; 2960 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2961 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
2865 } 2964
2866 if (will_kill_again) { 2965 if (will_kill_again)
2966 {
2867 object *force; 2967 object *force;
2868 int at; 2968 int at;
2869 2969
2870 force=get_archetype(FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2972 force->speed = 0.1;
2873 force->speed_left=-5.0; 2973 force->speed_left = -5.0;
2874 SET_FLAG(force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2975 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 2977 force->resist[at] = 100;
2978
2979 insert_ob_in_ob (force, op);
2980 op->update_stats ();
2981
2982 }
2983
2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2985}
2986
2987void
2988loot_object (object *op)
2989{ /* Grab and destroy some treasure */
2990 object *tmp, *tmp2, *next;
2991
2992 if (op->container)
2993 esrv_apply_container (op, op->container); /* close open sack first */
2994
2995 for (tmp = op->inv; tmp; tmp = next)
2996 {
2997 next = tmp->below;
2998
2999 if (tmp->invisible)
3000 continue;
3001
3002 tmp->remove ();
3003 tmp->x = op->x, tmp->y = op->y;
3004 if (tmp->type == CONTAINER)
3005 { /* empty container to ground */
3006 loot_object (tmp);
3007 }
3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3009 {
3010 if (tmp->nrof > 1)
3011 {
3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3013 tmp2->destroy ();
3014 insert_ob_in_map (tmp, op->map, NULL, 0);
2878 } 3015 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 3016 else
2937 delete_character(op->name,1); 3017 tmp->destroy ();
2938 } 3018 }
2939 } 3019 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 3020 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 3021 }
2981} 3022}
2982 3023
2983/* 3024/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3025 * fix_weight(): Check recursively the weight of all players, and fix
2985 * what needs to be fixed. Refresh windows and fix speed if anything 3026 * what needs to be fixed. Refresh windows and fix speed if anything
2986 * was changed. 3027 * was changed.
2987 */ 3028 */
2988 3029
3030void
2989void fix_weight(void) { 3031fix_weight (void)
2990 player *pl; 3032{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3033 for_all_players (pl)
3034 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3036
2993 if(old == sum) 3037 if (old == sum)
2994 continue; 3038 continue;
2995 fix_player(pl->ob); 3039 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3041 }
2999} 3042}
3000 3043
3044void
3001void fix_luck(void) { 3045fix_luck (void)
3002 player *pl; 3046{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3047 for_all_players (pl)
3004 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 3049 pl->ob->change_luck (0);
3006} 3050}
3007
3008 3051
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3012 */ 3055 */
3013
3014void 3056void
3015cast_dust (object * op, object * throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3016{ 3058{
3017 object *skop, *spob; 3059 object *skop, *spob;
3018 3060
3019 skop = find_skill_by_name (op, throw_ob->skill); 3061 skop = find_skill_by_name (op, throw_ob->skill);
3020 3062
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3063 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3064 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3065 {
3024 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3066 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3025 &op->name);
3026 return; 3067 return;
3027 } 3068 }
3028 3069
3029 spob = throw_ob->inv; 3070 spob = throw_ob->inv;
3030 3071
3031 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3072 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3032 // not pass NULL to cast_spell (which did indeed check itself, but 3073 // not pass NULL to cast_spell (which did indeed check itself, but
3033 // errors should be reported as early as possible IMHO) 3074 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3075 if (!spob)
3035 { 3076 {
3036 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3077 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3037 &throw_ob->name, &op->name);
3038 return; 3078 return;
3039 } 3079 }
3040 3080
3041 if (op->type == PLAYER) 3081 if (op->type == PLAYER)
3042 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3082 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3043 3083
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3084 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3085
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3086 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3087}
3050 3088
3089void
3051void make_visible (object *op) { 3090make_visible (object *op)
3091{
3052 op->hide = 0; 3092 op->hide = 0;
3053 op->invisible = 0; 3093 op->invisible = 0;
3054 if(op->type==PLAYER) { 3094 if (op->type == PLAYER)
3095 {
3055 op->contr->tmp_invis = 0; 3096 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3097 op->contr->invis_race = 0;
3057 } 3098 }
3058 update_object(op,UP_OBJ_FACE); 3099 update_object (op, UP_OBJ_FACE);
3059} 3100}
3060 3101
3102int
3061int is_true_undead(object *op) { 3103is_true_undead (object *op)
3104{
3062 object *tmp=NULL; 3105 object *tmp = NULL;
3063 3106
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1;
3065 3109
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3110 return 0;
3071} 3111}
3072 3112
3073/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3115 * indicate greater hideability.
