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Comparing deliantra/server/server/player.C (file contents):
Revision 1.3 by root, Fri Aug 25 13:24:50 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 1.3 2006/08/25 13:24:50 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 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* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 232
206 if (!p) { 233last_weapon_sp = -1;
207 player *tmp; 234last_level = -1;
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
208 247
209 p = (player *) malloc(sizeof(player)); 248 /* make sure he's a player -- needed because of class change. */
210 if(p==NULL) 249 ob->type = PLAYER; // we are paranoid
211 fatal(OUT_OF_MEMORY); 250 ob->race = ob->arch->clone.race;
212 251
213 /* This adds the player in the linked list. There is extra 252 if (!legal_range (ob, shoottype))
214 * complexity here because we want to add the new player at the 253 shoottype = range_none;
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 254
227 p->next = NULL; 255 ob->carrying = sum_weight (ob);
228 } 256 link_player_skills (ob);
229 257
230 /* Clears basically the entire player structure except 258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
231 * for next and socket. 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.
232 */ 268 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
234 sizeof(player) - offsetof(player, ob)); 270 SET_FLAG (ob, FLAG_USE_SHIELD);
235 271
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{
236 /* There are some elements we want initialized to non zero value - 346 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 347 * we deal with that below this point.
238 */ 348 */
239 p->party=NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 349 outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 350 outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 352
245#ifdef AUTOSAVE 353 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 354
247#endif 355 gen_sp_armour = 10;
356 shoottype = range_none;
357 bowtype = bow_normal;
358 petmode = pet_normal;
359 listening = 10;
360 usekeys = containers;
361 peaceful = 1; /* default peaceful */
362 do_los = 1;
363}
364
365void
366player::do_destroy ()
367{
368 disconnect ();
369
370 attachable::do_destroy ();
371
372 if (ob)
248 373 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 374 ob->destroy_inv (false);
375 ob->destroy ();
250 376 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
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 379player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 380{
307 strcpy(op->contr->maplevel, first_map_path); 381 /* Clear item stack */
308 op->x = -1; 382 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 383}
312 384
313/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
315 * mode. 387 * mode.
316 */ 388 */
389player *
390player::create ()
391{
392 player *pl = new player;
317 393
318int add_player(NewSocket *ns) { 394 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 395 set_first_map (pl->ob);
333 396
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 397 return pl;
341} 398}
342 399
343/* 400/*
344 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
347 */ 404 */
405archetype *
348archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
349{ 407{
350 archetype *start = at; 408 archetype *start = at;
409
351 for (;;) { 410 for (;;)
411 {
352 if (at==NULL || at->next==NULL) 412 if (at == NULL || at->next == NULL)
353 at=first_archetype; 413 at = first_archetype;
354 else 414 else
355 at=at->next; 415 at = at->next;
416
356 if(at->clone.type==PLAYER) 417 if (at->clone.type == PLAYER)
357 return at; 418 return at;
419
358 if (at == start) { 420 if (at == start)
421 {
359 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 423 exit (-1);
361 } 424 }
362 } 425 }
363} 426}
364 427
365 428object *
366object *get_nearest_player(object *mon) { 429get_nearest_player (object *mon)
430{
367 object *op = NULL; 431 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 432 objectlink *ol;
370 unsigned lastdist; 433 unsigned lastdist;
371 rv_vector rv; 434 rv_vector rv;
372 435
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
378 */ 442 */
379 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 {
380 object *tmp=ol->ob; 445 object *tmp = ol->ob;
381 446
382 /* 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
383 * itself will have been cleared. 448 * itself will have been cleared.
384 */ 449 */
385 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 ());
386 ol = ol->next; 452 ol = ol->next;
387 remove_friendly_object(tmp); 453 remove_friendly_object (tmp);
388 if (!ol) return op; 454 if (!ol)
389 } 455 return op;
456 }
390 457
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 460 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 461 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 462 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 463 * on_same_map check, as can_detect_enemy also does this
397 */ 464 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 465 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 466 continue;
400 467
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 468 if (lastdist > rv.distance)
410 op=pl->ob; 469 {
470 op = ol->ob;
411 lastdist=rv.distance; 471 lastdist = rv.distance;
472 }
412 } 473 }
413 } 474
414 } 475 for_all_players (pl)
476 if (can_detect_enemy (mon, pl->ob, &rv))
477 if (lastdist > rv.distance)
478 {
479 op = pl->ob;
480 lastdist = rv.distance;
481 }
482
415#if 0 483#if 0
416 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)");
417#endif 485#endif
418 return op; 486 return op;
419} 487}
420 488
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 491 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 507 * is probably not a good thing.
440 */ 508 */
441#define MAX_SPACES 50 509#define MAX_SPACES 50
442
443 510
444/* 511/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 527 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 528 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 529 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 530 * is blocking itself.
464 */ 531 */
532int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 533path_to_player (object *mon, object *pl, unsigned mindiff)
534{
466 rv_vector rv; 535 rv_vector rv;
467 sint16 x,y; 536 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 538 maptile *m, *lastmap;
470 539
471 get_rangevector(mon, pl, &rv, 0); 540 get_rangevector (mon, pl, &rv, 0);
472 541
473 if (rv.distance<mindiff) return 0; 542 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 543 return 0;
726}
727 544
728void confirm_password(object *op) { 545 x = mon->x;
546 y = mon->y;
547 m = mon->map;
548 dir = rv.direction;
549 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
550 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
551 /* If we can't solve it within the search distance, return now. */
552 if (diff > max)
553 return 0;
554 while (diff > 1 && max > 0)
555 {
556 lastx = x;
557 lasty = y;
558 lastmap = m;
559 x = lastx + freearr_x[dir];
560 y = lasty + freearr_y[dir];
729 561
730 op->contr->write_buf[0]='\0'; 562 mflags = get_map_flags (m, &m, x, y, &x, &y);
731 op->contr->state=ST_CONFIRM_PASSWORD; 563 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733}
734 564
565 /* Space is blocked - try changing direction a little */
566 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
567 && (m == mon->map && blocked_link (mon, m, x, y))))
568 {
569 /* recalculate direction from last good location. Possible
570 * we were not traversing ideal location before.
571 */
572 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
573 if (rv.direction != dir)
574 {
575 /* OK - says direction should be different - lets reset the
576 * the values so it will try again.
577 */
578 x = lastx;
579 y = lasty;
580 m = lastmap;
581 dir = firstdir = rv.direction;
582 }
583 else
584 {
585 /* direct path is blocked - try taking a side step to
586 * either the left or right.
587 * Note increase the values in the loop below to be
588 * more than -1/1 respectively will mean the monster takes
589 * bigger detour. Have to be careful about these values getting
590 * too big (3 or maybe 4 or higher) as the monster may just try
591 * stepping back and forth
592 */
593 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
594 {
595 if (i == 0)
596 continue; /* already did this, so skip it */
597 /* Use lastdir here - otherwise,
598 * since the direction that the creature should move in
599 * may change, you could get infinite loops.
600 * ie, player is northwest, but monster can only
601 * move west, so it does that. It goes some distance,
602 * gets blocked, finds that it should move north,
603 * can't do that, but now finds it can move east, and
604 * gets back to its original point. lastdir contains
605 * the last direction the creature has successfully
606 * moved.
607 */
608
609 x = lastx + freearr_x[absdir (lastdir + i)];
610 y = lasty + freearr_y[absdir (lastdir + i)];
611 m = lastmap;
612 mflags = get_map_flags (m, &m, x, y, &x, &y);
613 if (mflags & P_OUT_OF_MAP)
614 continue;
615 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
616 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
617 continue;
618 if (mflags & P_BLOCKSVIEW)
619 continue;
620
621 if (m == mon->map && blocked_link (mon, m, x, y))
622 break;
623 }
624 /* go through entire loop without finding a valid
625 * sidestep to take - thus, no valid path.
626 */
627 if (i == (DETOUR_AMOUNT + 1))
628 return 0;
629 diff--;
630 lastdir = dir;
631 max--;
632 if (!firstdir)
633 firstdir = dir + i;
634 } /* else check alternate directions */
635 } /* if blocked */
636 else
637 {
638 /* we moved towards creature, so diff is less */
639 diff--;
640 max--;
641 lastdir = dir;
642 if (!firstdir)
643 firstdir = dir;
644 }
645 if (diff <= 1)
646 {
647 /* Recalculate diff (distance) because we may not have actually
648 * headed toward player for entire distance.
649 */
650 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
651 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
652 }
653 if (diff > max)
654 return 0;
655 }
656 /* If we reached the max, didn't find a direction in time */
657 if (!max)
658 return 0;
659
660 return firstdir;
661}
662
663void
664give_initial_items (object *pl, treasurelist * items)
665{
666 object *op, *next = NULL;
667
668 if (pl->randomitems != NULL)
669 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
670
671 for (op = pl->inv; op; op = next)
672 {
673 next = op->below;
674
675 /* Forces get applied per default, unless they have the
676 * flag "neutral" set. Sorry but I can't think of a better way
677 */
678 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
679 SET_FLAG (op, FLAG_APPLIED);
680
681 /* we never give weapons/armour if these cannot be used
682 * by this player due to race restrictions
683 */
684 if (pl->type == PLAYER)
685 {
686 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
687 (op->type == ARMOUR || op->type == BOOTS ||
688 op->type == CLOAK || op->type == HELMET ||
689 op->type == SHIELD || op->type == GLOVES ||
690 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
691 {
692 op->destroy ();
693 continue;
694 }
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)
704 {
705 object *tmp;
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
722 if (op->type == SPELLBOOK && op->inv)
723 {
724 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
725 }
726
727 /* Give starting characters identified, uncursed, and undamned
728 * items. Just don't identify gold or silver, or it won't be
729 * merged properly.
730 */
731 if (need_identify (op))
732 {
733 SET_FLAG (op, FLAG_IDENTIFIED);
734 CLEAR_FLAG (op, FLAG_CURSED);
735 CLEAR_FLAG (op, FLAG_DAMNED);
736 }
737 if (op->type == SPELL)
738 {
739 op->destroy ();
740 continue;
741 }
742 else if (op->type == SKILL)
743 {
744 SET_FLAG (op, FLAG_CAN_USE_SKILL);
745 op->stats.exp = 0;
746 op->level = 1;
747 }
748 /* lock all 'normal items by default */
749 else
750 SET_FLAG (op, FLAG_INV_LOCKED);
751 } /* for loop of objects in player inv */
752
753 /* Need to set up the skill pointers */
754 link_player_skills (pl);
755}
756
757void
735void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
736 if (party == NULL) { 760 if (party == NULL)
761 {
737 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);
738 return; 763 return;
739 } 764 }
765
740 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
743 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:");
744} 770}
745
746 771
747/* 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
748int roll_stat(void) { 774roll_stat (void)
775{
749 int a[4],i,j,k; 776 int a[4], i, j, k;
750 777
751 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) RANDOM () % 6 + 1;
753 780
754 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 782 if (a[i] < k)
756 k=a[i],j=i; 783 k = a[i], j = i;
757 784
758 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 786 if (i != j)
760 k+=a[i]; 787 k += a[i];
761 } 788
762 return k; 789 return k;
763} 790}
764 791
765void roll_stats(object *op) { 792void
766 int sum=0; 793object::roll_stats ()
767 int i = 0, j = 0; 794{
768 int statsort[7]; 795 int statsort [7];
769 796
797 for (;;)
770 do { 798 {
771 op->stats.Str=roll_stat(); 799 int sum = 0;
772 op->stats.Dex=roll_stat(); 800 for (int i = 7; i--; )
773 op->stats.Int=roll_stat(); 801 sum += statsort [i] = roll_stat ();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
783 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 809
792 /* a quick and dirty bubblesort? */
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
811 817
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 818 stats.exp = 0;
823 op->stats.ac=0; 819 stats.ac = 0;
824 820
821 stats.hp = stats.maxhp;
822 stats.sp = stats.maxsp;
823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
825 op->contr->levhp[1] = 9; 827 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 828 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 829 contr->levgrace[1] = 3;
828 830
829 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
830 op->stats.hp = op->stats.maxhp; 858 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 859 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 868 contr->orig_stats = stats;
869 }
834} 870}
835 871
836void Roll_Again(object *op) 872static void
873start_info (object *op)
837{ 874{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
846 876
847 if ( op->contr->Swap_First == -1 ) { 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 881}
955 882
956/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
960 * not the class. 887 * not the class.