3076 */ 3116 */
3077 3117
3118int
3078int hideability(object *ob) { 3119hideability (object *ob)
3120{
3079 int i,level=0, mflag; 3121 int i, level = 0, mflag;
3080 sint16 x,y; 3122 sint16 x, y;
3081 3123
3082 if(!ob||!ob->map) return 0; 3124 if (!ob || !ob->map)
3125 return 0;
3083 3126
3084 /* so, on normal lighted maps, its hard to hide */ 3127 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3128 level = ob->map->darkness - 2;
3086 3129
3087 /* this also picks up whether the object is glowing. 3130 /* this also picks up whether the object is glowing.
3088 * If you carry a light on a non-dark map, its not 3131 * If you carry a light on a non-dark map, its not
3089 * as bad as carrying a light on a pitch dark map */ 3132 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3133 if (has_carried_lights (ob))
3134 level = -(10 + (2 * ob->map->darkness));
3091 3135
3092 /* scan through all nearby squares for terrain to hide in */ 3136 /* scan through all nearby squares for terrain to hide in */
3093 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3137 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3138 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3140 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue;
3143 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3145 level += 2;
3098 else /* open terrain! */ 3146 else /* open terrain! */
3099 level -= 1; 3147 level -= 1;
3100 } 3148 }
3101 3149
3102#if 0 3150#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3151 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3152#endif
3105 return level; 3153 return level;
3106} 3154}
3107 3155
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3156/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3157 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3158 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3159 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3160 */
3113 3161
3162void
3114void do_hidden_move (object *op) { 3163do_hidden_move (object *op)
3164{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3166 object *skop;
3117 3167
3118 if(!op || !op->map) return; 3168 if (!op || !op->map)
3169 return;
3119 3170
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3172
3122 /* its *extremely* hard to run and sneak/hide at the same time! */ 3173 /* its *extremely* hard to run and sneak/hide at the same time! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3174 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3175 if (!skop || num >= skop->level)
3176 {
3125 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3177 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3178 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3179 return;
3136 "You moved out of hiding! You are visible!");
3137 } 3180 }
3181 else
3182 num += 20;
3183
3184 num += op->map->difficulty;
3185 hide = hideability (op); /* modify by terrain hidden level */
3186 num -= hide;
3187
3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 {
3190 make_visible (op);
3191 if (op->type == PLAYER)
3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3193 }
3138 else if (op->type == PLAYER && skop) { 3194 else if (op->type == PLAYER && skop)
3139 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3195 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3140 }
3141} 3196}
3142 3197
3143/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3144 3199
3200int
3145int stand_near_hostile( object *who ) { 3201stand_near_hostile (object *who)
3202{
3146 object *tmp=NULL; 3203 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3204 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3205 maptile *m;
3149 sint16 x,y; 3206 sint16 x, y;
3150 3207
3151 if(!who) return 0; 3208 if (!who)
3209 return 0;
3152 3210
3153 if(who->type==PLAYER) player=1; 3211 if (who->type == PLAYER)
3212 player = 1;
3213
3214 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3215 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3216
3156 /* search adjacent squares */ 3217 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3218 for (i = 1; i < 9; i++)
3219 {
3158 x = who->x+freearr_x[i]; 3220 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3221 y = who->y + freearr_y[i];
3160 m = who->map; 3222 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3223 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3224 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3225 * blocked, don't need to check this space.
3164 */ 3226 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3227 if (mflags & P_OUT_OF_MAP)
3228 continue;
3166 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3229 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3167 3230 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3231
3169 if((player||friendly) 3232 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3233 {
3170 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3234 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3235 return 1;
3236 else if (tmp->type == PLAYER)
3237 {
3238 /*don't let a hidden DM prevent you from hiding */
3239 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3171 return 1; 3240 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3241 }
3178 } 3242 }
3179 } 3243 }
3180 return 0; 3244 return 0;
3181} 3245}
3182 3246
3183/* check the player los field for viewability of the 3247/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3248 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 3249 * but we dont worry if the object isnt the top one in
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 3256 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 3257 * -b.t.
3194 * This function is now map tiling safe. 3258 * This function is now map tiling safe.