961 */ 888 */
962 889int
963int key_change_class(object *op, char key) 890key_change_class (object *op, char key)
964{ 891{
965 int tmp_loop; 892 int tmp_loop;
966 893
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') { 894 if (key == 'd' || key == 'D')
895 {
973 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
974 897
975 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 899 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 900
901 treasurelist *tl = find_treasurelist ("starting_wealth");
902 if (tl)
903 create_treasure (tl, op, 0, 0, 0);
904
979 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
980 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
981 907
982 op->contr->state=ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
983 909
984 if (op->msg) { 910 if (op->msg)
985 free_string(op->msg);
986 op->msg=NULL; 911 op->msg = NULL;
987 }
988 912
989 /* 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
990 * to save here. 914 * to save here.
991 */ 915 */
992 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
993 make_path_to_file(buf); 917 make_path_to_file (buf);
994 918
995#ifdef AUTOSAVE 919#ifdef AUTOSAVE
996 op->contr->last_save_tick = pticks; 920 op->contr->last_save_tick = pticks;
997#endif 921#endif
998 start_info(op); 922 start_info (op);
999 CLEAR_FLAG(op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
1000 give_initial_items(op,op->randomitems); 924 give_initial_items (op, op->randomitems);
1001 link_player_skills(op); 925 link_player_skills (op);
1002 esrv_send_inventory(op, op); 926 esrv_send_inventory (op, op);
1003 fix_player(op); 927 op->update_stats ();
1004 928
1005 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1006 * is one for this race 930 * is one for this race
1007 */ 931 */
1008 if(*first_map_ext_path) { 932 if (*first_map_ext_path)
933 {
1009 object *tmp; 934 object *tmp;
1010 mapstruct *oldmap = op->map;
1011 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1012 snprintf(mapname, MAX_BUF-1, "%s/%s", 936
1013 first_map_ext_path, op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1014 tmp=get_object(); 938 tmp = object::create ();
1015 EXIT_PATH(tmp) = add_string(mapname); 939 EXIT_PATH (tmp) = mapname;
1016 EXIT_X(tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1017 EXIT_Y(tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1018 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;
1019 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1020 * default initial map */ 944 * default initial map */
1021 free_object(tmp); 945 tmp->destroy ();
946 }
1022 } else { 947 else
1023 LOG(llevDebug,"first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1024 }
1025 return 0;
1026 }
1027 949
950 return 0;
951 }
952
1028 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1029 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1030 */ 955 */
1031 956
1032 tmp_loop = 0; 957 tmp_loop = 0;
1033 while(!tmp_loop) { 958 while (!tmp_loop)
1034 const char *name = add_string (op->name); 959 {
960 shstr name = op->name;
1035 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1036 remove_statbonus(op); 962
1037 remove_ob (op); 963 op->remove_statbonus ();
964 op->remove ();
1038 op->arch = get_player_archetype(op->arch); 965 op->arch = get_player_archetype (op->arch);
1039 copy_object (&op->arch->clone, op); 966 op->arch->clone.copy_to (op);
967 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 969 op->name = op->name_pl = name;
1042 op->name = name; 970 op->x = x;
1043 free_string(op->name_pl); 971 op->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 973 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 974 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 975 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 976 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 977 }
978
1056 update_object(op,UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 980 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 981 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 984 op->stats.grace = 0;
985
1062 if (op->msg) 986 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
1064 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");
1065 return 0; 990 return 0;
1066} 991}
1067 992
1068int key_confirm_quit(object *op, char key) 993void
1069{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1073 op->contr->state=ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1075 return 1;
1076 }
1077
1078 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr);
1080
1081 terminate_all_pets(op);
1082 leave_map(op);
1083 op->direction=0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1085 "%s quits the game.",op->name);
1086
1087 strcpy(op->contr->killer,"quit");
1088 check_score(op);
1089 op->contr->party=NULL;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0';
1092
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1094 mapstruct *mp, *next;
1095
1096 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) {
1102 next = mp->next;
1103 if (!strncmp(mp->path, buf, strlen(buf)))
1104 delete_map(mp);
1105 }
1106
1107 delete_character(op->name, 1);
1108 }
1109 play_again(op);
1110 return 1;
1111}
1112
1113void flee_player(object *op) { 994flee_player (object *op)
995{
1114 int dir,diff; 996 int dir, diff;
1115 rv_vector rv; 997 rv_vector rv;
1116 998
1117 if(op->stats.hp < 0) { 999 if (op->stats.hp < 0)
1000 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1001 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1003 return;
1121 } 1004 }
1122 1005
1123 if(op->enemy==NULL) { 1006 if (op->enemy == NULL)
1007 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1008 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1009 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1010 return;
1127 } 1011 }
1128 1012
1129 /* Seen some crashes here. Since we don't store an 1013 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1014 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1015 * actual enemy, and the object is recycled.
1132 */ 1016 */
1133 if (op->enemy->map == NULL) { 1017 if (op->enemy->map == NULL)
1018 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1020 op->enemy = NULL;
1136 return; 1021 return;
1137 } 1022 }
1138 1023
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1024 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1025 {
1140 op->enemy=NULL; 1026 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1028 return;
1143 } 1029 }
1030
1144 get_rangevector(op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1145 1032
1146 dir=absdir(4+rv.direction); 1033 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1034 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 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)))
1039 return;
1040 }
1041
1154 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1044 op->enemy = NULL;
1157} 1045}
1158 1046
1159 1047
1160/* 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.
1161 * 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
1162 * stop. 1050 * stop.
1163 */ 1051 */
1052int
1164int check_pick(object *op) { 1053check_pick (object *op)
1054{
1165 object *tmp, *next; 1055 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1056 int stop = 0;
1168 int j, k, wvratio; 1057 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1058 char putstring[128], tmpstr[16];
1170 1059
1171
1172 /* if you're flying, you cna't pick up anything */ 1060 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1061 if (op->move_type & MOVE_FLYING)
1174 return 1; 1062 return 1;
1175 1063
1176 op_tag = op->count;
1177
1178 next = op->below; 1064 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1065
1182 /* 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
1183 * destroyed */ 1067 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1068 while (next && !next->destroyed ())
1185 { 1069 {
1186 tmp = next; 1070 tmp = next;
1187 next = tmp->below; 1071 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1072
1191 if (was_destroyed (op, op_tag)) 1073 if (op->destroyed ())
1192 return 0; 1074 return 0;
1193 1075
1194 if ( ! can_pick (op, tmp)) 1076 if (!can_pick (op, tmp))
1195 continue; 1077 continue;
1196 1078
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1080 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1081 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1082 pick_up (op, tmp);
1201 continue; 1083 continue;
1202 } 1084 }
1203 1085
1204 /* high not bit set? We're using the old autopickup model */ 1086 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1087 if (!(op->contr->mode & PU_NEWMODE))
1088 {
1206 switch (op->contr->mode) { 1089 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1090 {
1208 case 1: pick_up (op, tmp); 1091 case 0:
1209 return 1; 1092 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1093 case 1:
1211 return 0; 1094 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1095 return 1;
1213 case 4: pick_up (op, tmp); 1096 case 2:
1214 break; 1097 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1098 return 0;
1216 stop = 1; 1099 case 3:
1217 break; 1100 return 0; /* stop before pickup */
1218 case 6: 1101 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1102 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1103 break;
1221 pick_up(op, tmp); 1104 case 5:
1222 break; 1105 pick_up (op, tmp);
1106 stop = 1;
1107 break;
1108 case 6:
1109 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1110 pick_up (op, tmp);
1111 break;
1223 1112
1224 case 7: 1113 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1114 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1115 pick_up (op, tmp);
1227 break; 1116 break;
1228 1117
1229 default: 1118 default:
1230 /* use value density */ 1119 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1122 pick_up (op, tmp);
1234 >= op->contr->mode) 1123 }
1235 pick_up(op,tmp); 1124 }
1236 } 1125 else
1237 } 1126 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1127 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1128 if (op->contr->mode & PU_DEBUG)
1241 { 1129 {
1242 /* some debugging code to figure out item information */ 1130 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1131 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1134 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1136 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1137
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 }
1252 1140
1253 sprintf(putstring,"...flags: "); 1141 /* philosophy:
1254 for(k=0;k<4;k++) 1142 * It's easy to grab an item type from a pile, as long as it's
1255 { 1143 * generic. This takes no game-time. For more detailed pickups
1256 for(j=0;j<32;j++) 1144 * and selections, select-items should be used. This is a
1257 { 1145 * grab-as-you-run type mode that's really useful for arrows for
1258 if((tmp->flags[k]>>j)&0x01) 1146 * example.
1259 { 1147 * The drawback: right now it has no frontend, so you need to
1260 sprintf(tmpstr,"%d ",k*32+j); 1148 * stick the bits you want into a calculator in hex mode and then
1261 strcat(putstring, tmpstr); 1149 * convert to decimal and then 'pickup <#>
1262 } 1150 */
1263 }
1264 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1266 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);
1267#if 0 1377#if 0
1268 /* print the flags too */ 1378 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1269 for(k=0;k<4;k++) 1379 if (tmp->name != NULL)
1270 { 1380 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1381 fprintf (stderr, "%s", tmp->name);
1272 for(j=0;j<32;j++) 1382 }
1273 { 1383 else
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1384 fprintf (stderr, "%s", tmp->arch->name);
1275 if(!((j+1)%4))fprintf(stderr," "); 1385 fprintf (stderr, ",%d] = ", tmp->type);
1276 } 1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1277 fprintf(stderr," [%d]\n", k*32);
1278 }
1279#endif 1387#endif
1388 continue;
1389 }
1390 }
1391 } /* the new pickup model */
1280 } 1392 }
1281 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for
1286 * example.
1287 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#>
1290 */
1291 1393
1292 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */
1295
1296 /* if mode is set to pick nothing up, return */
1297
1298 if(op->contr->mode & PU_NOTHING) return 1;
1299
1300 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */
1303
1304 if(op->contr->mode & PU_STOP) return 0;
1305
1306 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while
1308 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1;
1310
1311 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1313
1314 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1316
1317 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1322 if(op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1325
1326 if(op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1329
1330 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1334 if(op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1337 if(op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1340
1341 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1345
1346 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1350
1351 if(op->contr->mode & PU_VALUABLES)
1352 {
1353 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1355 }
1356
1357 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1361
1362 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1366 if(op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1369
1370 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1374 if(op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1377 if(op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1380 if(op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1383 if(op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1386 if(op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1389
1390 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1394
1395 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON)
1397 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL)
1399 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1403 }
1404 if(tmp->type == WEAPON && tmp->name==NULL)
1405 {
1406 if(strstr(tmp->arch->name,"table")==NULL &&
1407 strstr(tmp->arch->name,"chair")==NULL)
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1409 }
1410 }
1411
1412 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1416
1417 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */
1419 if(op->contr->mode & PU_RATIO)
1420 {
1421 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1427 {
1428 pick_up(op, tmp);
1429#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) {
1432 fprintf(stderr,"%s", tmp->name);
1433 }
1434 else fprintf(stderr,"%s",tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1437#endif
1438 continue;
1439 }
1440 }
1441 } /* the new pickup model */
1442 }
1443 return ! stop; 1394 return !stop;
1444} 1395}
1445 1396
1446/* 1397/*
1447 * Find an arrow in the inventory and after that 1398 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1399 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1400 * found object is returned.
1450 */ 1401 */
1402object *
1451object *find_arrow(object *op, const char *type) 1403find_arrow (object *op, const char *type)
1452{ 1404{
1453 object *tmp = NULL; 1405 object *tmp = NULL;
1454 1406
1455 for(op=op->inv; op; op=op->below) 1407 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1409 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1410 else if (op->type == ARROW && op->race == type)
1460 return op; 1411 return op;
1461 return tmp; 1412 return tmp;
1462} 1413}
1463 1414
1464/* 1415/*
1465 * 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
1466 * 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
1467 * 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
1468 * 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.
1469 */ 1420 */
1470 1421
1422object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1423find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1424{
1473 object *tmp = NULL, *arrow, *ntmp; 1425 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1426 int attacknum, attacktype, betterby = 0, i;
1475 1427
1476 if (!type) 1428 if (!type)
1477 return NULL; 1429 return NULL;
1478 1430
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1431 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1432 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1433 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1434 {
1435 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1436 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1437 if (i > betterby)
1485 tmp = ntmp; 1438 {
1486 betterby = i; 1439 tmp = ntmp;
1487 } 1440 betterby = i;
1441 }
1442 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1443 else if (arrow->type == ARROW && arrow->race == type)
1444 {
1489 /* allways prefer assasination/slaying */ 1445 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1447 {
1492 if (arrow->attacktype & AT_DEATH) { 1448 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1449 {
1494 return arrow; 1450 *better = 100;
1495 } else { 1451 return arrow;
1496 tmp = arrow; 1452 }
1453 else
1454 {
1455 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1456 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1457 }
1499 } else { 1458 }
1459 else
1460 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 {
1501 attacktype = 1<<attacknum; 1463 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1466 {
1467 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1468 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1469 }
1507 } 1470 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1472 {
1473 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1474 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1475 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1476 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1477 {
1478 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1479 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1480 }
1481 }
1482 }
1516 } 1483 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1484 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1485 return find_arrow (op, type);
1521 1486
1522 *better = betterby; 1487 *better = betterby;
1523 return tmp; 1488 return tmp;
1524} 1489}
1525 1490
1526/* 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
1527 * find_better_arrow to find a decent arrow to use. 1492 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1493 * op = the shooter
1529 * type = bow->race 1494 * type = bow->race
1530 * dir = fire direction 1495 * dir = fire direction
1531 */ 1496 */
1532 1497
1498object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1499pick_arrow_target (object *op, const char *type, int dir)
1534{ 1500{
1535 object *tmp = NULL; 1501 object *tmp = NULL;
1536 mapstruct *m; 1502 maptile *m;
1537 int i, mflags, found, number; 1503 int i, mflags, found, number;
1538 sint16 x, y; 1504 sint16 x, y;
1539 1505
1540 if (op->map == NULL) 1506 if (op->map == NULL)
1541 return find_arrow(op, type); 1507 return find_arrow (op, type);
1542 1508
1543 /* do a dex check */ 1509 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1510 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 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)))
1546 return find_arrow(op, type); 1512 return find_arrow (op, type);
1547 1513
1548 m = op->map; 1514 m = op->map;
1549 x = op->x; 1515 x = op->x;
1550 y = op->y; 1516 y = op->y;
1551 1517
1552 /* find the first target */ 1518 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1519 for (i = 0, found = 0; i < 20; i++)
1520 {
1554 x += freearr_x[dir]; 1521 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1522 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1523 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1524 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1525 {
1558 tmp = NULL; 1526 tmp = NULL;
1559 break; 1527 break;
1528 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1529 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1530 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1531 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1532 * perhaps a bad assumption.
1563 */ 1533 */
1564 tmp = NULL; 1534 tmp = NULL;
1565 break; 1535 break;
1566 } 1536 }
1567 if (mflags & P_IS_ALIVE) { 1537 if (mflags & P_IS_ALIVE)
1538 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1539 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1540 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1541 {
1571 break; 1542 found++;
1572 } 1543 break;
1544 }
1573 if (found) 1545 if (found)
1574 break; 1546 break;
1575 } 1547 }
1576 } 1548 }
1577 if (tmp == NULL) 1549 if (tmp == NULL)
1578 return find_arrow(op, type); 1550 return find_arrow (op, type);
1579 1551
1580 if (tmp->head) 1552 if (tmp->head)
1581 tmp = tmp->head; 1553 tmp = tmp->head;
1582 1554
1583 return find_better_arrow(op, tmp, type, &i); 1555 return find_better_arrow (op, tmp, type, &i);
1584} 1556}
1585 1557
1586/* 1558/*
1587 * Creature fires a bow - op can be monster or player. Returns 1559 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1560 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1563 * dir is the direction of fire.
1592 * 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)
1593 * 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
1594 * player fire modes. 1566 * player fire modes.
1595 */ 1567 */
1568int
1596int 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)
1597 sint16 sx, sint16 sy)
1598{ 1570{
1599 object *left, *bow; 1571 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1572 int bowspeed, mflags;
1602 mapstruct *m; 1573 maptile *m;
1603 1574
1604 if (!dir) { 1575 if (!dir)
1576 {
1605 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!");
1606 return 0; 1578 return 0;
1607 } 1579 }
1580
1608 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1610 else { 1583 else
1584 {
1611 for(bow=op->inv; bow; bow=bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1614 */ 1588 */
1615 if(bow->type==BOW) 1589 if (bow->type == BOW)
1616 break; 1590 break;
1617 1591
1618 if (!bow) { 1592 if (!bow)
1593 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1595 return 0;
1621 } 1596 }
1622 } 1597 }
1598
1623 if( !bow->race || !bow->skill) { 1599 if (!bow->race || !bow->skill)
1600 {
1624 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);
1625 return 0; 1602 return 0;
1626 } 1603 }
1627 1604
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1606
1630 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1633 if (bowspeed < 1) 1611 if (bowspeed < 1)
1634 bowspeed = 1; 1612 bowspeed = 1;
1635 1613
1636 if (arrow == NULL) { 1614 if (arrow == NULL)
1615 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1616 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 {
1638 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* 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 */
1642 else 1621 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1623 return 0;
1645 } 1624 }
1646 } 1625 }
1626
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1628 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1629 return 0;
1650 } 1630
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1632 {
1652 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.");
1653 return 0; 1634 return 0;
1654 } 1635 }
1655 1636
1656 /* this should not happen, but sometimes does */ 1637 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1638 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1639 {
1640 arrow->destroy ();
1641 return 0;
1642 }
1662 1643
1663 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1646 if (!arrow)
1647 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1648 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1649 return 0;
1669 return 0;
1670 } 1650 }
1671 set_owner(arrow, op); 1651
1672 if (arrow->skill) free_string(arrow->skill); 1652 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1653 arrow->skill = bow->skill;
1674
1675 arrow->direction=dir; 1654 arrow->direction = dir;
1676 arrow->x = sx;
1677 arrow->y = sy;
1678 1655
1679 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1657 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1659 op->update_stats ();
1682 } 1660 }
1683 1661
1684 SET_ANIMATION(arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1690 1668
1691 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1692 * 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.
1693 */ 1671 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 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
1699 /* update the speed */ 1675 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 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;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1678
1705 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1706 arrow->speed = 1.0;
1707 update_ob_speed(arrow);
1708 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1709 1681
1710 if (op->type == PLAYER) { 1682 if (op->type == PLAYER)
1683 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 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;
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1687
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1689 }
1690 else
1691 {
1718 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;
1719 arrow->stats.wc + wc_mod;
1720
1721 arrow->level = op->level; 1693 arrow->level = op->level;
1722 } 1694 }
1695
1723 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1698
1725 if (bow->slaying != NULL) 1699 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1700 arrow->slaying = bow->slaying;
1727 1701
1728 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1704
1732 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);
1733 tag = arrow->count; 1706 m->insert (arrow, sx, sy, op);
1734 insert_ob_in_map(arrow, m, op, 0);
1735 1707
1736 if (!was_destroyed(arrow, tag)) 1708 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1709 move_arrow (arrow);
1738 1710
1739 if (op->type == PLAYER) { 1711 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1712 {
1713 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1714 esrv_del_item (op->contr, left->count);
1742 else 1715 else
1743 esrv_send_item(op, left); 1716 esrv_send_item (op, left);
1744 } 1717 }
1718
1745 return 1; 1719 return 1;
1746} 1720}
1747 1721
1748/* Special fire code for players - this takes into 1722/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1723 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1724 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1725 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1726 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1727 * hence the function name.
1754 */ 1728 */
1729int
1755int player_fire_bow(object *op, int dir) 1730player_fire_bow (object *op, int dir)
1756{ 1731{
1757 int ret=0, wcmod=0; 1732 int ret = 0, wcmod = 0;
1758 1733
1759 if (op->contr->bowtype == bow_bestarrow) { 1734 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1735 {
1761 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);
1762 dir, 0, op->x, op->y); 1737 }
1763 } 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 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1741 wcmod = -1;
1742
1766 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);
1767 op->x, op->y); 1744 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1745 else if (op->contr->bowtype == bow_threewide)
1746 {
1769 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);
1770 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)]);
1771 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 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1751 else if (op->contr->bowtype == bow_spreadshot)
1752 {
1773 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);
1774 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);
1775 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);
1776 1756
1777 } else { 1757 }
1758 else
1759 {
1778 /* Simple case */ 1760 /* Simple case */
1779 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);
1780 } 1762 }
1781 return ret; 1763 return ret;
1782} 1764}
1783 1765
1784 1766
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1767/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1768 * Broken apart from 'fire' to keep it more readable.
1787 */ 1769 */
1770void
1788void fire_misc_object(object *op, int dir) 1771fire_misc_object (object *op, int dir)
1789{ 1772{
1790 object *item; 1773 object *item;
1791 1774
1792 if (!op->contr->ranges[range_misc]) { 1775 if (!op->contr->ranges[range_misc])
1776 {
1793 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.");
1794 return; 1778 return;
1795 } 1779 }
1796 1780
1797 item = op->contr->ranges[range_misc]; 1781 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1782 if (!item->inv)
1783 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1784 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1785 return;
1801 } 1786 }
1802 if (item->type == WAND) { 1787 if (item->type == WAND)
1788 {
1803 if(item->stats.food<=0) { 1789 if (item->stats.food <= 0)
1790 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1805 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));
1806 return; 1793 return;
1807 } 1794 }
1795 }
1808 } else if (item->type == ROD || item->type==HORN) { 1796 else if (item->type == ROD || item->type == HORN)
1797 {
1809 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 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1801 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1802 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1803 else
1814 else 1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1805 return;
1818 } 1806 }
1819 } 1807 }
1820 1808
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1809 if (cast_spell (op, item, dir, item->inv, NULL))
1810 {
1822 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 */
1823 if (item->type == WAND) { 1812 if (item->type == WAND)
1813 {
1824 if (!(--item->stats.food)) { 1814 if (!(--item->stats.food))
1825 object *tmp; 1815 {
1826 if (item->arch) { 1816 object *tmp;
1817
1818 if (item->arch)
1819 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
1829 item->speed = 0; 1822 item->set_speed (0);
1830 update_ob_speed(item); 1823 }
1831 } 1824
1832 if ((tmp=is_player_inv(item))) 1825 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1827 }
1835 } 1828 }
1836 else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1837 drain_rod_charge(item); 1830 drain_rod_charge (item);
1838 }
1839 } 1831 }
1840} 1832}
1841 1833
1842/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
1843 */ 1835 */
1836void
1844void fire(object *op,int dir) { 1837fire (object *op, int dir)
1838{
1845 int spellcost=0; 1839 int spellcost = 0;
1846 1840
1847 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1842 if (action_makes_visible (op))
1843 make_visible (op);
1849 1844
1850 switch(op->contr->shoottype) { 1845 switch (op->contr->shoottype)
1846 {
1851 case range_none: 1847 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow(op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir );
1887 return; 1848 return;
1888 default: 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.");
1877 return;
1878 }
1879
1880 do_skill (op, op, op->chosen_skill, dir, NULL);
1881 return;
1882 case range_builder:
1883 apply_map_builder (op, dir);
1884 return;
1885 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1887 return;
1891 } 1888 }
1892} 1889}
1893 1890
1894 1891
1895 1892
1902 * inv is the objects inventory to searched 1899 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1900 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1901 * This function can be called recursively to search containers.
1905 */ 1902 */
1906 1903
1904object *
1907object * find_key(object *pl, object *container, object *door) 1905find_key (object *pl, object *container, object *door)
1908{ 1906{
1909 object *tmp,*key; 1907 object *tmp, *key;
1910 1908
1911 /* Should not happen, but sanity checking is never bad */ 1909 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1910 if (container->inv == NULL)
1911 return NULL;
1913 1912
1914 /* 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 */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1915 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1916 if (door->type == DOOR && tmp->type == KEY)
1917 break;
1917 /* For sanity, we should really check door type, but other stuff 1918 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1919 * (like containers) can be locked with special keys
1919 */ 1920 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1922 break;
1922 } 1923 }
1923 /* No key found - lets search inventories now */ 1924 /* No key found - lets search inventories now */
1924 /* 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.
1925 * 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
1926 * a key, return 1927 * a key, return
1927 */ 1928 */
1928 if (!tmp) { 1929 if (!tmp)
1930 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1932 {
1930 /* No reason to search empty containers */ 1933 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1934 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1935 {
1936 if ((key = find_key (pl, tmp, door)) != NULL)
1937 return key;
1938 }
1939 }
1940 if (!tmp)
1941 return NULL;
1933 } 1942 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* 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,
1938 * see if we actually want to use it 1944 * see if we actually want to use it
1939 */ 1945 */
1940 if (pl!=container) { 1946 if (pl != container)
1947 {
1941 /* Only let players use keys in containers */ 1948 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1949 if (!pl->contr)
1950 return NULL;
1943 /* cases where this fails: 1951 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1952 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1953 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1954 * If the container is not active, return now since only active
1947 * containers can be used. 1955 * containers can be used.
1948 * If we only search keyrings and the container does not have 1956 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1957 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1958 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1959 * inv must have been an container and must have been active.
1952 * 1960 *
1953 * Change the color so that the message doesn't disappear with 1961 * Change the color so that the message doesn't disappear with
1954 * all the others. 1962 * all the others.
1955 */ 1963 */
1956 if (pl->contr->usekeys == key_inventory || 1964 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1965 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1966 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1967 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "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));
1963 query_name(tmp), query_name(container));
1964 return NULL; 1970 return NULL;
1965 } 1971 }
1966 } 1972 }
1967 return tmp; 1973 return tmp;
1968} 1974}
1969 1975
1970/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 1978 * such that the caller should not do anything more,
1973 * 0 otherwise 1979 * 0 otherwise
1974 */ 1980 */
1981static int
1975static int player_attack_door(object *op, object *door) 1982player_attack_door (object *op, object *door)
1976{ 1983{
1977
1978 /* 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,
1979 * 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 -
1980 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1981 */ 1987 */
1982 object *key=find_key(op, op, door); 1988 object *key = find_key (op, op, door);
1983 1989
1984 /* IF we found a key, do some extra work */ 1990 /* IF we found a key, do some extra work */
1985 if (key) { 1991 if (key)
1992 {
1986 object *container=key->env; 1993 object *container = key->env;
1987 1994
1988 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);
1989 if(action_makes_visible(op)) make_visible(op); 1996 if (action_makes_visible (op))
1997 make_visible (op);
1990 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);
1991 if (door->type == DOOR) { 2000 if (door->type == DOOR)
2001 {
1992 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 */
1993 } 2003 }
1994 else if(door->type==LOCKED_DOOR) { 2004 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2005 {
1996 "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));
1997 remove_door2(door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2008 }
1999 /* Do this after we print the message */ 2009 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2010 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2011 /* Need to update the weight the container the key was in */
2002 if (container != op) 2012 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2013 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2014 return 1; /* Nothing more to do below */
2015 }
2005 } else if (door->type==LOCKED_DOOR) { 2016 else if (door->type == LOCKED_DOOR)
2017 {
2006 /* Might as well return now - no other way to open this */ 2018 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2020 return 1;
2009 } 2021 }
2010 return 0; 2022 return 0;
2011} 2023}
2012 2024
2013/* This function is just part of a breakup from move_player. 2025/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2018 */ 2030 */
2019 2031void
2020void move_player_attack(object *op, int dir) 2032move_player_attack (object *op, int dir)
2021{ 2033{
2022 object *tmp, *mon, *tpl; 2034 object *tmp, *mon;
2023 sint16 nx, ny; 2035 sint16 nx, ny;
2024 int on_battleground; 2036 int on_battleground;
2025 mapstruct *m; 2037 maptile *m;
2026 2038
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2039 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2040 ny = freearr_y[dir] + op->y;
2031 2041
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2033 2043
2034 /* 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
2035 * 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
2036 * 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
2037 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2038 * 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
2039 * 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
2040 * 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
2041 * move_ob uses. 2051 * move_ob uses.
2042 */ 2052 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2053 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2045 m = get_map_from_coord(tpl->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */
2047 }
2048 else m =tpl->map;
2049 2054 {
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2056 {
2057 m = op->map->xy_find (nx, ny);
2058 if (!m)
2059 return; /* Don't think this should happen */
2060 }
2061 else
2062 m = op->map;
2063
2064 if (!(tmp = m->at (nx, ny).bot))
2052 return; 2065 return;
2053 }
2054 2066
2055 mon = NULL; 2067 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2068 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2069 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2070 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2071 * on the space
2060 */ 2072 */
2061 while (tmp!=NULL) { 2073 while (tmp)
2074 {
2062 if (tmp == op) { 2075 if (tmp == op)
2063 tmp=tmp->above; 2076 {
2064 continue; 2077 tmp = tmp->above;
2065 } 2078 continue;
2079 }
2080
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2082 {
2068 break; 2083 mon = tmp;
2069 } 2084 break;
2085 }
2086
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2088 mon = tmp;
2089
2072 tmp=tmp->above; 2090 tmp = tmp->above;
2073 } 2091 }
2074 2092
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2094 return; /* into a wall */
2077 2095
2078 if(mon->head != NULL) 2096 if (mon->head)
2079 mon = mon->head; 2097 mon = mon->head;
2080 2098
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2099 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2100 if (player_attack_door (op, mon))
2101 return;
2083 2102
2084 /* The following deals with possibly attacking peaceful 2103 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2104 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2105 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2106 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2107 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2108 * and thus will not push them.
2090 */ 2109 */
2091 2110
2092 /* If the creature is a pet, push it even if the player is not 2111 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2112 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2113 * player owns it and it is either friendly or unagressive.
2095 */ 2114 */
2096 if ((op->type==PLAYER) 2115 if ((op->type == PLAYER)
2097#if COZY_SERVER 2116#if COZY_SERVER
2098 && 2117 &&
2099 ( 2118 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2120#else
2105 && get_owner(mon)==op 2121 && mon->owner == op
2106#endif 2122#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2124 {
2109 /* If we're braced, we don't want to switch places with it */ 2125 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2126 if (op->contr->braced)
2127 return;
2128
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2129 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2130 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2131 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op);
2133
2114 return; 2134 return;
2115 } 2135 }
2116 2136
2117 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2139 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2140 * attack them either.
2121 */ 2141 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2143 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2145 (op->contr->peaceful
2146 || (mon->type == PLAYER
2147 && mon->contr->
2148 peaceful)) &&
2127#else 2149#else
2128 op->contr->peaceful && 2150 op->contr->peaceful &&
2129#endif 2151#endif
2130 !on_battleground 2152 !on_battleground))
2153 {
2154 if (!op->contr->braced)
2131 )) { 2155 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2157 push_ob (mon, dir, op);
2135 } else { 2158 }
2159 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2161
2162 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op);
2164 }
2165
2141 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2167 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2168 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2170 {
2145 recursive_roll(mon,dir,op); 2171 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2172 if (action_makes_visible (op))
2147 } 2173 make_visible (op);
2174 }
2148 2175
2149 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2181 */
2155
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2184 {
2159 2185
2160 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2187 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2188 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2189 * incurred a 1 tick offset.
2164 */ 2190 */
2165 if (!op->contr->has_hit) { 2191 if (!op->contr->has_hit)
2192 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2194
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2195 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2196 }
2170 2197
2171 skill_attack(mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2172 2199
2173 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2203 * the wiz.
2177 */ 2204 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2205 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2206 {
2180 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2208
2181 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2184 } 2212 }
2185 if(action_makes_visible(op)) make_visible(op); 2213
2186 } 2214 if (action_makes_visible (op))
2215 make_visible (op);
2216 }
2187 } /* if player should attack something */ 2217 } /* if player should attack something */
2188} 2218}
2189 2219
2220int
2190int move_player(object *op,int dir) { 2221move_player (object *op, int dir)
2222{
2191 int pick; 2223 int pick;
2192 object *transport = op->contr->transport;
2193 2224
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 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;
2256} 2268}
2257 2269
2258/* 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
2259 * new client/server stuff. 2271 * new client/server stuff.
2260 * 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
2261 * the new speed values for commands. 2273 * the new speed values for commands.
2262 * 2274 *
2263 * Returns true if there are more actions we can do. 2275 * Returns true if there are more actions we can do.
2264 */ 2276 */
2277int
2265int handle_newcs_player(object *op) 2278handle_newcs_player (object *op)
2266{ 2279{
2267 if (op->contr->hidden) { 2280 if (op->contr->hidden)
2281 {
2268 op->invisible = 1000; 2282 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2283 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2284 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2285 * alternate it here for it to work correctly.
2272 */ 2286 */
2273 if (pticks & 2) op->invisible--; 2287 if (pticks & 2)
2288 op->invisible--;
2274 } 2289 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2276 op->invisible--; 2292 op->invisible--;
2277 if(!op->invisible) { 2293 if (!op->invisible)
2294 {
2278 make_visible(op); 2295 make_visible (op);
2279 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.");
2280 } 2297 }
2281 } 2298 }
2282 2299
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2300 if (QUERY_FLAG (op, FLAG_SCARED))
2301 {
2284 flee_player(op); 2302 flee_player (op);
2285 /* 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 */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 {
2287 op->speed_left--; 2306 op->speed_left--;
2288 return 0; 2307 return 0;
2289 } 2308 }
2290 } 2309 }
2291 2310
2292 /* 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
2293 * 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
2294 * 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
2295 * 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.
2296 */ 2315 */
2297 if (op->contr->ranges[range_golem] && 2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2317 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2318
2304 /* 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
2305 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2321 * called, so we recheck it here.
2307 */ 2322 */
2308 HandleClient(&op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2309 if (op->speed_left<0) return 0; 2324 return 1;
2310 2325
2326 if (op->speed_left > 0)
2327 {
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2312 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--; 2331 op->speed_left--;
2314 2332
2315 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2316 * 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
2317 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2318 */ 2336 */
2319 move_player(op, op->direction); 2337 move_player (op, op->direction);
2320 if (op->speed_left>0) return 1; 2338
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2321 else return 0; 2343 return 0;
2322 } 2344}
2345
2346int
2347save_life (object *op)
2348{
2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2323 return 0; 2350 return 0;
2324}
2325 2351
2326int save_life(object *op) {
2327 object *tmp;
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 {
2334 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);
2335 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));
2336 "Your %s vibrates violently, then evaporates.", 2357
2337 query_name(tmp));
2338 if (op->contr) 2358 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count); 2359 esrv_del_item (op->contr, tmp->count);
2340 remove_ob(tmp); 2360
2341 free_object(tmp); 2361 tmp->destroy ();
2342 CLEAR_FLAG(op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363
2343 if(op->stats.hp<0) 2364 if (op->stats.hp < 0)
2344 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2366
2345 if(op->stats.food<0) 2367 if (op->stats.food < 0)
2346 op->stats.food = 999; 2368 op->stats.food = 999;
2347 fix_player(op); 2369
2370 op->update_stats ();
2348 return 1; 2371 return 1;
2349 } 2372 }
2373
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2353 return 0; 2377 return 0;
2354} 2378}
2355 2379
2356/* 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
2357 * 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
2358 * 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
2359 * from. 2383 * from.
2360 */ 2384 */
2385void
2361void remove_unpaid_objects(object *op, object *env) 2386remove_unpaid_objects (object *op, object *env)
2362{ 2387{
2363 object *next; 2388 object *next;
2364 2389
2365 while (op) { 2390 while (op)
2366 next=op->below; /* Make sure we have a good value, in case 2391 {
2367 * we remove object 'op' 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2368 */ 2393
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2395 {
2371 op->x = env->x;
2372 op->y = env->y;
2373 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0);
2376 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env);
2378 op=next;
2379 }
2380}
2381 2398
2399 op->insert_at (env);
2400 }
2401 else if (op->inv)
2402 remove_unpaid_objects (op->inv, env);
2403
2404 op = next;
2405 }
2406}
2382 2407
2383/* 2408/*
2384 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2412 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2413 * but there isn't one in the server directory.
2389 */ 2414 */
2415char *
2390char *gravestone_text (object *op) 2416gravestone_text (object *op)
2391{ 2417{
2392 static char buf2[MAX_BUF]; 2418 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2419 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2420 time_t now = time (NULL);
2395 2421
2396 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2425 else
2400 sprintf (buf, "%s\n", op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2429 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2404 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);
2405 else 2432 else
2406 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
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2436 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2437 if (op->type == PLAYER)
2438 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2441 strcat (buf2, buf);
2413 } 2442 }
2443
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2417 return buf2; 2448 return buf2;
2418} 2449}
2419 2450
2420 2451void
2421
2422void do_some_living(object *op) { 2452do_some_living (object *op)
2453{
2423 int last_food=op->stats.food; 2454 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2455 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2456 int over_hp, over_sp, over_grace;
2426 int i; 2457 int i;
2427 int rate_hp = 1200; 2458 int rate_hp = 1200;
2428 int rate_sp = 2500; 2459 int rate_sp = 2500;
2429 int rate_grace = 2000; 2460 int rate_grace = 2000;
2430 const int max_hp = 1; 2461 const int max_hp = 1;
2431 const int max_sp = 1; 2462 const int max_sp = 1;
2432 const int max_grace = 1; 2463 const int max_grace = 1;
2433 2464
2434 if (op->contr->outputs_sync) { 2465 if (op->contr->outputs_sync)
2466 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2468 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2470 }
2440 2471
2441 if(op->contr->state==ST_PLAYING) { 2472 if (op->contr->ns->state == ST_PLAYING)
2442 2473 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2476 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2478 else
2479 {
2448 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2482 }
2483
2451 if(op->contr->gen_sp >= 0 ) 2484 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2486 else
2487 {
2454 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2490 }
2491
2457 if(op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2494 else
2495 {
2460 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2498 }
2463 2499
2464 /* Regenerate Spell Points */ 2500 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2502 {
2466 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);
2467 if(op->stats.sp<op->stats.maxsp) { 2504 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2505 {
2506 op->stats.sp++;
2469 /* dms do not consume food */ 2507 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2509 {
2510 op->stats.food--;
2472 if(op->contr->digestion<0) 2511 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2514 op->stats.food = last_food;
2515 }
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 }
2538 else
2539 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2540 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497 2541
2498 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2543 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2544 if (--op->last_grace < 0)
2545 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2548
2549 if (max_grace > 1)
2550 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2552 if (over_grace > 0)
2506 op->stats.sp += over_grace 2553 {
2554 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2555 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace=0; 2556 op->last_grace = 0;
2509 } else { 2557 }
2558 else
2559 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2560 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2561 }
2512 } else { 2562 }
2563 else
2564 {
2513 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);
2514 } 2566 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2567 /* wearing stuff doesn't detract from grace generation. */
2516 } 2568 }
2517 2569
2518 /* Regenerate Hit Points */ 2570 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2571 if (--op->last_heal < 0)
2572 {
2520 if(op->stats.hp<op->stats.maxhp) { 2573 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2574 {
2575 op->stats.hp++;
2522 /* dms do not consume food */ 2576 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2578 {
2579 op->stats.food--;
2525 if(op->contr->digestion<0) 2580 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 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 }
2530 } 2604 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545 2605
2546 /* Digestion */ 2606 /* Digestion */
2547 if(--op->last_eat<0) { 2607 if (--op->last_eat < 0)
2608 {
2548#ifdef COZY_SERVER 2609#ifdef COZY_SERVER
2549 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;
2550 int bonus=dg>0?dg:0, 2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2612#else
2553 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;
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2614#endif
2556 2615
2557 if(op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2558 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);
2559 else 2618 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2561 /* dms do not consume food */ 2621 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2623 op->stats.food--;
2564 } 2624 }
2565 2625
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2627 {
2628 object *tmp, *flesh = 0;
2568 2629
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2631 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2633 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2572 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.");
2573 manual_apply(op,tmp,0); 2637 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2639 break;
2576 } 2640 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2641 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2642 flesh = tmp;
2579 } /* end of for loop */ 2643 } /* End if paid for object */
2644 } /* end of for loop */
2645
2580 /* 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
2581 * eat flesh instead. 2647 * eat flesh instead.
2582 */ 2648 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 {
2584 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.");
2585 manual_apply(op,flesh,0); 2652 manual_apply (op, flesh, 0);
2586 } 2653 }
2587 } /* end if player is starving */ 2654 }
2588 2655
2589 while(op->stats.food<0&&op->stats.hp>0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2591 2658
2592 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))
2593 kill_player(op); 2660 kill_player (op);
2661 }
2594} 2662}
2595
2596
2597 2663
2598/* 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.
2599 * 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
2600 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2667 * file.
2602 */ 2668 */
2669void
2603void kill_player(object *op) 2670kill_player (object *op)
2604{ 2671{
2605 char buf[MAX_BUF]; 2672 char buf[MAX_BUF];
2606 int x,y,i; 2673 int x, y;
2674
2675 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2676 maptile *map; /* this is for resurrection */
2677
2608 int z; 2678 /* int z;
2609 int num_stats_lose; 2679 int num_stats_lose;
2610 int lost_a_stat; 2680 int lost_a_stat;
2611 int lose_this_stat; 2681 int lose_this_stat;
2612 int this_stat; 2682 int this_stat; */
2613 int will_kill_again; 2683 int will_kill_again;
2614 archetype *at; 2684 archetype *at;
2615 object *tmp; 2685 object *tmp;
2616 2686
2617 if(save_life(op)) 2687 if (save_life (op))
2618 return; 2688 return;
2619 2689
2620 2690
2621 /* 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
2622 * 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.
2623 * Look at op_on_battleground() for more info --AndreasV 2693 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2694 */
2625 if (op_on_battleground(op, &x, &y)) { 2695 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2696 {
2627 "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 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...");
2629 "Local medics have saved your life..."); 2699
2630
2631 /* restore player */ 2700 /* restore player */
2632 at = find_archetype("poisoning"); 2701 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2634 if (tmp) { 2703 {
2635 remove_ob(tmp); 2704 tmp->destroy ();
2636 free_object(tmp);
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2706 }
2639 2707
2640 at = find_archetype("confusion"); 2708 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2642 if (tmp) { 2710 {
2643 remove_ob(tmp); 2711 tmp->destroy ();
2644 free_object(tmp);
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2713 }
2647 2714
2648 cure_disease(op,0); /* remove any disease */ 2715 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2717 if (op->stats.food <= 0)
2651 2718 op->stats.food = 999;
2719
2652 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2654 if (tmp != NULL)
2655 { 2722 {
2656 sprintf(buf,"%s's finger",op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2724 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2659 " 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",
2660 op->name, op->contr->title, (int)(op->level), 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2728 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2666 insert_ob_in_map(tmp,op->map,op,0);
2667 }
2668 2732 }
2733
2669 /* teleport defeated player to new destination*/ 2734 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2736 op->contr->braced = 0;
2672 return;
2673 }
2674
2675 /* Lauwenmark: Handle for plugin death event */
2676 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2677 return; 2737 return;
2738 }
2678 2739
2679 INVOKE_PLAYER (DEATH, op->contr); 2740 INVOKE_PLAYER (DEATH, op->contr);
2680 2741
2681 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2682 2743
2683 if(op->stats.food<0) { 2744 if (op->stats.food < 0)
2684 if (op->contr->explore) { 2745 {
2685 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2686 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2687 op->stats.food=999;
2688 return;
2689 }
2690 sprintf(buf,"%s starved to death.",op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2691 strcpy(op->contr->killer,"starvation"); 2747 strcpy (op->contr->killer, "starvation");
2692 } 2748 }
2693 else { 2749 else
2694 if (op->contr->explore) {
2695 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2696 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2697 op->stats.hp=op->stats.maxhp;
2698 return;
2699 }
2700 sprintf(buf,"%s died.",op->name); 2750 sprintf (buf, "%s died.", &op->name);
2701 } 2751
2702 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2703 2753
2704 /* save the map location for corpse, gravestone*/ 2754 /* save the map location for corpse, gravestone */
2705 x=op->x;y=op->y;map=op->map; 2755 x = op->x;
2756 y = op->y;
2757 map = op->map;
2706 2758
2707
2708 if (settings.not_permadeth == TRUE) {
2709 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
2710 * 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.
2711 * 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.
2712 */ 2762 */
2713 2763
2714 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
2715 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
2716 * of death. 2766 * of death.
2717 */ 2767 */
2718#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
2719 if (settings.balanced_stat_loss) { 2769 if (settings.balanced_stat_loss)
2770 {
2720 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
2721 /* 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
2722 more if they do. */ 2773 more if they do. */
2723 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
2724 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
2725 little bit harder. */ 2776 little bit harder. */
2726 /* GD */ 2777 /* GD */
2727 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
2728 num_stats_lose = 1; 2779 num_stats_lose = 1;
2729 else 2780 else
2730 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2731 } else { 2782 }
2783 else
2732 num_stats_lose = 1; 2784 num_stats_lose = 1;
2733 } 2785
2734 lost_a_stat = 0; 2786 lost_a_stat = 0;
2735 2787
2736 for (z=0; z<num_stats_lose; z++) { 2788 for (z = 0; z < num_stats_lose; z++)
2789 {
2737 i = RANDOM() % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
2738 2791
2739 if (settings.stat_loss_on_death) { 2792 if (settings.stat_loss_on_death)
2793 {
2740 /* 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
2741 * what he lost. 2795 * what he lost.
2742 */ 2796 */
2743 change_attr_value(&(op->stats), i,-1); 2797 change_attr_value (&(op->stats), i, -1);
2744 check_stat_bounds(&(op->stats)); 2798 check_stat_bounds (&(op->stats));
2745 change_attr_value(&(op->contr->orig_stats), i,-1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
2746 check_stat_bounds(&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
2747 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2748 lost_a_stat = 1; 2802 lost_a_stat = 1;
2749 } else { 2803 }
2804 else
2805 {
2750 /* deplete a stat */ 2806 /* deplete a stat */
2751 archetype *deparch=find_archetype("depletion"); 2807 archetype *deparch = archetype::find ("depletion");
2752 object *dep; 2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2753 2812 {
2754 dep = present_arch_in_ob(deparch,op);
2755 if(!dep) {
2756 dep = arch_to_object(deparch); 2813 dep = arch_to_object (deparch);
2757 insert_ob_in_ob(dep, op); 2814 insert_ob_in_ob (dep, op);
2758 }
2759 lose_this_stat = 1;
2760 if (settings.balanced_stat_loss) {
2761 /* GD */
2762 /* Get the stat that we're about to deplete. */
2763 this_stat = get_attr_value(&(dep->stats), i);
2764 if (this_stat < 0) {
2765 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2766 int keep_chance = this_stat * this_stat;
2767 /* Yes, I am paranoid. Sue me. */
2768 if (keep_chance < 1)
2769 keep_chance = 1;
2770
2771 /* There is a maximum depletion total per level. */
2772 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2773 lose_this_stat = 0;
2774 /* Take loss chance vs keep chance to see if we
2775 retain the stat. */
2776 } else {
2777 if (random_roll(0, loss_chance + keep_chance-1,
2778 op, PREFER_LOW) < keep_chance)
2779 lose_this_stat = 0;
2780 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2781 this_stat, keep_chance, loss_chance,
2782 lose_this_stat?"LOSE":"KEEP"); */
2783 }
2784 }
2785 }
2786 2815 }
2787 if (lose_this_stat) { 2816 lose_this_stat = 1;
2817 if (settings.balanced_stat_loss)
2818 {
2819 /* GD */
2820 /* Get the stat that we're about to deplete. */
2788 this_stat = get_attr_value(&(dep->stats), i); 2821 this_stat = get_attr_value (&(dep->stats), i);
2822 if (this_stat < 0)
2823 {
2824 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2825 int keep_chance = this_stat * this_stat;
2826
2827 /* Yes, I am paranoid. Sue me. */
2828 if (keep_chance < 1)
2829 keep_chance = 1;
2830
2831 /* There is a maximum depletion total per level. */
2832 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2833 {
2834 lose_this_stat = 0;
2835 /* Take loss chance vs keep chance to see if we
2836 retain the stat. */
2837 }
2838 else
2839 {
2840 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2845 }
2846 }
2847 }
2848
2849 if (lose_this_stat)
2850 {
2851 this_stat = get_attr_value (&(dep->stats), i);
2789 /* We could try to do something clever like find another 2852 /* We could try to do something clever like find another
2790 * stat to reduce if this fails. But chances are, if 2853 * stat to reduce if this fails. But chances are, if
2791 * stats have been depleted to -50, all are pretty low 2854 * stats have been depleted to -50, all are pretty low
2792 * and should be roughly the same, so it shouldn't make a 2855 * and should be roughly the same, so it shouldn't make a
2793 * difference. 2856 * difference.
2794 */ 2857 */
2795 if (this_stat>=-50) { 2858 if (this_stat >= -50)
2859 {
2796 change_attr_value(&(dep->stats), i, -1); 2860 change_attr_value (&(dep->stats), i, -1);
2797 SET_FLAG(dep, FLAG_APPLIED); 2861 SET_FLAG (dep, FLAG_APPLIED);
2798 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2799 fix_player(op); 2863 op->update_stats ();
2800 lost_a_stat = 1; 2864 lost_a_stat = 1;
2801 } 2865 }
2802 } 2866 }
2867 }
2803 } 2868 }
2804 }
2805 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
2806 if (!lost_a_stat) 2870 if (!lost_a_stat)
2807 { 2871 {
2808 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
2809 Should I be using something else? GD */ 2873 Should I be using something else? GD */
2810 const char *god = determine_god(op); 2874 const char *god = determine_god (op);
2875
2811 if (god && (strcmp(god, "none"))) 2876 if (god && (strcmp (god, "none")))
2812 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2877 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2813 "moment you feel the holy presence of %s protecting" 2878 else
2814 " you.", god); 2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2815 else
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you.");
2818 } 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.");
2819#endif 2883#endif
2820 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2821 " feel a holy presence protecting you from losing yourself completely.");
2822 2884
2823 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
2824 * exp loss on the stone. 2886 * exp loss on the stone.
2825 */ 2887 */
2826 tmp=arch_to_object(find_archetype("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
2827 sprintf(buf,"%s's gravestone",op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
2828 FREE_AND_COPY(tmp->name, buf); 2890 tmp->name = buf;
2829 sprintf(buf,"%s's gravestones",op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
2830 FREE_AND_COPY(tmp->name_pl, buf); 2892 tmp->name_pl = buf;
2831 sprintf(buf,"RIP\nHere rests the hero %s the %s,\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);
2832 "who was killed\n" 2894 tmp->msg = buf;
2833 "by %s.\n",
2834 op->name, op->contr->title,
2835 op->contr->killer);
2836 tmp->msg = add_string(buf);
2837 tmp->x=op->x,tmp->y=op->y; 2895 tmp->x = op->x, tmp->y = op->y;
2838 insert_ob_in_map (tmp, op->map, NULL,0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
2839 2897
2840 /**************************************/ 2898 /**************************************/
2841 /* */ 2899 /* */
2842 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
2843 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
2844 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
2845 /* */ 2903 /* */
2846 /**************************************/ 2904 /**************************************/
2847 2905
2848 /* remove any poisoning and confusion the character may be suffering.*/ 2906 /* remove any poisoning and confusion the character may be suffering. */
2849 /* restore player */ 2907 /* restore player */
2850 at = find_archetype("poisoning"); 2908 at = archetype::find ("poisoning");
2851 tmp=present_arch_in_ob(at,op); 2909 tmp = present_arch_in_ob (at, op);
2910
2852 if (tmp) { 2911 if (tmp)
2853 remove_ob(tmp); 2912 {
2854 free_object(tmp); 2913 tmp->destroy ();
2855 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2856 } 2915 }
2857 2916
2858 at = find_archetype("confusion"); 2917 at = archetype::find ("confusion");
2859 tmp=present_arch_in_ob(at,op); 2918 tmp = present_arch_in_ob (at, op);
2860 if (tmp) { 2919 if (tmp)
2861 remove_ob(tmp); 2920 {
2862 free_object(tmp); 2921 tmp->destroy ();
2863 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2864 } 2923 }
2924
2865 cure_disease(op,0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
2866 2926
2867 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
2868 apply_death_exp_penalty(op); 2928 apply_death_exp_penalty (op);
2869 if(op->stats.food < 100) op->stats.food = 900; 2929 if (op->stats.food < 100)
2930 op->stats.food = 900;
2870 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
2871 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2872 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2873 2934
2874 /* 2935 /*
2875 * 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
2876 * 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
2877 * in the map. 2938 * in the map.
2878 */ 2939 */
2879 2940
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2941 if (is_in_shop (op))
2881 if (tmp->type == SHOP_FLOOR) {
2882 remove_unpaid_objects(op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
2883 break;
2884 }
2885 }
2886
2887 2943
2888 /****************************************/ 2944 /****************************************/
2889 /* */ 2945 /* */
2890 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
2891 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
2892 /* */ 2948 /* */
2893 /****************************************/ 2949 /****************************************/
2894 2950
2895 enter_player_savebed(op); 2951 enter_player_savebed (op);
2896 2952
2897 /* Save the player before inserting the force to reduce
2898 * chance of abuse.
2899 */
2900 op->contr->braced=0; 2953 op->contr->braced = 0;
2901 save_player(op,1);
2902 2954
2903 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
2904 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
2905 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
2906 * on the space that might harm the player. 2958 * on the space that might harm the player.
2907 */ 2959 */
2908 will_kill_again=0; 2960 will_kill_again = 0;
2909 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)
2910 if (tmp->type ==SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
2911 will_kill_again|=tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
2912 } 2964
2913 if (will_kill_again) { 2965 if (will_kill_again)
2966 {
2914 object *force; 2967 object *force;
2915 int at; 2968 int at;
2916 2969
2917 force=get_archetype(FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
2918 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
2919 force->speed=0.1; 2972 force->speed = 0.1;
2920 force->speed_left=-5.0; 2973 force->speed_left = -5.0;
2921 SET_FLAG(force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
2922 for (at=0; at<NROFATTACKS; at++) { 2975 for (at = 0; at < NROFATTACKS; at++)
2923 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
2924 force->resist[at] = 100; 2977 force->resist[at] = 100;
2925 } 2978
2926 insert_ob_in_ob(force, op); 2979 insert_ob_in_ob (force, op);
2927 fix_player(op); 2980 op->update_stats ();
2928
2929 }
2930 /**************************************/
2931 /* */
2932 /* Repaint the characters inv, and */
2933 /* stats, and show a nasty message ;) */
2934 /* */
2935 /**************************************/
2936 2981
2982 }
2983
2937 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2938 return;
2939 } /* NOT_PERMADETH */
2940 else {
2941 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2942 * should probably be embedded in an else statement.
2943 */
2944
2945 op->contr->party=NULL;
2946 if (settings.set_title == TRUE)
2947 op->contr->own_title[0]='\0';
2948 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2949 check_score(op);
2950 if(op->contr->ranges[range_golem]!=NULL) {
2951 remove_friendly_object(op->contr->ranges[range_golem]);
2952 remove_ob(op->contr->ranges[range_golem]);
2953 free_object(op->contr->ranges[range_golem]);
2954 op->contr->ranges[range_golem]=NULL;
2955 op->contr->golem_count=0;
2956 }
2957 loot_object(op); /* Remove some of the items for good */
2958 remove_ob(op);
2959 op->direction=0;
2960
2961 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2962 delete_character(op->name,0);
2963 if (settings.resurrection == TRUE) {
2964 /* save playerfile sans equipment when player dies
2965 ** then save it as player.pl.dead so that future resurrection
2966 ** type spells will work on them nicely
2967 */
2968 delete_character(op->name,0);
2969 op->stats.hp = op->stats.maxhp;
2970 op->stats.food = 999;
2971
2972 /* set the location of where the person will reappear when */
2973 /* maybe resurrection code should fix map also */
2974 strcpy(op->contr->maplevel, settings.emergency_mapname);
2975 if(op->map!=NULL)
2976 op->map = NULL;
2977 op->x = settings.emergency_x;
2978 op->y = settings.emergency_y;
2979 save_player(op,0);
2980 op->map = map;
2981 /* please see resurrection.c: peterm */
2982 dead_player(op);
2983 } else {
2984 delete_character(op->name,1);
2985 }
2986 }
2987 play_again(op);
2988
2989 /* peterm: added to create a corpse at deathsite. */
2990 tmp=arch_to_object(find_archetype("corpse_pl"));
2991 sprintf(buf,"%s", op->name);
2992 FREE_AND_COPY(tmp->name, buf);
2993 FREE_AND_COPY(tmp->name_pl, buf);
2994 tmp->level=op->level;
2995 tmp->x=x;tmp->y=y;
2996 if (tmp->msg)
2997 free_string(tmp->msg);
2998 tmp->msg = add_string (gravestone_text(op));
2999 SET_FLAG (tmp, FLAG_UNIQUE);
3000 insert_ob_in_map (tmp, map, NULL,0);
3001 }
3002} 2985}
3003 2986
3004 2987void
3005void loot_object(object *op) { /* Grab and destroy some treasure */ 2988loot_object (object *op)
2989{ /* Grab and destroy some treasure */
3006 object *tmp,*tmp2,*next; 2990 object *tmp, *tmp2, *next;
3007 2991
2992 if (op->container)
3008 if (op->container) { /* close open sack first */ 2993 esrv_apply_container (op, op->container); /* close open sack first */
3009 esrv_apply_container (op, op->container);
3010 }
3011 2994
3012 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2995 for (tmp = op->inv; tmp; tmp = next)
2996 {
3013 next=tmp->below; 2997 next = tmp->below;
3014 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2998
3015 remove_ob(tmp); 2999 if (tmp->invisible)
3000 continue;
3001
3002 tmp->remove ();
3016 tmp->x=op->x,tmp->y=op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3017 if (tmp->type == CONTAINER) { /* empty container to ground */ 3004 if (tmp->type == CONTAINER)
3018 loot_object(tmp); 3005 { /* empty container to ground */
3019 } 3006 loot_object (tmp);
3020 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3007 }
3021 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3008 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3009 {
3022 if(tmp->nrof>1) { 3010 if (tmp->nrof > 1)
3011 {
3023 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3024 free_object(tmp2); 3013 tmp2->destroy ();
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3014 insert_ob_in_map (tmp, op->map, NULL, 0);
3015 }
3016 else
3017 tmp->destroy ();
3018 }
3026 } else 3019 else
3027 free_object(tmp);
3028 } else
3029 insert_ob_in_map(tmp,op->map,NULL,0); 3020 insert_ob_in_map (tmp, op->map, NULL, 0);
3030 } 3021 }
3031} 3022}
3032 3023
3033/* 3024/*
3034 * fix_weight(): Check recursively the weight of all players, and fix 3025 * fix_weight(): Check recursively the weight of all players, and fix
3035 * 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
3036 * was changed. 3027 * was changed.
3037 */ 3028 */
3038 3029
3030void
3039void fix_weight(void) { 3031fix_weight (void)
3040 player *pl; 3032{
3041 for (pl = first_player; pl != NULL; pl = pl->next) { 3033 for_all_players (pl)
3034 {
3042 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3036
3043 if(old == sum) 3037 if (old == sum)
3044 continue; 3038 continue;
3045 fix_player(pl->ob); 3039 pl->ob->update_stats ();
3046 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3047 pl->ob->name, old, sum);
3048 } 3041 }
3049} 3042}
3050 3043
3044void
3051void fix_luck(void) { 3045fix_luck (void)
3052 player *pl; 3046{
3053 for (pl = first_player; pl != NULL; pl = pl->next) 3047 for_all_players (pl)
3054 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3055 change_luck(pl->ob, 0); 3049 pl->ob->change_luck (0);
3056} 3050}
3057
3058 3051
3059/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3060 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3061 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3062 */ 3055 */
3063
3064void 3056void
3065cast_dust (object * op, object * throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3066{ 3058{
3067 object *skop, *spob; 3059 object *skop, *spob;
3068 3060
3069 skop = find_skill_by_name (op, throw_ob->skill); 3061 skop = find_skill_by_name (op, throw_ob->skill);
3070 3062
3071 /* casting POTION 'dusts' is really a use_magic_item skill */ 3063 /* casting POTION 'dusts' is really a use_magic_item skill */
3072 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3064 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3073 { 3065 {
3074 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);
3075 op->name);
3076 return; 3067 return;
3077 } 3068 }
3078 3069
3079 spob = throw_ob->inv; 3070 spob = throw_ob->inv;
3080 3071
3081 // 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
3082 // 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
3083 // errors should be reported as early as possible IMHO) 3074 // errors should be reported as early as possible IMHO)
3084 if (!spob) 3075 if (!spob)
3085 { 3076 {
3086 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);
3087 throw_ob->name, op->name);
3088 return; 3078 return;
3089 } 3079 }
3090 3080
3091 if (op->type == PLAYER) 3081 if (op->type == PLAYER)
3092 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);
3093 3083
3094 cast_spell (op, throw_ob, dir, spob, NULL); 3084 cast_spell (op, throw_ob, dir, spob, NULL);
3095 3085
3096 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3086 throw_ob->destroy ();
3097 remove_ob (throw_ob);
3098 free_object (throw_ob);
3099} 3087}
3100 3088
3089void
3101void make_visible (object *op) { 3090make_visible (object *op)
3091{
3102 op->hide = 0; 3092 op->hide = 0;
3103 op->invisible = 0; 3093 op->invisible = 0;
3104 if(op->type==PLAYER) { 3094 if (op->type == PLAYER)
3095 {
3105 op->contr->tmp_invis = 0; 3096 op->contr->tmp_invis = 0;
3106 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3097 op->contr->invis_race = 0;
3107 } 3098 }
3108 update_object(op,UP_OBJ_FACE); 3099 update_object (op, UP_OBJ_FACE);
3109} 3100}
3110 3101
3102int
3111int is_true_undead(object *op) { 3103is_true_undead (object *op)
3104{
3112 object *tmp=NULL; 3105 object *tmp = NULL;
3113 3106
3114 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1;
3115 3109
3116 if(op->type==PLAYER)
3117 for(tmp=op->inv;tmp;tmp=tmp->below)
3118 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3119 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3120 return 0; 3110 return 0;
3121} 3111}
3122 3112
3123/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3124 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3125 * indicate greater hideability. 3115 * indicate greater hideability.
3126 */ 3116 */
3127 3117
3118int
3128int hideability(object *ob) { 3119hideability (object *ob)
3120{
3129 int i,level=0, mflag; 3121 int i, level = 0, mflag;
3130 sint16 x,y; 3122 sint16 x, y;
3131 3123
3132 if(!ob||!ob->map) return 0; 3124 if (!ob || !ob->map)
3125 return 0;
3133 3126
3134 /* so, on normal lighted maps, its hard to hide */ 3127 /* so, on normal lighted maps, its hard to hide */
3135 level=ob->map->darkness - 2; 3128 level = ob->map->darkness - 2;
3136 3129
3137 /* this also picks up whether the object is glowing. 3130 /* this also picks up whether the object is glowing.
3138 * 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
3139 * as bad as carrying a light on a pitch dark map */ 3132 * as bad as carrying a light on a pitch dark map */
3140 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3133 if (has_carried_lights (ob))
3134 level = -(10 + (2 * ob->map->darkness));
3141 3135
3142 /* scan through all nearby squares for terrain to hide in */ 3136 /* scan through all nearby squares for terrain to hide in */
3143 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 {
3144 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3145 if (mflag & P_OUT_OF_MAP) { continue; } 3140 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue;
3143 }
3146 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3147 level += 2; 3145 level += 2;
3148 else /* open terrain! */ 3146 else /* open terrain! */
3149 level -= 1; 3147 level -= 1;
3150 } 3148 }
3151 3149
3152#if 0 3150#if 0
3153 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3151 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3154#endif 3152#endif
3155 return level; 3153 return level;
3156} 3154}
3157 3155
3158/* For Hidden creatures - a chance of becoming 'unhidden' 3156/* For Hidden creatures - a chance of becoming 'unhidden'
3159 * every time they move - as we subtract off 'invisibility' 3157 * every time they move - as we subtract off 'invisibility'
3160 * AND, for players, if they move into a ridiculously unhideable 3158 * AND, for players, if they move into a ridiculously unhideable
3161 * spot (surrounded by clear terrain in broad daylight). -b.t. 3159 * spot (surrounded by clear terrain in broad daylight). -b.t.
3162 */ 3160 */
3163 3161
3162void
3164void do_hidden_move (object *op) { 3163do_hidden_move (object *op)
3164{
3165 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3166 object *skop; 3166 object *skop;
3167 3167
3168 if(!op || !op->map) return; 3168 if (!op || !op->map)
3169 return;
3169 3170
3170 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3171 3172
3172 /* 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! */
3173 if(op->type==PLAYER && op->contr->run_on) { 3174 if (op->type == PLAYER && op->contr->run_on)
3174 if(!skop || num >= skop->level) { 3175 if (!skop || num >= skop->level)
3176 {
3175 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!");
3176 make_visible(op); 3178 make_visible (op);
3177 return; 3179 return;
3178 } else num += 20;
3179 } 3180 }
3181 else
3182 num += 20;
3183
3180 num += op->map->difficulty; 3184 num += op->map->difficulty;
3181 hide = hideability(op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3182 num -= hide; 3186 num -= hide;
3187
3183 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 {
3184 make_visible(op); 3190 make_visible (op);
3185 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3191 if (op->type == PLAYER)
3186 "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3187 } 3193 }
3188 else if (op->type == PLAYER && skop) { 3194 else if (op->type == PLAYER && skop)
3189 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);
3190 }
3191} 3196}
3192 3197
3193/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3194 3199
3200int
3195int stand_near_hostile( object *who ) { 3201stand_near_hostile (object *who)
3202{
3196 object *tmp=NULL; 3203 object *tmp = NULL;
3197 int i,friendly=0,player=0, mflags; 3204 int i, friendly = 0, player = 0, mflags;
3198 mapstruct *m; 3205 maptile *m;
3199 sint16 x,y; 3206 sint16 x, y;
3200 3207
3201 if(!who) return 0; 3208 if (!who)
3202
3203 if(who->type==PLAYER) player=1;
3204 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3205
3206 /* search adjacent squares */
3207 for(i=1;i<9;i++) {
3208 x = who->x+freearr_x[i];
3209 y = who->y+freearr_y[i];
3210 m = who->map;
3211 mflags = get_map_flags(m, &m, x, y, &x, &y);
3212 /* space must be blocked if there is a monster. If not
3213 * blocked, don't need to check this space.
3214 */
3215 if (mflags & P_OUT_OF_MAP) continue;
3216 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3217
3218 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3219 if((player||friendly)
3220 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3221 return 1;
3222 else if(tmp->type==PLAYER)
3223 {
3224 /*don't let a hidden DM prevent you from hiding*/
3225 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3226 return 1;
3227 }
3228 }
3229 }
3230 return 0; 3209 return 0;
3210
3211 if (who->type == PLAYER)
3212 player = 1;
3213
3214 else
3215 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3216
3217 /* search adjacent squares */
3218 for (i = 1; i < 9; i++)
3219 {
3220 x = who->x + freearr_x[i];
3221 y = who->y + freearr_y[i];
3222 m = who->map;
3223 mflags = get_map_flags (m, &m, x, y, &x, &y);
3224 /* space must be blocked if there is a monster. If not
3225 * blocked, don't need to check this space.
3226 */
3227 if (mflags & P_OUT_OF_MAP)
3228 continue;
3229 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3230 continue;
3231
3232 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3233 {
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)
3240 return 1;
3241 }
3242 }
3243 }
3244 return 0;
3231} 3245}
3232 3246
3233/* check the player los field for viewability of the 3247/* check the player los field for viewability of the
3234 * object op. This function works fine for monsters, 3248 * object op. This function works fine for monsters,
3235 * 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
3242 * 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.
3243 * -b.t. 3257 * -b.t.
3244 * This function is now map tiling safe. 3258 * This function is now map tiling safe.
3245 */ 3259 */
3246 3260
3261int
3247int player_can_view (object *pl,object *op) { 3262player_can_view (object *pl, object *op)
3263{
3248 rv_vector rv; 3264 rv_vector rv;
3249 int dx,dy; 3265 int dx, dy;
3250 3266
3251 if(pl->type!=PLAYER) { 3267 if (pl->type != PLAYER)
3268 {
3252 LOG(llevError,"player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3253 return -1;
3254 }
3255 if (!pl || !op) return 0;
3256
3257 if(op->head) { op = op->head; }
3258 get_rangevector(pl, op, &rv, 0x1);
3259
3260 /* starting with the 'head' part, lets loop
3261 * through the object and find if it has any
3262 * part that is in the los array but isnt on
3263 * a blocked los square.
3264 * we use the archetype to figure out offsets.
3265 */
3266 while(op) {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3275 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3277 return 1; 3270 return -1;
3278 op = op->more;
3279 } 3271 }
3272
3273 if (!pl || !op)
3280 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;
3281} 3302}
3282 3303
3283/* routine for both players and monsters. We call this when 3304/* routine for both players and monsters. We call this when
3284 * there is a possibility for our action distrubing our hiding 3305 * there is a possibility for our action distrubing our hiding
3285 * place or invisiblity spell. Artefact invisiblity is not 3306 * place or invisiblity spell. Artefact invisiblity is not
3286 * effected by this. If we arent invisible to begin with, we 3307 * effected by this. If we arent invisible to begin with, we
3287 * return 0. 3308 * return 0.
3288 */ 3309 */
3310int
3289int action_makes_visible (object *op) { 3311action_makes_visible (object *op)
3312{
3290 3313
3291 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 {
3292 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3293 return 0; 3317 return 0;
3294 3318
3295 if (op->contr && op->contr->tmp_invis == 0) return 0; 3319 if (op->contr && op->contr->tmp_invis == 0)
3320 return 0;
3296 3321
3297 /* If monsters, they should become visible */ 3322 /* If monsters, they should become visible */
3298 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3323 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3324 {
3299 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");
3300 return 1; 3326 return 1;
3301 } 3327 }
3302 } 3328 }
3303 return 0; 3329 return 0;
3304} 3330}
3305 3331
3306/* op_on_battleground - checks if the given object op (usually 3332/* op_on_battleground - checks if the given object op (usually
3307 * a player) is standing on a valid battleground-tile, 3333 * a player) is standing on a valid battleground-tile,
3308 * function returns TRUE/FALSE. If true x, y returns the battleground 3334 * function returns TRUE/FALSE. If true x, y returns the battleground
3309 * -exit-coord. (and if x, y not NULL) 3335 * -exit-coord. (and if x, y not NULL)
3310 * 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
3311 * 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
3312 * 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
3313 */ 3339 */
3340int
3314int op_on_battleground (object *op, int *x, int *y) { 3341op_on_battleground (object *op, int *x, int *y)
3342{
3315 object *tmp; 3343 object *tmp;
3316 3344
3317 /* A battleground-tile needs the following attributes to be valid: 3345 /* A battleground-tile needs the following attributes to be valid:
3318 * 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),
3319 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3320 * and the exit-coordinates sp/hp must both be > 0. 3348 * and the exit-coordinates sp/hp must both be > 0.
3321 * => The intention here is to prevent abuse of the battleground- 3349 * => The intention here is to prevent abuse of the battleground-
3322 * feature (like pickable or hidden battleground tiles). */ 3350 * feature (like pickable or hidden battleground tiles). */
3323 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3352 {
3324 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 {
3325 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3326 strcmp(tmp->name, "battleground")==0 && 3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3327 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3357 {
3328 /*before we assign the exit, check if this is a teambattle*/ 3358 /*before we assign the exit, check if this is a teambattle */
3329 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 {
3330 object *invtmp; 3361 object *invtmp;
3362
3331 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3332 if(invtmp->type==FORCE && invtmp->slaying && 3364 {
3333 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3365 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3366 {
3367 if (x != NULL && y != NULL)
3368 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3369 return 1;
3370 }
3371 }
3372 }
3334 if (x != NULL && y != NULL) 3373 if (x != NULL && y != NULL)
3335 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3336 return 1; 3375 return 1;
3337 } 3376 }
3338 } 3377 }
3339 }
3340 if (x != NULL && y != NULL)
3341 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3342 return 1;
3343 } 3378 }
3344 }
3345 }
3346 /* If we got here, did not find a battleground */ 3379 /* If we got here, did not find a battleground */
3347 return 0; 3380 return 0;
3348} 3381}
3349 3382
3350/* 3383/*
3354 * attributes: 3387 * attributes:
3355 * object *who the dragon player 3388 * object *who the dragon player
3356 * int atnr the attack-number of the ability focus 3389 * int atnr the attack-number of the ability focus
3357 * int level ability level 3390 * int level ability level
3358 */ 3391 */
3392void
3359void dragon_ability_gain(object *who, int atnr, int level) { 3393dragon_ability_gain (object *who, int atnr, int level)
3394{
3360 treasurelist *trlist = NULL; /* treasurelist */ 3395 treasurelist *trlist = NULL; /* treasurelist */
3361 treasure *tr; /* treasure */ 3396 treasure *tr; /* treasure */
3362 object *tmp,*skop; /* tmp. object */ 3397 object *tmp, *skop; /* tmp. object */
3363 object *item; /* treasure object */ 3398 object *item; /* treasure object */
3364 char buf[MAX_BUF]; /* tmp. string buffer */ 3399 char buf[MAX_BUF]; /* tmp. string buffer */
3365 int i=0, j=0; 3400 int i = 0, j = 0;
3366 3401
3367 /* get the appropriate treasurelist */ 3402 /* get the appropriate treasurelist */
3368 if (atnr == ATNR_FIRE) 3403 if (atnr == ATNR_FIRE)
3369 trlist = find_treasurelist("dragon_ability_fire"); 3404 trlist = find_treasurelist ("dragon_ability_fire");
3370 else if (atnr == ATNR_COLD) 3405 else if (atnr == ATNR_COLD)
3371 trlist = find_treasurelist("dragon_ability_cold"); 3406 trlist = find_treasurelist ("dragon_ability_cold");
3372 else if (atnr == ATNR_ELECTRICITY) 3407 else if (atnr == ATNR_ELECTRICITY)
3373 trlist = find_treasurelist("dragon_ability_elec"); 3408 trlist = find_treasurelist ("dragon_ability_elec");
3374 else if (atnr == ATNR_POISON) 3409 else if (atnr == ATNR_POISON)
3375 trlist = find_treasurelist("dragon_ability_poison"); 3410 trlist = find_treasurelist ("dragon_ability_poison");
3376 3411
3377 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3378 return; 3413 return;
3379 3414
3380 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3415 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3381 tr = tr->next, i++); 3416
3382 3417 if (!tr || !tr->item)
3383 if (tr == NULL || tr->item == NULL) { 3418 {
3384 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3419 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3385 return; 3420 return;
3386 } 3421 }
3387 3422
3388 /* everything seems okay - now bring on the gift: */ 3423 /* everything seems okay - now bring on the gift: */
3389 item = &(tr->item->clone); 3424 item = &(tr->item->clone);
3390 3425
3391 if (item->type == SPELL) { 3426 if (item->type == SPELL)
3427 {
3392 if (check_spell_known (who, item->name)) 3428 if (check_spell_known (who, item->name))
3393 return; 3429 return;
3394 3430
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3431 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3396 do_learn_spell (who, item, 0); 3432 do_learn_spell (who, item, 0);
3397 return; 3433 return;
3398 } 3434 }
3399 3435
3400 /* grant direct spell */ 3436 /* grant direct spell */
3401 if (item->type == SPELLBOOK) { 3437 if (item->type == SPELLBOOK)
3438 {
3402 if (!item->inv) { 3439 if (!item->inv)
3440 {
3403 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3441 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3404 item->name);
3405 return; 3442 return;
3406 } 3443 }
3407 if (check_spell_known (who, item->inv->name)) 3444 if (check_spell_known (who, item->inv->name))
3408 return; 3445 return;
3409 if (item->invisible) { 3446 if (item->invisible)
3447 {
3410 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);
3411 do_learn_spell (who, item->inv, 0); 3449 do_learn_spell (who, item->inv, 0);
3412 return; 3450 return;
3413 } 3451 }
3414 } 3452 }
3415 else if (item->type == SKILL_TOOL && item->invisible) { 3453 else if (item->type == SKILL_TOOL && item->invisible)
3454 {
3416 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 {
3417 3457
3418 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3458 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3419 * 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
3420 * 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,
3421 * but not all of them, he gets nothing. 3461 * but not all of them, he gets nothing.
3422 */ 3462 */
3423 if (!(skop->attacktype & item->attacktype)) { 3463 if (!(skop->attacktype & item->attacktype))
3464 {
3424 /* Give new attacktype */ 3465 /* Give new attacktype */
3425 skop->attacktype |= item->attacktype; 3466 skop->attacktype |= item->attacktype;
3426 3467
3427 /* always add physical if there's none */ 3468 /* always add physical if there's none */
3428 skop->attacktype |= AT_PHYSICAL; 3469 skop->attacktype |= AT_PHYSICAL;
3429 3470
3430 if (item->msg != NULL) 3471 if (item->msg != NULL)
3431 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3472 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3432 3473
3433 /* Give player new face */ 3474 /* Give player new face */
3434 if (item->animation_id) { 3475 if (item->animation_id)
3476 {
3435 who->face = skop->face; 3477 who->face = skop->face;
3436 who->animation_id = item->animation_id; 3478 who->animation_id = item->animation_id;
3437 who->anim_speed = item->anim_speed; 3479 who->anim_speed = item->anim_speed;
3438 who->last_anim = 0; 3480 who->last_anim = 0;
3439 who->state = 0; 3481 who->state = 0;
3440 animate_object(who, who->direction); 3482 animate_object (who, who->direction);
3441 } 3483 }
3484 }
3485 }
3442 } 3486 }
3443 }
3444 }
3445 else if (item->type == FORCE) { 3487 else if (item->type == FORCE)
3488 {
3446 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3447 object *skin; 3490 object *skin;
3491
3448 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3449 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3450 skin=skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3451 if (skin == NULL) return; 3495 ;
3452 3496
3497 if (!skin)
3498 return;
3499
3453 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3454 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3502 {
3455 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3503 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3456 3504
3457 /* print message */ 3505 /* print message */
3458 sprintf(buf, "You feel attuned to "); 3506 sprintf (buf, "You feel attuned to ");
3459 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3507 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3460 if(item->path_attuned & (1<<i)) { 3508 {
3461 if (j) 3509 if (item->path_attuned & (1 << i))
3462 strcat(buf," and "); 3510 {
3463 else 3511 if (j)
3464 j = 1; 3512 strcat (buf, " and ");
3513 else
3514 j = 1;
3465 strcat(buf, spellpathnames[i]); 3515 strcat (buf, spellpathnames[i]);
3466 } 3516 }
3467 } 3517 }
3468 strcat(buf,"."); 3518 strcat (buf, ".");
3469 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3519 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3470 } 3520 }
3471 3521
3472 /* evtl. adding flags: */ 3522 /* evtl. adding flags: */
3473 if(QUERY_FLAG(item, FLAG_XRAYS)) 3523 if (QUERY_FLAG (item, FLAG_XRAYS))
3474 SET_FLAG(skin, FLAG_XRAYS); 3524 SET_FLAG (skin, FLAG_XRAYS);
3475 if(QUERY_FLAG(item, FLAG_STEALTH)) 3525 if (QUERY_FLAG (item, FLAG_STEALTH))
3476 SET_FLAG(skin, FLAG_STEALTH); 3526 SET_FLAG (skin, FLAG_STEALTH);
3477 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3527 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3478 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3528 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3479 3529
3480 /* print message if there is one */ 3530 /* print message if there is one */
3481 if (item->msg != NULL) 3531 if (item->msg != NULL)
3482 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
3483 } 3535 {
3484 else {
3485 /* generate misc. treasure */ 3536 /* generate misc. treasure */
3486 tmp = arch_to_object (tr->item); 3537 tmp = arch_to_object (tr->item);
3487 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));
3488 tmp = insert_ob_in_ob (tmp, who); 3539 tmp = insert_ob_in_ob (tmp, who);
3489 if (who->type == PLAYER) 3540 if (who->type == PLAYER)
3490 esrv_send_item(who, tmp); 3541 esrv_send_item (who, tmp);
3491 } 3542 }
3492} 3543}
3493 3544
3494/** 3545/**
3495 * 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
3496 * not readied. 3547 * not readied.
3497 */ 3548 */
3549void
3498void player_unready_range_ob(player *pl, object *ob) { 3550player_unready_range_ob (player *pl, object *ob)
3551{
3499 rangetype i; 3552 rangetype i;
3500 3553
3501 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 {
3502 if (pl->ranges[i] == ob) { 3556 if (pl->ranges[i] == ob)
3557 {
3503 pl->ranges[i] = NULL; 3558 pl->ranges[i] = NULL;
3504 if (pl->shoottype == i) { 3559 if (pl->shoottype == i)
3560 {
3505 pl->shoottype = range_none; 3561 pl->shoottype = range_none;
3506 } 3562 }
3507 } 3563 }
3508 } 3564 }
3509} 3565}

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