3195 */ 3259 */
3196 3260
3261int
3197int player_can_view (object *pl,object *op) { 3262player_can_view (object *pl, object *op)
3263{
3198 rv_vector rv; 3264 rv_vector rv;
3199 int dx,dy; 3265 int dx, dy;
3200 3266
3201 if(pl->type!=PLAYER) { 3267 if (pl->type != PLAYER)
3268 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3270 return -1;
3204 } 3271 }
3205 if (!pl || !op) return 0;
3206 3272
3207 if(op->head) { op = op->head; } 3273 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 return 0; 3274 return 0;
3275
3276 op = op->head_ ();
3277
3278 get_rangevector (pl, op, &rv, 0x1);
3279
3280 /* starting with the 'head' part, lets loop
3281 * through the object and find if it has any
3282 * part that is in the los array but isnt on
3283 * a blocked los square.
3284 * we use the archetype to figure out offsets.
3285 */
3286 while (op)
3287 {
3288 dx = rv.distance_x + op->arch->clone.x;
3289 dy = rv.distance_y + op->arch->clone.y;
3290
3291 /* only the viewable area the player sees is updated by LOS
3292 * code, so we need to restrict ourselves to that range of values
3293 * for any meaningful values.
3294 */
3295 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3296 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3297 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3298 return 1;
3299 op = op->more;
3300 }
3301 return 0;
3231} 3302}
3232 3303
3233/* routine for both players and monsters. We call this when 3304/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3305 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3306 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3307 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3308 * return 0.
3238 */ 3309 */
3310int
3239int action_makes_visible (object *op) { 3311action_makes_visible (object *op)
3312{
3240 3313
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3317 return 0;
3244 3318
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3319 if (op->contr && op->contr->tmp_invis == 0)
3320 return 0;
3246 3321
3247 /* If monsters, they should become visible */ 3322 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3323 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3324 {
3249 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3325 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3250 return 1; 3326 return 1;
3251 } 3327 }
3252 } 3328 }
3253 return 0; 3329 return 0;
3254} 3330}
3255 3331
3256/* op_on_battleground - checks if the given object op (usually 3332/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3333 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3334 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3335 * -exit-coord. (and if x, y not NULL)
3260 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3336 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3261 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3337 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3262 * Default is to do the same as before, so only people wanting to have different points need worry about this 3338 * Default is to do the same as before, so only people wanting to have different points need worry about this
3263 */ 3339 */
3340int
3264int op_on_battleground (object *op, int *x, int *y) { 3341op_on_battleground (object *op, int *x, int *y)
3342{
3265 object *tmp; 3343 object *tmp;
3266 3344
3267 /* A battleground-tile needs the following attributes to be valid: 3345 /* A battleground-tile needs the following attributes to be valid:
3268 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3346 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3348 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3349 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3350 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3352 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3357 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3358 /*before we assign the exit, check if this is a teambattle */
3279 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3359 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3360 {
3280 object *invtmp; 3361 object *invtmp;
3362
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3364 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3366 {
3284 if (x != NULL && y != NULL) 3367 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3369 return 1;
3370 }
3287 } 3371 }
3288 } 3372 }
3289 }
3290 if (x != NULL && y != NULL) 3373 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3375 return 1;
3376 }
3293 } 3377 }
3294 }
3295 } 3378 }
3296 /* If we got here, did not find a battleground */ 3379 /* If we got here, did not find a battleground */
3297 return 0; 3380 return 0;
3298} 3381}
3299 3382
3300/* 3383/*
3304 * attributes: 3387 * attributes:
3305 * object *who the dragon player 3388 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3389 * int atnr the attack-number of the ability focus
3307 * int level ability level 3390 * int level ability level
3308 */ 3391 */
3392void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3393dragon_ability_gain (object *who, int atnr, int level)
3394{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3395 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3396 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3397 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3398 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3399 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3400 int i = 0, j = 0;
3316 3401
3317 /* get the appropriate treasurelist */ 3402 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3403 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3404 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3405 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3406 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3407 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3408 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3409 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3410 trlist = find_treasurelist ("dragon_ability_poison");
3326 3411
3327 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3413 return;
3414
3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3416
3417 if (!tr || !tr->item)
3418 {
3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3420 return;
3421 }
3422
3423 /* everything seems okay - now bring on the gift: */
3424 item = &(tr->item->clone);
3425
3426 if (item->type == SPELL)
3427 {
3428 if (check_spell_known (who, item->name))
3328 return; 3429 return;
3329 3430
3330 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3431 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3331 tr = tr->next, i++); 3432 do_learn_spell (who, item, 0);
3332 3433 return;
3333 if (tr == NULL || tr->item == NULL) { 3434 }
3334 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3435
3436 /* grant direct spell */
3437 if (item->type == SPELLBOOK)
3438 {
3439 if (!item->inv)
3440 {
3441 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3442 return;
3443 }
3444 if (check_spell_known (who, item->inv->name))
3335 return; 3445 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3446 if (item->invisible)
3447 {
3359 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3448 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3360 do_learn_spell (who, item->inv, 0); 3449 do_learn_spell (who, item->inv, 0);
3361 return; 3450 return;
3362 } 3451 }
3363 } 3452 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3453 else if (item->type == SKILL_TOOL && item->invisible)
3454 {
3365 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3455 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3456 {
3366 3457
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3458 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * in this way, if the player is missing any of the attacktypes, he gets 3459 * in this way, if the player is missing any of the attacktypes, he gets
3369 * them. As it is now, if the player has any that match the granted skill, 3460 * them. As it is now, if the player has any that match the granted skill,
3370 * but not all of them, he gets nothing. 3461 * but not all of them, he gets nothing.
3371 */ 3462 */
3372 if (!(skop->attacktype & item->attacktype)) { 3463 if (!(skop->attacktype & item->attacktype))
3464 {
3373 /* Give new attacktype */ 3465 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3466 skop->attacktype |= item->attacktype;
3375 3467
3376 /* always add physical if there's none */ 3468 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3469 skop->attacktype |= AT_PHYSICAL;
3378 3470
3379 if (item->msg != NULL) 3471 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3472 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3473
3382 /* Give player new face */ 3474 /* Give player new face */
3383 if (item->animation_id) { 3475 if (item->animation_id)
3476 {
3384 who->face = skop->face; 3477 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3478 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3479 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3480 who->last_anim = 0;
3388 who->state = 0; 3481 who->state = 0;
3389 animate_object(who, who->direction); 3482 animate_object (who, who->direction);
3390 } 3483 }
3391 } 3484 }
3392 } 3485 }
3393 } 3486 }
3394 else if (item->type == FORCE) { 3487 else if (item->type == FORCE)
3488 {
3395 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3490 object *skin;
3491
3397 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3495 ;
3401 3496
3497 if (!skin)
3498 return;
3499
3402 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3502 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3503 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3504
3406 /* print message */ 3505 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3506 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3507 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3508 {
3409 if(item->path_attuned & (1<<i)) { 3509 if (item->path_attuned & (1 << i))
3510 {
3410 if (j) 3511 if (j)
3411 strcat(buf," and "); 3512 strcat (buf, " and ");
3412 else 3513 else
3413 j = 1; 3514 j = 1;
3414 strcat(buf, spellpathnames[i]); 3515 strcat (buf, spellpathnames[i]);
3415 } 3516 }
3416 } 3517 }
3417 strcat(buf,"."); 3518 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3519 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3520 }
3420 3521
3421 /* evtl. adding flags: */ 3522 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3523 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3524 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3525 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3526 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3527 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3528 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3529
3429 /* print message if there is one */ 3530 /* print message if there is one */
3430 if (item->msg != NULL) 3531 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3532 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3533 }
3534 else
3432 } 3535 {
3433 else {
3434 /* generate misc. treasure */ 3536 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3537 tmp = arch_to_object (tr->item);
3436 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3538 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3437 tmp = insert_ob_in_ob (tmp, who); 3539 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3540 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3541 esrv_send_item (who, tmp);
3440 } 3542 }
3441} 3543}
3442 3544
3443/** 3545/**
3444 * Unready an object for a player. This function does nothing if the object was 3546 * Unready an object for a player. This function does nothing if the object was
3445 * not readied. 3547 * not readied.
3446 */ 3548 */
3549void
3447void player_unready_range_ob(player *pl, object *ob) { 3550player_unready_range_ob (player *pl, object *ob)
3551{
3448 rangetype i; 3552 rangetype i;
3449 3553
3450 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3554 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3555 {
3451 if (pl->ranges[i] == ob) { 3556 if (pl->ranges[i] == ob)
3557 {
3452 pl->ranges[i] = NULL; 3558 pl->ranges[i] = NULL;
3453 if (pl->shoottype == i) { 3559 if (pl->shoottype == i)
3560 {
3454 pl->shoottype = range_none; 3561 pl->shoottype = range_none;
3455 } 3562 }
3456 } 3563 }
3457 } 3564 }
3458} 3565}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines