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

Comparing deliantra/server/server/player.C (file contents):
Revision 1.8 by root, Sun Aug 27 17:59:26 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 1.8 2006/08/27 17:59:26 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 p = (player *) malloc(sizeof(player)); 234last_level = -1;
208 if(p==NULL) 235last_stats.exp = -1;
209 fatal(OUT_OF_MEMORY); 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
210 247
211 /* This adds the player in the linked list. There is extra 248 /* make sure he's a player -- needed because of class change. */
212 * complexity here because we want to add the new player at the 249 ob->type = PLAYER; // we are paranoid
213 * end of the list - there is in fact no compelling reason that 250 ob->race = ob->arch->clone.race;
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 251
225 p->next = NULL; 252 if (!legal_range (ob, shoottype))
226 } 253 shoottype = range_none;
227 254
228 /* Clears basically the entire player structure except 255 ob->carrying = sum_weight (ob);
229 * for next and socket. 256 link_player_skills (ob);
257
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259
260 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
230 */ 268 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 270 SET_FLAG (ob, FLAG_USE_SHIELD);
233 271
272 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob))
274 {
275 object *tmp, *abil = 0, *skin = 0;
276
277 shstr_cmp dragon_ability_force ("dragon_ability_force");
278 shstr_cmp dragon_skin_force ("dragon_skin_force");
279
280 for (tmp = ob->inv; tmp; tmp = tmp->below)
281 if (tmp->type == FORCE)
282 if (tmp->arch->name == dragon_ability_force)
283 abil = tmp;
284 else if (tmp->arch->name == dragon_skin_force)
285 skin = tmp;
286
287 set_dragon_name (ob, abil, skin);
288 }
289
290 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
291
292 esrv_new_player (this, ob->weight + ob->carrying);
293
294 ob->update_stats ();
295 ns->floorbox_update ();
296
297 esrv_send_inventory (ob, ob);
298 esrv_add_spells (this, 0);
299
300 activate ();
301
302 send_rules (ob);
303 send_news (ob);
304 display_motd (ob);
305
306 INVOKE_PLAYER (CONNECT, this);
307 INVOKE_PLAYER (LOGIN, this);
308}
309
310void
311player::disconnect ()
312{
313 if (ns)
314 {
315 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317
318 INVOKE_PLAYER (DISCONNECT, this);
319
320 ns->pl = 0;
321 this->ns = 0;
322 }
323
324 deactivate ();
325}
326
327// the need for this function can be explained
328// by load_object not returning the object
329void
330player::set_object (object *op)
331{
332 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */
334
335 ob->speed_left = 0.5;
336 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342}
343
344player::player ()
345{
234 /* There are some elements we want initialized to non zero value - 346 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 347 * we deal with that below this point.
236 */ 348 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 349 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 350 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 351 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 352
243#ifdef AUTOSAVE 353 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 354
245#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)
246 373 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 374 ob->destroy_inv (false);
375 ob->destroy ();
248 376 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 377}
300 378
301 379player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 380{
305 strcpy(op->contr->maplevel, first_map_path); 381 /* Clear item stack */
306 op->x = -1; 382 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 383}
310 384
311/* Tries to add player on the connection passwd in ns. 385/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 386 * All we can really get in this is some settings like host and display
313 * mode. 387 * mode.
314 */ 388 */
389player *
390player::create ()
391{
392 player *pl = new player;
315 393
316int add_player(NewSocket *ns) { 394 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 395 set_first_map (pl->ob);
331 396
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 397 return pl;
339} 398}
340 399
341/* 400/*
342 * get_player_archetype() return next player archetype from archetype 401 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 402 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 403 * Note: there MUST be at least one player archetype!
345 */ 404 */
405archetype *
346archetype *get_player_archetype(archetype* at) 406get_player_archetype (archetype *at)
347{ 407{
348 archetype *start = at; 408 archetype *start = at;
409
349 for (;;) { 410 for (;;)
411 {
350 if (at==NULL || at->next==NULL) 412 if (at == NULL || at->next == NULL)
351 at=first_archetype; 413 at = first_archetype;
352 else 414 else
353 at=at->next; 415 at = at->next;
416
354 if(at->clone.type==PLAYER) 417 if (at->clone.type == PLAYER)
355 return at; 418 return at;
419
356 if (at == start) { 420 if (at == start)
421 {
357 LOG (llevError, "No Player archetypes\n"); 422 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 423 exit (-1);
359 } 424 }
360 } 425 }
361} 426}
362 427
363 428object *
364object *get_nearest_player(object *mon) { 429get_nearest_player (object *mon)
430{
365 object *op = NULL; 431 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 432 objectlink *ol;
368 unsigned lastdist; 433 unsigned lastdist;
369 rv_vector rv; 434 rv_vector rv;
370 435
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 439 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 440 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 441 * list is also free, so encapsulate this in a while loop.
376 */ 442 */
377 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 {
378 object *tmp=ol->ob; 445 object *tmp = ol->ob;
379 446
380 /* 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
381 * itself will have been cleared. 448 * itself will have been cleared.
382 */ 449 */
383 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 ());
384 ol = ol->next; 452 ol = ol->next;
385 remove_friendly_object(tmp); 453 remove_friendly_object (tmp);
386 if (!ol) return op; 454 if (!ol)
387 } 455 return op;
456 }
388 457
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 460 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 461 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 462 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 463 * on_same_map check, as can_detect_enemy also does this
395 */ 464 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 465 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 466 continue;
398 467
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 468 if (lastdist > rv.distance)
408 op=pl->ob; 469 {
470 op = ol->ob;
409 lastdist=rv.distance; 471 lastdist = rv.distance;
472 }
410 } 473 }
411 } 474
412 } 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
413#if 0 483#if 0
414 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)");
415#endif 485#endif
416 return op; 486 return op;
417} 487}
418 488
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 491 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 505 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 506 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 507 * is probably not a good thing.
438 */ 508 */
439#define MAX_SPACES 50 509#define MAX_SPACES 50
440
441 510
442/* 511/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 512 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 513 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 514 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 527 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 528 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 529 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 530 * is blocking itself.
462 */ 531 */
532int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 533path_to_player (object *mon, object *pl, unsigned mindiff)
534{
464 rv_vector rv; 535 rv_vector rv;
465 sint16 x,y; 536 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 538 maptile *m, *lastmap;
468 539
469 get_rangevector(mon, pl, &rv, 0); 540 get_rangevector (mon, pl, &rv, 0);
470 541
471 if (rv.distance<mindiff) return 0; 542 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 543 return 0;
724}
725 544
726void 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];
727 561
728 op->contr->write_buf[0]='\0'; 562 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 563 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732 564
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
733void get_party_password(object *op, partylist *party) { 758get_party_password (object *op, partylist *party)
759{
734 if (party == NULL) { 760 if (party == NULL)
761 {
735 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);
736 return; 763 return;
737 } 764 }
765
738 op->contr->write_buf[0]='\0'; 766 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 767 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 768 op->contr->party_to_join = party;
741 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:");
742} 770}
743
744 771
745/* 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
746int roll_stat(void) { 774roll_stat (void)
775{
747 int a[4],i,j,k; 776 int a[4], i, j, k;
748 777
749 for(i=0;i<4;i++) 778 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 779 a[i] = (int) RANDOM () % 6 + 1;
751 780
752 for(i=0,j=0,k=7;i<4;i++) 781 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 782 if (a[i] < k)
754 k=a[i],j=i; 783 k = a[i], j = i;
755 784
756 for(i=0,k=0;i<4;i++) { 785 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 786 if (i != j)
758 k+=a[i]; 787 k += a[i];
759 } 788
760 return k; 789 return k;
761} 790}
762 791
763void roll_stats(object *op) { 792void
764 int sum=0; 793object::roll_stats ()
765 int i = 0, j = 0; 794{
766 int statsort[7]; 795 int statsort [7];
767 796
797 for (;;)
768 do { 798 {
769 op->stats.Str=roll_stat(); 799 int sum = 0;
770 op->stats.Dex=roll_stat(); 800 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 801 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 802
803 if (sum >= 82 && sum <= 116)
804 break;
805 }
806
781 /* Sort the stats so that rerolling is easier... */ 807 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 808 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 809
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 810 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 811 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 812 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 813 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 814 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 815 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 816 stats.Cha = statsort[6];
809 817
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 818 stats.exp = 0;
821 op->stats.ac=0; 819 stats.ac = 0;
822 820
821 stats.hp = stats.maxhp;
822 stats.sp = stats.maxsp;
823 stats.grace = stats.maxgrace;
824
825 if (contr)
826 {
823 op->contr->levhp[1] = 9; 827 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 828 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 829 contr->levgrace[1] = 3;
826 830
827 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
828 op->stats.hp = op->stats.maxhp; 858 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 859 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 868 contr->orig_stats = stats;
869 }
832} 870}
833 871
834void Roll_Again(object *op) 872static void
873start_info (object *op)
835{ 874{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 875 char buf[MAX_BUF];
844 876
845 if ( op->contr->Swap_First == -1 ) { 877 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 878 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 879 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 880 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 881}
953 882
954/* This function takes the key that is passed, and does the 883/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 884 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 885 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 886 * separate race and class; this actually changes the RACE,
958 * not the class. 887 * not the class.
959 */ 888 */
960 889int
961int key_change_class(object *op, char key) 890key_change_class (object *op, char key)
962{ 891{
963 int tmp_loop; 892 int tmp_loop;
964 893
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 894 if (key == 'd' || key == 'D')
895 {
971 char buf[MAX_BUF]; 896 char buf[MAX_BUF];
972 897
973 /* this must before then initial items are given */ 898 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 899 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 900
901 treasurelist *tl = find_treasurelist ("starting_wealth");
902 if (tl)
903 create_treasure (tl, op, 0, 0, 0);
904
977 INVOKE_PLAYER (BIRTH, op->contr); 905 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 906 INVOKE_PLAYER (LOGIN, op->contr);
979 907
980 op->contr->state=ST_PLAYING; 908 op->contr->ns->state = ST_PLAYING;
981 909
982 if (op->msg) { 910 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 911 op->msg = NULL;
985 }
986 912
987 /* 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
988 * to save here. 914 * to save here.
989 */ 915 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 916 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 917 make_path_to_file (buf);
992 918
993#ifdef AUTOSAVE 919#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 920 op->contr->last_save_tick = pticks;
995#endif 921#endif
996 start_info(op); 922 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 923 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 924 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 925 link_player_skills (op);
1000 esrv_send_inventory(op, op); 926 esrv_send_inventory (op, op);
1001 fix_player(op); 927 op->update_stats ();
1002 928
1003 /* This moves the player to a different start map, if there 929 /* This moves the player to a different start map, if there
1004 * is one for this race 930 * is one for this race
1005 */ 931 */
1006 if(*first_map_ext_path) { 932 if (*first_map_ext_path)
933 {
1007 object *tmp; 934 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 935 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 936
1011 first_map_ext_path, op->arch->name); 937 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 938 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 939 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 940 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 941 EXIT_Y (tmp) = op->y;
1016 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;
1017 * if the map isn't there, then stay on the 943 * if the map isn't there, then stay on the
1018 * default initial map */ 944 * default initial map */
1019 free_object(tmp); 945 tmp->destroy ();
946 }
1020 } else { 947 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 948 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 949
950 return 0;
951 }
952
1026 /* Following actually changes the race - this is the default command 953 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 954 * if we don't match with one of the options above.
1028 */ 955 */
1029 956
1030 tmp_loop = 0; 957 tmp_loop = 0;
1031 while(!tmp_loop) { 958 while (!tmp_loop)
1032 const char *name = add_string (op->name); 959 {
960 shstr name = op->name;
1033 int x = op->x, y = op->y; 961 int x = op->x, y = op->y;
1034 remove_statbonus(op); 962
1035 remove_ob (op); 963 op->remove_statbonus ();
964 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 965 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 966 op->arch->clone.copy_to (op);
1038 op->instantiate (); 967 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 968 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 969 op->name = op->name_pl = name;
1041 op->name = name; 970 op->x = x;
1042 free_string(op->name_pl); 971 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 972 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 973 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 974 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 975 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 976 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 977 }
978
1055 update_object(op,UP_OBJ_FACE); 979 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 980 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 981 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 982 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 983 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 984 op->stats.grace = 0;
985
1061 if (op->msg) 986 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 987 new_draw_info (NDI_BLUE, 0, op, op->msg);
988
1063 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");
1064 return 0; 990 return 0;
1065} 991}
1066 992
1067int key_confirm_quit(object *op, char key) 993void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 994flee_player (object *op)
995{
1113 int dir,diff; 996 int dir, diff;
1114 rv_vector rv; 997 rv_vector rv;
1115 998
1116 if(op->stats.hp < 0) { 999 if (op->stats.hp < 0)
1000 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1001 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 1003 return;
1120 } 1004 }
1121 1005
1122 if(op->enemy==NULL) { 1006 if (op->enemy == NULL)
1007 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1008 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 1009 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 1010 return;
1126 } 1011 }
1127 1012
1128 /* Seen some crashes here. Since we don't store an 1013 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 1014 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 1015 * actual enemy, and the object is recycled.
1131 */ 1016 */
1132 if (op->enemy->map == NULL) { 1017 if (op->enemy->map == NULL)
1018 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 1020 op->enemy = NULL;
1135 return; 1021 return;
1136 } 1022 }
1137 1023
1138 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 {
1139 op->enemy=NULL; 1026 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1028 return;
1142 } 1029 }
1030
1143 get_rangevector(op, op->enemy, &rv, 0); 1031 get_rangevector (op, op->enemy, &rv, 0);
1144 1032
1145 dir=absdir(4+rv.direction); 1033 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1034 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 1042 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1043 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1044 op->enemy = NULL;
1156} 1045}
1157 1046
1158 1047
1159/* 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.
1160 * 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
1161 * stop. 1050 * stop.
1162 */ 1051 */
1052int
1163int check_pick(object *op) { 1053check_pick (object *op)
1054{
1164 object *tmp, *next; 1055 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1056 int stop = 0;
1167 int j, k, wvratio; 1057 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1058 char putstring[128], tmpstr[16];
1169 1059
1170
1171 /* if you're flying, you cna't pick up anything */ 1060 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1061 if (op->move_type & MOVE_FLYING)
1173 return 1; 1062 return 1;
1174 1063
1175 op_tag = op->count;
1176
1177 next = op->below; 1064 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1065
1181 /* 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
1182 * destroyed */ 1067 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1068 while (next && !next->destroyed ())
1184 { 1069 {
1185 tmp = next; 1070 tmp = next;
1186 next = tmp->below; 1071 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1072
1190 if (was_destroyed (op, op_tag)) 1073 if (op->destroyed ())
1191 return 0; 1074 return 0;
1192 1075
1193 if ( ! can_pick (op, tmp)) 1076 if (!can_pick (op, tmp))
1194 continue; 1077 continue;
1195 1078
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1079 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1080 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1081 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1082 pick_up (op, tmp);
1200 continue; 1083 continue;
1201 } 1084 }
1202 1085
1203 /* high not bit set? We're using the old autopickup model */ 1086 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1087 if (!(op->contr->mode & PU_NEWMODE))
1088 {
1205 switch (op->contr->mode) { 1089 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1090 {
1207 case 1: pick_up (op, tmp); 1091 case 0:
1208 return 1; 1092 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1093 case 1:
1210 return 0; 1094 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1095 return 1;
1212 case 4: pick_up (op, tmp); 1096 case 2:
1213 break; 1097 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1098 return 0;
1215 stop = 1; 1099 case 3:
1216 break; 1100 return 0; /* stop before pickup */
1217 case 6: 1101 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1102 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1103 break;
1220 pick_up(op, tmp); 1104 case 5:
1221 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;
1222 1112
1223 case 7: 1113 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1114 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1115 pick_up (op, tmp);
1226 break; 1116 break;
1227 1117
1228 default: 1118 default:
1229 /* use value density */ 1119 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1120 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1121 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1122 pick_up (op, tmp);
1233 >= op->contr->mode) 1123 }
1234 pick_up(op,tmp); 1124 }
1235 } 1125 else
1236 } 1126 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1127 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1128 if (op->contr->mode & PU_DEBUG)
1240 { 1129 {
1241 /* some debugging code to figure out item information */ 1130 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1131 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1133 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1134 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1135 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1137
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1139 }
1251 1140
1252 sprintf(putstring,"...flags: "); 1141 /* philosophy:
1253 for(k=0;k<4;k++) 1142 * It's easy to grab an item type from a pile, as long as it's
1254 { 1143 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1144 * and selections, select-items should be used. This is a
1256 { 1145 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1146 * example.
1258 { 1147 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1148 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1149 * convert to decimal and then 'pickup <#>
1261 } 1150 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1377#if 0
1267 /* print the flags too */ 1378 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1379 if (tmp->name != NULL)
1269 { 1380 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1381 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1382 }
1272 { 1383 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1384 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1385 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1386 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1387#endif
1388 continue;
1389 }
1390 }
1391 } /* the new pickup model */
1279 } 1392 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1393
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1394 return !stop;
1443} 1395}
1444 1396
1445/* 1397/*
1446 * Find an arrow in the inventory and after that 1398 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1399 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1400 * found object is returned.
1449 */ 1401 */
1402object *
1450object *find_arrow(object *op, const char *type) 1403find_arrow (object *op, const char *type)
1451{ 1404{
1452 object *tmp = NULL; 1405 object *tmp = NULL;
1453 1406
1454 for(op=op->inv; op; op=op->below) 1407 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1408 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1409 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1410 else if (op->type == ARROW && op->race == type)
1459 return op; 1411 return op;
1460 return tmp; 1412 return tmp;
1461} 1413}
1462 1414
1463/* 1415/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1420 */
1469 1421
1422object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1423find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1424{
1472 object *tmp = NULL, *arrow, *ntmp; 1425 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1426 int attacknum, attacktype, betterby = 0, i;
1474 1427
1475 if (!type) 1428 if (!type)
1476 return NULL; 1429 return NULL;
1477 1430
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1431 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1432 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1433 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1434 {
1435 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1436 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1437 if (i > betterby)
1484 tmp = ntmp; 1438 {
1485 betterby = i; 1439 tmp = ntmp;
1486 } 1440 betterby = i;
1441 }
1442 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1443 else if (arrow->type == ARROW && arrow->race == type)
1444 {
1488 /* allways prefer assasination/slaying */ 1445 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1446 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1447 {
1491 if (arrow->attacktype & AT_DEATH) { 1448 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1449 {
1493 return arrow; 1450 *better = 100;
1494 } else { 1451 return arrow;
1495 tmp = arrow; 1452 }
1453 else
1454 {
1455 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1456 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1457 }
1498 } else { 1458 }
1459 else
1460 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1461 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1462 {
1500 attacktype = 1<<attacknum; 1463 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1464 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1465 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1466 {
1467 tmp = arrow;
1504 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;
1505 } 1469 }
1506 } 1470 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1471 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1472 {
1473 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1474 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1475 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1476 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1477 {
1478 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1479 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1480 }
1481 }
1482 }
1515 } 1483 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1484 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1485 return find_arrow (op, type);
1520 1486
1521 *better = betterby; 1487 *better = betterby;
1522 return tmp; 1488 return tmp;
1523} 1489}
1524 1490
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1492 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1493 * op = the shooter
1528 * type = bow->race 1494 * type = bow->race
1529 * dir = fire direction 1495 * dir = fire direction
1530 */ 1496 */
1531 1497
1498object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1499pick_arrow_target (object *op, const char *type, int dir)
1533{ 1500{
1534 object *tmp = NULL; 1501 object *tmp = NULL;
1535 mapstruct *m; 1502 maptile *m;
1536 int i, mflags, found, number; 1503 int i, mflags, found, number;
1537 sint16 x, y; 1504 sint16 x, y;
1538 1505
1539 if (op->map == NULL) 1506 if (op->map == NULL)
1540 return find_arrow(op, type); 1507 return find_arrow (op, type);
1541 1508
1542 /* do a dex check */ 1509 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1510 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1511 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1512 return find_arrow (op, type);
1546 1513
1547 m = op->map; 1514 m = op->map;
1548 x = op->x; 1515 x = op->x;
1549 y = op->y; 1516 y = op->y;
1550 1517
1551 /* find the first target */ 1518 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1519 for (i = 0, found = 0; i < 20; i++)
1520 {
1553 x += freearr_x[dir]; 1521 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1522 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1523 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1524 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1525 {
1557 tmp = NULL; 1526 tmp = NULL;
1558 break; 1527 break;
1528 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1531 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1532 * perhaps a bad assumption.
1562 */ 1533 */
1563 tmp = NULL; 1534 tmp = NULL;
1564 break; 1535 break;
1565 } 1536 }
1566 if (mflags & P_IS_ALIVE) { 1537 if (mflags & P_IS_ALIVE)
1538 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1540 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1541 {
1570 break; 1542 found++;
1571 } 1543 break;
1544 }
1572 if (found) 1545 if (found)
1573 break; 1546 break;
1574 } 1547 }
1575 } 1548 }
1576 if (tmp == NULL) 1549 if (tmp == NULL)
1577 return find_arrow(op, type); 1550 return find_arrow (op, type);
1578 1551
1579 if (tmp->head) 1552 if (tmp->head)
1580 tmp = tmp->head; 1553 tmp = tmp->head;
1581 1554
1582 return find_better_arrow(op, tmp, type, &i); 1555 return find_better_arrow (op, tmp, type, &i);
1583} 1556}
1584 1557
1585/* 1558/*
1586 * Creature fires a bow - op can be monster or player. Returns 1559 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1560 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1563 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1566 * player fire modes.
1594 */ 1567 */
1568int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1570{
1598 object *left, *bow; 1571 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1572 int bowspeed, mflags;
1601 mapstruct *m; 1573 maptile *m;
1602 1574
1603 if (!dir) { 1575 if (!dir)
1576 {
1604 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!");
1605 return 0; 1578 return 0;
1606 } 1579 }
1580
1607 if (op->type == PLAYER) 1581 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1582 bow = op->contr->ranges[range_bow];
1609 else { 1583 else
1584 {
1610 for(bow=op->inv; bow; bow=bow->below) 1585 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1588 */
1614 if(bow->type==BOW) 1589 if (bow->type == BOW)
1615 break; 1590 break;
1616 1591
1617 if (!bow) { 1592 if (!bow)
1593 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1594 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1595 return 0;
1620 } 1596 }
1621 } 1597 }
1598
1622 if( !bow->race || !bow->skill) { 1599 if (!bow->race || !bow->skill)
1600 {
1623 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);
1624 return 0; 1602 return 0;
1625 } 1603 }
1626 1604
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1605 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1606
1629 /* penalize ROF for bestarrow */ 1607 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1608 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1609 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1610
1632 if (bowspeed < 1) 1611 if (bowspeed < 1)
1633 bowspeed = 1; 1612 bowspeed = 1;
1634 1613
1635 if (arrow == NULL) { 1614 if (arrow == NULL)
1615 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1616 if ((arrow = find_arrow (op, bow->race)) == NULL)
1617 {
1637 if (op->type == PLAYER) 1618 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1620 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1621 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1622 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1623 return 0;
1644 } 1624 }
1645 } 1625 }
1626
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1627 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1628 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1629 return 0;
1649 } 1630
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1631 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1632 {
1651 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.");
1652 return 0; 1634 return 0;
1653 } 1635 }
1654 1636
1655 /* this should not happen, but sometimes does */ 1637 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1638 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1639 {
1640 arrow->destroy ();
1641 return 0;
1642 }
1661 1643
1662 left = arrow; /* these are arrows left to the player */ 1644 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1645 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1646 if (!arrow)
1647 {
1666 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);
1667 bow->race); 1649 return 0;
1668 return 0;
1669 } 1650 }
1670 set_owner(arrow, op); 1651
1671 if (arrow->skill) free_string(arrow->skill); 1652 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1653 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1654 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1655
1678 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1657 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1659 op->update_stats ();
1681 } 1660 }
1682 1661
1683 SET_ANIMATION(arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1689 1668
1690 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1671 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1675 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1678
1704 if (arrow->speed < 1.0) 1679 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1680 arrow->speed_left = 0;
1708 1681
1709 if (op->type == PLAYER) { 1682 if (op->type == PLAYER)
1683 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1684 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1685 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1687
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1688 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1689 }
1690 else
1691 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1693 arrow->level = op->level;
1721 } 1694 }
1695
1722 if (arrow->attacktype == AT_PHYSICAL) 1696 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1697 arrow->attacktype |= bow->attacktype;
1698
1724 if (bow->slaying != NULL) 1699 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1700 arrow->slaying = bow->slaying;
1726 1701
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1702 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1703 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1704
1731 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);
1732 tag = arrow->count; 1706 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1707
1735 if (!was_destroyed(arrow, tag)) 1708 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1709 move_arrow (arrow);
1737 1710
1738 if (op->type == PLAYER) { 1711 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1712 {
1713 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1714 esrv_del_item (op->contr, left->count);
1741 else 1715 else
1742 esrv_send_item(op, left); 1716 esrv_send_item (op, left);
1743 } 1717 }
1718
1744 return 1; 1719 return 1;
1745} 1720}
1746 1721
1747/* Special fire code for players - this takes into 1722/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1723 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1724 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1725 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1726 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1727 * hence the function name.
1753 */ 1728 */
1729int
1754int player_fire_bow(object *op, int dir) 1730player_fire_bow (object *op, int dir)
1755{ 1731{
1756 int ret=0, wcmod=0; 1732 int ret = 0, wcmod = 0;
1757 1733
1758 if (op->contr->bowtype == bow_bestarrow) { 1734 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1735 {
1760 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);
1761 dir, 0, op->x, op->y); 1737 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1740 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1741 wcmod = -1;
1742
1765 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);
1766 op->x, op->y); 1744 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1745 else if (op->contr->bowtype == bow_threewide)
1746 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1751 else if (op->contr->bowtype == bow_spreadshot)
1752 {
1772 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);
1773 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);
1774 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);
1775 1756
1776 } else { 1757 }
1758 else
1759 {
1777 /* Simple case */ 1760 /* Simple case */
1778 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);
1779 } 1762 }
1780 return ret; 1763 return ret;
1781} 1764}
1782 1765
1783 1766
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1767/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1768 * Broken apart from 'fire' to keep it more readable.
1786 */ 1769 */
1770void
1787void fire_misc_object(object *op, int dir) 1771fire_misc_object (object *op, int dir)
1788{ 1772{
1789 object *item; 1773 object *item;
1790 1774
1791 if (!op->contr->ranges[range_misc]) { 1775 if (!op->contr->ranges[range_misc])
1776 {
1792 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.");
1793 return; 1778 return;
1794 } 1779 }
1795 1780
1796 item = op->contr->ranges[range_misc]; 1781 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1782 if (!item->inv)
1783 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1784 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1785 return;
1800 } 1786 }
1801 if (item->type == WAND) { 1787 if (item->type == WAND)
1788 {
1802 if(item->stats.food<=0) { 1789 if (item->stats.food <= 0)
1790 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1791 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1793 return;
1806 } 1794 }
1795 }
1807 } else if (item->type == ROD || item->type==HORN) { 1796 else if (item->type == ROD || item->type == HORN)
1797 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1800 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1801 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1803 else
1813 else 1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1805 return;
1817 } 1806 }
1818 } 1807 }
1819 1808
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1809 if (cast_spell (op, item, dir, item->inv, NULL))
1810 {
1821 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 */
1822 if (item->type == WAND) { 1812 if (item->type == WAND)
1813 {
1823 if (!(--item->stats.food)) { 1814 if (!(--item->stats.food))
1824 object *tmp; 1815 {
1825 if (item->arch) { 1816 object *tmp;
1817
1818 if (item->arch)
1819 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1820 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1821 item->face = item->arch->clone.face;
1828 item->speed = 0; 1822 item->set_speed (0);
1829 update_ob_speed(item); 1823 }
1830 } 1824
1831 if ((tmp=is_player_inv(item))) 1825 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1826 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1827 }
1834 } 1828 }
1835 else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1830 drain_rod_charge (item);
1837 }
1838 } 1831 }
1839} 1832}
1840 1833
1841/* Received a fire command for the player - go and do it. 1834/* Received a fire command for the player - go and do it.
1842 */ 1835 */
1836void
1843void fire(object *op,int dir) { 1837fire (object *op, int dir)
1838{
1844 int spellcost=0; 1839 int spellcost = 0;
1845 1840
1846 /* check for loss of invisiblity/hide */ 1841 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1842 if (action_makes_visible (op))
1843 make_visible (op);
1848 1844
1849 switch(op->contr->shoottype) { 1845 switch (op->contr->shoottype)
1846 {
1850 case range_none: 1847 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1848 return;
1887 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:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1886 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1887 return;
1890 } 1888 }
1891} 1889}
1892 1890
1893 1891
1894 1892
1901 * inv is the objects inventory to searched 1899 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1900 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1901 * This function can be called recursively to search containers.
1904 */ 1902 */
1905 1903
1904object *
1906object * find_key(object *pl, object *container, object *door) 1905find_key (object *pl, object *container, object *door)
1907{ 1906{
1908 object *tmp,*key; 1907 object *tmp, *key;
1909 1908
1910 /* Should not happen, but sanity checking is never bad */ 1909 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1910 if (container->inv == NULL)
1911 return NULL;
1912 1912
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1914 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1915 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1916 if (door->type == DOOR && tmp->type == KEY)
1917 break;
1916 /* For sanity, we should really check door type, but other stuff 1918 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1919 * (like containers) can be locked with special keys
1918 */ 1920 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1921 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1922 break;
1921 } 1923 }
1922 /* No key found - lets search inventories now */ 1924 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1927 * a key, return
1926 */ 1928 */
1927 if (!tmp) { 1929 if (!tmp)
1930 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1931 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1932 {
1929 /* No reason to search empty containers */ 1933 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1934 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 1942 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1944 * see if we actually want to use it
1938 */ 1945 */
1939 if (pl!=container) { 1946 if (pl != container)
1947 {
1940 /* Only let players use keys in containers */ 1948 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1949 if (!pl->contr)
1950 return NULL;
1942 /* cases where this fails: 1951 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1952 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1953 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1954 * If the container is not active, return now since only active
1946 * containers can be used. 1955 * containers can be used.
1947 * If we only search keyrings and the container does not have 1956 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1957 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1958 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1959 * inv must have been an container and must have been active.
1951 * 1960 *
1952 * Change the color so that the message doesn't disappear with 1961 * Change the color so that the message doesn't disappear with
1953 * all the others. 1962 * all the others.
1954 */ 1963 */
1955 if (pl->contr->usekeys == key_inventory || 1964 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1965 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1966 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1967 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1968 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1970 return NULL;
1964 } 1971 }
1965 } 1972 }
1966 return tmp; 1973 return tmp;
1967} 1974}
1968 1975
1969/* moved door processing out of move_player_attack. 1976/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1977 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1978 * such that the caller should not do anything more,
1972 * 0 otherwise 1979 * 0 otherwise
1973 */ 1980 */
1981static int
1974static int player_attack_door(object *op, object *door) 1982player_attack_door (object *op, object *door)
1975{ 1983{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1980 */ 1987 */
1981 object *key=find_key(op, op, door); 1988 object *key = find_key (op, op, door);
1982 1989
1983 /* IF we found a key, do some extra work */ 1990 /* IF we found a key, do some extra work */
1984 if (key) { 1991 if (key)
1992 {
1985 object *container=key->env; 1993 object *container = key->env;
1986 1994
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1996 if (action_makes_visible (op))
1997 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 2000 if (door->type == DOOR)
2001 {
1991 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 */
1992 } 2003 }
1993 else if(door->type==LOCKED_DOOR) { 2004 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2005 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 2007 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2008 }
1998 /* Do this after we print the message */ 2009 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2010 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2011 /* Need to update the weight the container the key was in */
2001 if (container != op) 2012 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2013 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2014 return 1; /* Nothing more to do below */
2015 }
2004 } else if (door->type==LOCKED_DOOR) { 2016 else if (door->type == LOCKED_DOOR)
2017 {
2005 /* Might as well return now - no other way to open this */ 2018 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2019 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2020 return 1;
2008 } 2021 }
2009 return 0; 2022 return 0;
2010} 2023}
2011 2024
2012/* This function is just part of a breakup from move_player. 2025/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2026 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2027 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2028 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2029 * going to try and move (not fire weapons).
2017 */ 2030 */
2018 2031void
2019void move_player_attack(object *op, int dir) 2032move_player_attack (object *op, int dir)
2020{ 2033{
2021 object *tmp, *mon, *tpl; 2034 object *tmp, *mon;
2022 sint16 nx, ny; 2035 sint16 nx, ny;
2023 int on_battleground; 2036 int on_battleground;
2024 mapstruct *m; 2037 maptile *m;
2025 2038
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2039 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2040 ny = freearr_y[dir] + op->y;
2030 2041
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2042 on_battleground = op_on_battleground (op, 0, 0);
2032 2043
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2047 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 2051 * move_ob uses.
2041 */ 2052 */
2042 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))
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048 2054 {
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2055 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 /* 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))
2051 return; 2065 return;
2052 }
2053 2066
2054 mon = NULL; 2067 mon = 0;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2071 * on the space
2059 */ 2072 */
2060 while (tmp!=NULL) { 2073 while (tmp)
2074 {
2061 if (tmp == op) { 2075 if (tmp == op)
2062 tmp=tmp->above; 2076 {
2063 continue; 2077 tmp = tmp->above;
2064 } 2078 continue;
2079 }
2080
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2081 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 mon = tmp; 2082 {
2067 break; 2083 mon = tmp;
2068 } 2084 break;
2085 }
2086
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2087 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2070 mon = tmp; 2088 mon = tmp;
2089
2071 tmp=tmp->above; 2090 tmp = tmp->above;
2072 } 2091 }
2073 2092
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2093 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2094 return; /* into a wall */
2076 2095
2077 if(mon->head != NULL) 2096 if (mon->head)
2078 mon = mon->head; 2097 mon = mon->head;
2079 2098
2080 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))
2081 if (player_attack_door(op, mon)) return; 2100 if (player_attack_door (op, mon))
2101 return;
2082 2102
2083 /* The following deals with possibly attacking peaceful 2103 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2104 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2105 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2106 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2107 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2108 * and thus will not push them.
2089 */ 2109 */
2090 2110
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2112 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2113 * player owns it and it is either friendly or unagressive.
2094 */ 2114 */
2095 if ((op->type==PLAYER) 2115 if ((op->type == PLAYER)
2096#if COZY_SERVER 2116#if COZY_SERVER
2097 && 2117 &&
2098 ( 2118 ((mon->owner && mon->owner->contr
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2119 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 || get_owner(mon) == op
2102 )
2103#else 2120#else
2104 && get_owner(mon)==op 2121 && mon->owner == op
2105#endif 2122#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2123 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2124 {
2108 /* 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 */
2109 if (op->contr->braced) return; 2126 if (op->contr->braced)
2127 return;
2128
2110 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);
2111 (void) push_ob(mon,dir,op); 2130 (void) push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2131 if (op->contr->tmp_invis || op->hide)
2132 make_visible (op);
2133
2113 return; 2134 return;
2114 } 2135 }
2115 2136
2116 /* in certain circumstances, you shouldn't attack friendly 2137 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2138 * creatures. Note that if you are braced, you can't push
2118 * 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
2119 * attack them either. 2140 * attack them either.
2120 */ 2141 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2142 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (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)) && (
2123 (
2124#ifdef PROHIBIT_PLAYERKILL 2144#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2145 (op->contr->peaceful
2146 || (mon->type == PLAYER
2147 && mon->contr->
2148 peaceful)) &&
2126#else 2149#else
2127 op->contr->peaceful && 2150 op->contr->peaceful &&
2128#endif 2151#endif
2129 !on_battleground 2152 !on_battleground))
2153 {
2154 if (!op->contr->braced)
2130 )) { 2155 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2157 push_ob (mon, dir, op);
2134 } else { 2158 }
2159 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2160 new_draw_info (0, 0, op, "You withhold your attack");
2136 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139 2161
2162 if (op->contr->tmp_invis || op->hide)
2163 make_visible (op);
2164 }
2165
2140 /* If the object is a boulder or other rollable object, then 2166 /* If the object is a boulder or other rollable object, then
2141 * 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.
2142 */ 2168 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2169 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2170 {
2144 recursive_roll(mon,dir,op); 2171 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2172 if (action_makes_visible (op))
2146 } 2173 make_visible (op);
2174 }
2147 2175
2148 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2151 * 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
2152 * 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.
2153 */ 2181 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2184 {
2158 2185
2159 /* If the player hasn't hit something this tick, and does 2186 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2187 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2188 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2189 * incurred a 1 tick offset.
2163 */ 2190 */
2164 if (!op->contr->has_hit) { 2191 if (!op->contr->has_hit)
2192 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2193 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2194
2167 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 */
2168 } 2196 }
2169 2197
2170 skill_attack(mon, op, 0, NULL, NULL); 2198 skill_attack (mon, op, 0, 0, 0);
2171 2199
2172 /* If attacking another player, that player gets automatic 2200 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2201 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2202 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2203 * the wiz.
2176 */ 2204 */
2177 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))
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2206 {
2179 short luck = mon->stats.luck; 2207 short luck = mon->stats.luck;
2208
2180 mon->contr->has_hit = 1; 2209 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2210 skill_attack (op, mon, 0, 0, 0);
2182 mon->stats.luck = luck; 2211 mon->stats.luck = luck;
2183 } 2212 }
2184 if(action_makes_visible(op)) make_visible(op); 2213
2185 } 2214 if (action_makes_visible (op))
2215 make_visible (op);
2216 }
2186 } /* if player should attack something */ 2217 } /* if player should attack something */
2187} 2218}
2188 2219
2220int
2189int move_player(object *op,int dir) { 2221move_player (object *op, int dir)
2222{
2190 int pick; 2223 int pick;
2191 object *transport = op->contr->transport;
2192 2224
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2225 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 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;
2255} 2268}
2256 2269
2257/* 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
2258 * new client/server stuff. 2271 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2273 * the new speed values for commands.
2261 * 2274 *
2262 * Returns true if there are more actions we can do. 2275 * Returns true if there are more actions we can do.
2263 */ 2276 */
2277int
2264int handle_newcs_player(object *op) 2278handle_newcs_player (object *op)
2265{ 2279{
2266 if (op->contr->hidden) { 2280 if (op->contr->hidden)
2281 {
2267 op->invisible = 1000; 2282 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2283 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2284 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2285 * alternate it here for it to work correctly.
2271 */ 2286 */
2272 if (pticks & 2) op->invisible--; 2287 if (pticks & 2)
2288 op->invisible--;
2273 } 2289 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2290 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2291 {
2275 op->invisible--; 2292 op->invisible--;
2276 if(!op->invisible) { 2293 if (!op->invisible)
2294 {
2277 make_visible(op); 2295 make_visible (op);
2278 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.");
2279 } 2297 }
2280 } 2298 }
2281 2299
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2300 if (QUERY_FLAG (op, FLAG_SCARED))
2301 {
2283 flee_player(op); 2302 flee_player (op);
2284 /* 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 */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2304 if (QUERY_FLAG (op, FLAG_SCARED))
2305 {
2286 op->speed_left--; 2306 op->speed_left--;
2287 return 0; 2307 return 0;
2288 } 2308 }
2289 } 2309 }
2290 2310
2291 /* 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
2292 * 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
2293 * 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
2294 * 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.
2295 */ 2315 */
2296 if (op->contr->ranges[range_golem] && 2316 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL; 2317 op->contr->ranges[range_golem] = 0;
2300 op->contr->golem_count = 0;
2301 }
2302 2318
2303 /* 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
2304 * the players time has been increased when doericserver has been 2320 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2321 * called, so we recheck it here.
2306 */ 2322 */
2307 HandleClient(&op->contr->socket, op->contr); 2323 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2324 return 1;
2309 2325
2326 if (op->speed_left > 0)
2327 {
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2328 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2329 {
2311 /* All move commands take 1 tick, at least for now */ 2330 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--; 2331 op->speed_left--;
2313 2332
2314 /* Instead of all the stuff below, let move_player take care 2333 /* Instead of all the stuff below, let move_player take care
2315 * 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
2316 * there, as well as the confusion stuff. 2335 * there, as well as the confusion stuff.
2317 */ 2336 */
2318 move_player(op, op->direction); 2337 move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2338
2339 return op->speed_left > 0;
2340 }
2341 }
2342
2320 else return 0; 2343 return 0;
2321 } 2344}
2345
2346int
2347save_life (object *op)
2348{
2349 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2350 return 0;
2323}
2324 2351
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2352 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2353 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2354 {
2333 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);
2334 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));
2335 "Your %s vibrates violently, then evaporates.", 2357
2336 query_name(tmp));
2337 if (op->contr) 2358 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2359 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2360
2340 free_object(tmp); 2361 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2362 CLEAR_FLAG (op, FLAG_LIFESAVE);
2363
2342 if(op->stats.hp<0) 2364 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2365 op->stats.hp = op->stats.maxhp;
2366
2344 if(op->stats.food<0) 2367 if (op->stats.food < 0)
2345 op->stats.food = 999; 2368 op->stats.food = 999;
2346 fix_player(op); 2369
2370 op->update_stats ();
2347 return 1; 2371 return 1;
2348 } 2372 }
2373
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2374 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2375 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2376 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2377 return 0;
2353} 2378}
2354 2379
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2383 * from.
2359 */ 2384 */
2385void
2360void remove_unpaid_objects(object *op, object *env) 2386remove_unpaid_objects (object *op, object *env)
2361{ 2387{
2362 object *next; 2388 object *next;
2363 2389
2364 while (op) { 2390 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2391 {
2366 * we remove object 'op' 2392 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2393
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2394 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2395 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2396 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2397 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 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}
2381 2407
2382/* 2408/*
2383 * Returns pointer a static string containing gravestone text 2409 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2410 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2411 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2412 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2413 * but there isn't one in the server directory.
2388 */ 2414 */
2415char *
2389char *gravestone_text (object *op) 2416gravestone_text (object *op)
2390{ 2417{
2391 static char buf2[MAX_BUF]; 2418 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2419 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2420 time_t now = time (NULL);
2394 2421
2395 strcpy (buf2, " R.I.P.\n\n"); 2422 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2424 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2425 else
2399 sprintf (buf, "%s\n", op->name); 2426 sprintf (buf, "%s\n", &op->name);
2427
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2428 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2429 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2430 if (op->type == PLAYER)
2403 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);
2404 else 2432 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2435 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2436 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2437 if (op->type == PLAYER)
2438 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2439 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2440 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2441 strcat (buf2, buf);
2412 } 2442 }
2443
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2444 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2445 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2446 strcat (buf2, buf);
2447
2416 return buf2; 2448 return buf2;
2417} 2449}
2418 2450
2419 2451void
2420
2421void do_some_living(object *op) { 2452do_some_living (object *op)
2453{
2422 int last_food=op->stats.food; 2454 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2455 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2456 int over_hp, over_sp, over_grace;
2425 int i; 2457 int i;
2426 int rate_hp = 1200; 2458 int rate_hp = 1200;
2427 int rate_sp = 2500; 2459 int rate_sp = 2500;
2428 int rate_grace = 2000; 2460 int rate_grace = 2000;
2429 const int max_hp = 1; 2461 const int max_hp = 1;
2430 const int max_sp = 1; 2462 const int max_sp = 1;
2431 const int max_grace = 1; 2463 const int max_grace = 1;
2432 2464
2433 if (op->contr->outputs_sync) { 2465 if (op->contr->outputs_sync)
2466 {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2467 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2435 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)
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2469 flush_output_element (op, &op->contr->outputs[i]);
2438 } 2470 }
2439 2471
2440 if(op->contr->state==ST_PLAYING) { 2472 if (op->contr->ns->state == ST_PLAYING)
2441 2473 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2474 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2475 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 ) 2476 if (op->contr->gen_hp >= 0)
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2477 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else { 2478 else
2479 {
2447 gen_hp = op->stats.maxhp; 2480 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2481 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2449 } 2482 }
2483
2450 if(op->contr->gen_sp >= 0 ) 2484 if (op->contr->gen_sp >= 0)
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2485 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2452 else { 2486 else
2487 {
2453 gen_sp = op->stats.maxsp; 2488 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2489 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2455 } 2490 }
2491
2456 if(op->contr->gen_grace >= 0) 2492 if (op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2493 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2458 else { 2494 else
2495 {
2459 gen_grace = op->stats.maxgrace; 2496 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2497 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2498 }
2462 2499
2463 /* Regenerate Spell Points */ 2500 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2501 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2502 {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2504 if (op->stats.sp < op->stats.maxsp)
2467 op->stats.sp++; 2505 {
2506 op->stats.sp++;
2468 /* dms do not consume food */ 2507 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2508 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 op->stats.food--; 2509 {
2510 op->stats.food--;
2471 if(op->contr->digestion<0) 2511 if (op->contr->digestion < 0)
2472 op->stats.food+=op->contr->digestion; 2512 op->stats.food += op->contr->digestion;
2473 else if(op->contr->digestion>0 && 2513 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 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);
2476 } 2540 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496 2541
2497 /* Regenerate Grace */ 2542 /* Regenerate Grace */
2498 /* 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. */
2499 if(--op->last_grace<0) { 2544 if (--op->last_grace < 0)
2545 {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2546 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2547 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2548
2549 if (max_grace > 1)
2550 {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2551 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0) { 2552 if (over_grace > 0)
2505 op->stats.sp += over_grace 2553 {
2554 op->stats.sp += over_grace
2506 + (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;
2507 op->last_grace=0; 2556 op->last_grace = 0;
2508 } else { 2557 }
2558 else
2559 {
2509 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);
2510 } 2561 }
2511 } else { 2562 }
2563 else
2564 {
2512 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);
2513 } 2566 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2567 /* wearing stuff doesn't detract from grace generation. */
2515 } 2568 }
2516 2569
2517 /* Regenerate Hit Points */ 2570 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2571 if (--op->last_heal < 0)
2572 {
2519 if(op->stats.hp<op->stats.maxhp) { 2573 if (op->stats.hp < op->stats.maxhp)
2520 op->stats.hp++; 2574 {
2575 op->stats.hp++;
2521 /* dms do not consume food */ 2576 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2577 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--; 2578 {
2579 op->stats.food--;
2524 if(op->contr->digestion<0) 2580 if (op->contr->digestion < 0)
2525 op->stats.food+=op->contr->digestion; 2581 op->stats.food += op->contr->digestion;
2526 else if(op->contr->digestion>0 && 2582 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 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 }
2529 } 2604 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544 2605
2545 /* Digestion */ 2606 /* Digestion */
2546 if(--op->last_eat<0) { 2607 if (--op->last_eat < 0)
2608 {
2547#ifdef COZY_SERVER 2609#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2611 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2550 penalty=dg<0?-dg:0;
2551#else 2612#else
2552 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;
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2614#endif
2555 2615
2556 if(op->contr->gen_hp > 0) 2616 if (op->contr->gen_hp > 0)
2557 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);
2558 else 2618 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2619 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2620
2560 /* dms do not consume food */ 2621 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2622 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2623 op->stats.food--;
2563 } 2624 }
2564 2625
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2626 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2627 {
2628 object *tmp, *flesh = 0;
2567 2629
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2630 for (tmp = op->inv; tmp; tmp = tmp->below)
2631 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2632 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2633 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2634 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2635 {
2571 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.");
2572 manual_apply(op,tmp,0); 2637 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2638 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2639 break;
2575 } 2640 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2641 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2642 flesh = tmp;
2578 } /* end of for loop */ 2643 } /* End if paid for object */
2644 } /* end of for loop */
2645
2579 /* 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
2580 * eat flesh instead. 2647 * eat flesh instead.
2581 */ 2648 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2649 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2650 {
2583 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.");
2584 manual_apply(op,flesh,0); 2652 manual_apply (op, flesh, 0);
2585 } 2653 }
2586 } /* end if player is starving */ 2654 }
2587 2655
2588 while(op->stats.food<0&&op->stats.hp>0) 2656 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2657 op->stats.food++, op->stats.hp--;
2590 2658
2591 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))
2592 kill_player(op); 2660 kill_player (op);
2661 }
2593} 2662}
2594
2595
2596 2663
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2666 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2667 * file.
2601 */ 2668 */
2669void
2602void kill_player(object *op) 2670kill_player (object *op)
2603{ 2671{
2604 char buf[MAX_BUF]; 2672 char buf[MAX_BUF];
2605 int x,y,i; 2673 int x, y;
2674
2675 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2676 maptile *map; /* this is for resurrection */
2677
2607 int z; 2678 /* int z;
2608 int num_stats_lose; 2679 int num_stats_lose;
2609 int lost_a_stat; 2680 int lost_a_stat;
2610 int lose_this_stat; 2681 int lose_this_stat;
2611 int this_stat; 2682 int this_stat; */
2612 int will_kill_again; 2683 int will_kill_again;
2613 archetype *at; 2684 archetype *at;
2614 object *tmp; 2685 object *tmp;
2615 2686
2616 if(save_life(op)) 2687 if (save_life (op))
2617 return; 2688 return;
2618 2689
2619 2690
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2693 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2694 */
2624 if (op_on_battleground(op, &x, &y)) { 2695 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2696 {
2626 "You have been defeated in combat!"); 2697 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 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...");
2628 "Local medics have saved your life..."); 2699
2629
2630 /* restore player */ 2700 /* restore player */
2631 at = find_archetype("poisoning"); 2701 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2702 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2703 {
2634 remove_ob(tmp); 2704 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2705 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2706 }
2638 2707
2639 at = find_archetype("confusion"); 2708 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2709 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2710 {
2642 remove_ob(tmp); 2711 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2712 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2713 }
2646 2714
2647 cure_disease(op,0); /* remove any disease */ 2715 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2716 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2717 if (op->stats.food <= 0)
2650 2718 op->stats.food = 999;
2719
2651 /* create a bodypart-trophy to make the winner happy */ 2720 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2721 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2722 {
2655 sprintf(buf,"%s's finger",op->name); 2723 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2724 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2725 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2727 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2728 tmp->msg = buf;
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2729 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2663 tmp->materialname = NULL; 2730 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y; 2731 tmp->insert_at (op, tmp);
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2732 }
2733
2668 /* teleport defeated player to new destination*/ 2734 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2735 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2736 op->contr->braced = 0;
2671 return; 2737 return;
2672 } 2738 }
2673 2739
2674 INVOKE_PLAYER (DEATH, op->contr); 2740 INVOKE_PLAYER (DEATH, op->contr);
2675 2741
2676 command_kill_pets (op, 0); 2742 command_kill_pets (op, 0);
2677 2743
2678 if(op->stats.food<0) { 2744 if (op->stats.food < 0)
2679 if (op->contr->explore) { 2745 {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name); 2746 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2747 strcpy (op->contr->killer, "starvation");
2687 } 2748 }
2688 else { 2749 else
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name); 2750 sprintf (buf, "%s died.", &op->name);
2696 } 2751
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2752 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2753
2699 /* save the map location for corpse, gravestone*/ 2754 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2755 x = op->x;
2756 y = op->y;
2757 map = op->map;
2701 2758
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2759 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2762 */
2708 2763
2709 /* Basically two ways to go - remove a stat permanently, or just 2764 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2765 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2766 * of death.
2712 */ 2767 */
2713#ifndef COZY_SERVER 2768#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2769 if (settings.balanced_stat_loss)
2770 {
2715 /* If stat loss is permanent, lose one stat only. */ 2771 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2773 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2774 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2775 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2776 little bit harder. */
2721 /* GD */ 2777 /* GD */
2722 if (settings.stat_loss_on_death) 2778 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2779 num_stats_lose = 1;
2724 else 2780 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2781 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2782 }
2783 else
2727 num_stats_lose = 1; 2784 num_stats_lose = 1;
2728 } 2785
2729 lost_a_stat = 0; 2786 lost_a_stat = 0;
2730 2787
2731 for (z=0; z<num_stats_lose; z++) { 2788 for (z = 0; z < num_stats_lose; z++)
2789 {
2732 i = RANDOM() % NUM_STATS; 2790 i = RANDOM () % NUM_STATS;
2733 2791
2734 if (settings.stat_loss_on_death) { 2792 if (settings.stat_loss_on_death)
2793 {
2735 /* 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
2736 * what he lost. 2795 * what he lost.
2737 */ 2796 */
2738 change_attr_value(&(op->stats), i,-1); 2797 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2798 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2799 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2800 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2801 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2802 lost_a_stat = 1;
2744 } else { 2803 }
2804 else
2805 {
2745 /* deplete a stat */ 2806 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2807 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2808 object *dep;
2809
2810 dep = present_arch_in_ob (deparch, op);
2811 if (!dep)
2748 2812 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2813 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2814 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2815 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2852 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2853 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2854 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2856 * difference.
2789 */ 2857 */
2790 if (this_stat>=-50) { 2858 if (this_stat >= -50)
2859 {
2791 change_attr_value(&(dep->stats), i, -1); 2860 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2861 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2863 op->update_stats ();
2795 lost_a_stat = 1; 2864 lost_a_stat = 1;
2796 } 2865 }
2797 } 2866 }
2867 }
2798 } 2868 }
2799 }
2800 /* If no stat lost, tell the player. */ 2869 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2870 if (!lost_a_stat)
2802 { 2871 {
2803 /* determine_god() seems to not work sometimes... why is this? 2872 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2873 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2874 const char *god = determine_god (op);
2875
2806 if (god && (strcmp(god, "none"))) 2876 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 2878 else
2809 " you.", god); 2879 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2883#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2884
2818 /* Put a gravestone up where the character 'almost' died. List the 2885 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2886 * exp loss on the stone.
2820 */ 2887 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2888 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2889 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2890 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2891 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2892 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 2894 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2895 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2896 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2897
2835 /**************************************/ 2898 /**************************************/
2836 /* */ 2899 /* */
2837 /* Subtract the experience points, */ 2900 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2901 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2902 /* food, and reset HP's... */
2840 /* */ 2903 /* */
2841 /**************************************/ 2904 /**************************************/
2842 2905
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2906 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2907 /* restore player */
2845 at = find_archetype("poisoning"); 2908 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2909 tmp = present_arch_in_ob (at, op);
2910
2847 if (tmp) { 2911 if (tmp)
2848 remove_ob(tmp); 2912 {
2849 free_object(tmp); 2913 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2914 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2915 }
2852 2916
2853 at = find_archetype("confusion"); 2917 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2918 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2919 if (tmp)
2856 remove_ob(tmp); 2920 {
2857 free_object(tmp); 2921 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2922 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2923 }
2924
2860 cure_disease(op,0); /* remove any disease */ 2925 cure_disease (op, 0); /* remove any disease */
2861 2926
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2927 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2928 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2929 if (op->stats.food < 100)
2930 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2931 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2932 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2933 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2934
2869 /* 2935 /*
2870 * 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
2871 * 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
2872 * in the map. 2938 * in the map.
2873 */ 2939 */
2874 2940
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2941 if (is_in_shop (op))
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2942 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2943
2883 /****************************************/ 2944 /****************************************/
2884 /* */ 2945 /* */
2885 /* Move player to his current respawn- */ 2946 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2947 /* position (usually last savebed) */
2887 /* */ 2948 /* */
2888 /****************************************/ 2949 /****************************************/
2889 2950
2890 enter_player_savebed(op); 2951 enter_player_savebed (op);
2891 2952
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2953 op->contr->braced = 0;
2896 save_player(op,1);
2897 2954
2898 /* it is possible that the player has blown something up 2955 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2956 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2957 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2958 * on the space that might harm the player.
2902 */ 2959 */
2903 will_kill_again=0; 2960 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2962 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2963 will_kill_again |= tmp->attacktype;
2907 } 2964
2908 if (will_kill_again) { 2965 if (will_kill_again)
2966 {
2909 object *force; 2967 object *force;
2910 int at; 2968 int at;
2911 2969
2912 force=get_archetype(FORCE_NAME); 2970 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2971 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2972 force->speed = 0.1;
2915 force->speed_left=-5.0; 2973 force->speed_left = -5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 2974 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2975 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2976 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2977 force->resist[at] = 100;
2920 } 2978
2921 insert_ob_in_ob(force, op); 2979 insert_ob_in_ob (force, op);
2922 fix_player(op); 2980 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2981
2982 }
2983
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2984 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2985}
2998 2986
2999 2987void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2988loot_object (object *op)
2989{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2990 object *tmp, *tmp2, *next;
3002 2991
2992 if (op->container)
3003 if (op->container) { /* close open sack first */ 2993 esrv_apply_container (op, op->container); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2994
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2995 for (tmp = op->inv; tmp; tmp = next)
2996 {
3008 next=tmp->below; 2997 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2998
3010 remove_ob(tmp); 2999 if (tmp->invisible)
3000 continue;
3001
3002 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 3003 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 3004 if (tmp->type == CONTAINER)
3013 loot_object(tmp); 3005 { /* empty container to ground */
3014 } 3006 loot_object (tmp);
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3007 }
3016 || 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 {
3017 if(tmp->nrof>1) { 3010 if (tmp->nrof > 1)
3011 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3012 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 3013 tmp2->destroy ();
3020 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 }
3021 } else 3019 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 3020 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 3021 }
3026} 3022}
3027 3023
3028/* 3024/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 3025 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 3027 * was changed.
3032 */ 3028 */
3033 3029
3030void
3034void fix_weight(void) { 3031fix_weight (void)
3035 player *pl; 3032{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 3033 for_all_players (pl)
3034 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3035 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3036
3038 if(old == sum) 3037 if (old == sum)
3039 continue; 3038 continue;
3040 fix_player(pl->ob); 3039 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3040 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 3041 }
3044} 3042}
3045 3043
3044void
3046void fix_luck(void) { 3045fix_luck (void)
3047 player *pl; 3046{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 3047 for_all_players (pl)
3049 if (!pl->ob->contr->state) 3048 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 3049 pl->ob->change_luck (0);
3051} 3050}
3052
3053 3051
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 3052/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 3053 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 3054 * just treat this as any other spell casting object.
3057 */ 3055 */
3058
3059void 3056void
3060cast_dust (object * op, object * throw_ob, int dir) 3057cast_dust (object *op, object *throw_ob, int dir)
3061{ 3058{
3062 object *skop, *spob; 3059 object *skop, *spob;
3063 3060
3064 skop = find_skill_by_name (op, throw_ob->skill); 3061 skop = find_skill_by_name (op, throw_ob->skill);
3065 3062
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3063 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3064 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3065 {
3069 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);
3070 op->name);
3071 return; 3067 return;
3072 } 3068 }
3073 3069
3074 spob = throw_ob->inv; 3070 spob = throw_ob->inv;
3075 3071
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 3074 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3075 if (!spob)
3080 { 3076 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 3078 return;
3084 } 3079 }
3085 3080
3086 if (op->type == PLAYER) 3081 if (op->type == PLAYER)
3087 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);
3088 3083
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3084 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3085
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3086 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3087}
3095 3088
3089void
3096void make_visible (object *op) { 3090make_visible (object *op)
3091{
3097 op->hide = 0; 3092 op->hide = 0;
3098 op->invisible = 0; 3093 op->invisible = 0;
3099 if(op->type==PLAYER) { 3094 if (op->type == PLAYER)
3095 {
3100 op->contr->tmp_invis = 0; 3096 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3097 op->contr->invis_race = 0;
3102 } 3098 }
3103 update_object(op,UP_OBJ_FACE); 3099 update_object (op, UP_OBJ_FACE);
3104} 3100}
3105 3101
3102int
3106int is_true_undead(object *op) { 3103is_true_undead (object *op)
3104{
3107 object *tmp=NULL; 3105 object *tmp = NULL;
3108 3106
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3107 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3108 return 1;
3110 3109
3111 if(op->type==PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3115 return 0; 3110 return 0;
3116} 3111}
3117 3112
3118/* look at the surrounding terrain to determine 3113/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3114 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3115 * indicate greater hideability.
3121 */ 3116 */
3122 3117
3118int
3123int hideability(object *ob) { 3119hideability (object *ob)
3120{
3124 int i,level=0, mflag; 3121 int i, level = 0, mflag;
3125 sint16 x,y; 3122 sint16 x, y;
3126 3123
3127 if(!ob||!ob->map) return 0; 3124 if (!ob || !ob->map)
3125 return 0;
3128 3126
3129 /* so, on normal lighted maps, its hard to hide */ 3127 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3128 level = ob->map->darkness - 2;
3131 3129
3132 /* this also picks up whether the object is glowing. 3130 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3132 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3133 if (has_carried_lights (ob))
3134 level = -(10 + (2 * ob->map->darkness));
3136 3135
3137 /* scan through all nearby squares for terrain to hide in */ 3136 /* scan through all nearby squares for terrain to hide in */
3138 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3139 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3140 if (mflag & P_OUT_OF_MAP)
3141 {
3142 continue;
3143 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3144 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3145 level += 2;
3143 else /* open terrain! */ 3146 else /* open terrain! */
3144 level -= 1; 3147 level -= 1;
3145 } 3148 }
3146 3149
3147#if 0 3150#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3151 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3152#endif
3150 return level; 3153 return level;
3151} 3154}
3152 3155
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3156/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3157 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3158 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3159 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3160 */
3158 3161
3162void
3159void do_hidden_move (object *op) { 3163do_hidden_move (object *op)
3164{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3165 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3166 object *skop;
3162 3167
3163 if(!op || !op->map) return; 3168 if (!op || !op->map)
3169 return;
3164 3170
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3171 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3172
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3174 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3175 if (!skop || num >= skop->level)
3176 {
3170 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!");
3171 make_visible(op); 3178 make_visible (op);
3172 return; 3179 return;
3173 } else num += 20;
3174 } 3180 }
3181 else
3182 num += 20;
3183
3175 num += op->map->difficulty; 3184 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3185 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3186 num -= hide;
3187
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3188 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3189 {
3179 make_visible(op); 3190 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3191 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3192 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3193 }
3183 else if (op->type == PLAYER && skop) { 3194 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 3196}
3187 3197
3188/* determine if who is standing near a hostile creature. */ 3198/* determine if who is standing near a hostile creature. */
3189 3199
3200int
3190int stand_near_hostile( object *who ) { 3201stand_near_hostile (object *who)
3202{
3191 object *tmp=NULL; 3203 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3204 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3205 maptile *m;
3194 sint16 x,y; 3206 sint16 x, y;
3195 3207
3196 if(!who) return 0; 3208 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 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;
3226} 3245}
3227 3246
3228/* check the player los field for viewability of the 3247/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3248 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3257 * -b.t.
3239 * This function is now map tiling safe. 3258 * This function is now map tiling safe.
3240 */ 3259 */
3241 3260
3261int
3242int player_can_view (object *pl,object *op) { 3262player_can_view (object *pl, object *op)
3263{
3243 rv_vector rv; 3264 rv_vector rv;
3244 int dx,dy; 3265 int dx, dy;
3245 3266
3246 if(pl->type!=PLAYER) { 3267 if (pl->type != PLAYER)
3268 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3269 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3270 return -1;
3273 op = op->more;
3274 } 3271 }
3272
3273 if (!pl || !op)
3275 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;
3276} 3302}
3277 3303
3278/* routine for both players and monsters. We call this when 3304/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3305 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3306 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3307 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3308 * return 0.
3283 */ 3309 */
3310int
3284int action_makes_visible (object *op) { 3311action_makes_visible (object *op)
3312{
3285 3313
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3314 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3315 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3316 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3317 return 0;
3289 3318
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3319 if (op->contr && op->contr->tmp_invis == 0)
3320 return 0;
3291 3321
3292 /* If monsters, they should become visible */ 3322 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3323 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3324 {
3294 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");
3295 return 1; 3326 return 1;
3296 } 3327 }
3297 } 3328 }
3298 return 0; 3329 return 0;
3299} 3330}
3300 3331
3301/* op_on_battleground - checks if the given object op (usually 3332/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3333 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3334 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3335 * -exit-coord. (and if x, y not NULL)
3305 * 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
3306 * 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
3307 * 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
3308 */ 3339 */
3340int
3309int op_on_battleground (object *op, int *x, int *y) { 3341op_on_battleground (object *op, int *x, int *y)
3342{
3310 object *tmp; 3343 object *tmp;
3311 3344
3312 /* A battleground-tile needs the following attributes to be valid: 3345 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3347 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3348 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3349 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3350 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3351 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3352 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3353 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3354 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3355 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3356 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3357 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3358 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3361 object *invtmp;
3362
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3363 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3364 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3373 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3374 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3375 return 1;
3332 } 3376 }
3333 } 3377 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3378 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3379 /* If we got here, did not find a battleground */
3342 return 0; 3380 return 0;
3343} 3381}
3344 3382
3345/* 3383/*
3349 * attributes: 3387 * attributes:
3350 * object *who the dragon player 3388 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3389 * int atnr the attack-number of the ability focus
3352 * int level ability level 3390 * int level ability level
3353 */ 3391 */
3392void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3393dragon_ability_gain (object *who, int atnr, int level)
3394{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3395 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3396 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3397 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3398 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3399 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3400 int i = 0, j = 0;
3361 3401
3362 /* get the appropriate treasurelist */ 3402 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3403 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3404 trlist = find_treasurelist ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3405 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3406 trlist = find_treasurelist ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3407 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3408 trlist = find_treasurelist ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3409 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3410 trlist = find_treasurelist ("dragon_ability_poison");
3371 3411
3372 if (trlist == NULL || who->type != PLAYER) 3412 if (trlist == NULL || who->type != PLAYER)
3373 return; 3413 return;
3374 3414
3375 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++);
3376 tr = tr->next, i++); 3416
3377 3417 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3418 {
3379 /* 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]); */
3380 return; 3420 return;
3381 } 3421 }
3382 3422
3383 /* everything seems okay - now bring on the gift: */ 3423 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3424 item = &(tr->item->clone);
3385 3425
3386 if (item->type == SPELL) { 3426 if (item->type == SPELL)
3427 {
3387 if (check_spell_known (who, item->name)) 3428 if (check_spell_known (who, item->name))
3388 return; 3429 return;
3389 3430
3390 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);
3391 do_learn_spell (who, item, 0); 3432 do_learn_spell (who, item, 0);
3392 return; 3433 return;
3393 } 3434 }
3394 3435
3395 /* grant direct spell */ 3436 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3437 if (item->type == SPELLBOOK)
3438 {
3397 if (!item->inv) { 3439 if (!item->inv)
3440 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3441 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3442 return;
3401 } 3443 }
3402 if (check_spell_known (who, item->inv->name)) 3444 if (check_spell_known (who, item->inv->name))
3403 return; 3445 return;
3404 if (item->invisible) { 3446 if (item->invisible)
3447 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3449 do_learn_spell (who, item->inv, 0);
3407 return; 3450 return;
3408 } 3451 }
3409 } 3452 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3453 else if (item->type == SKILL_TOOL && item->invisible)
3454 {
3411 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 {
3412 3457
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3458 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3461 * but not all of them, he gets nothing.
3417 */ 3462 */
3418 if (!(skop->attacktype & item->attacktype)) { 3463 if (!(skop->attacktype & item->attacktype))
3464 {
3419 /* Give new attacktype */ 3465 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3466 skop->attacktype |= item->attacktype;
3421 3467
3422 /* always add physical if there's none */ 3468 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3469 skop->attacktype |= AT_PHYSICAL;
3424 3470
3425 if (item->msg != NULL) 3471 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3472 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3473
3428 /* Give player new face */ 3474 /* Give player new face */
3429 if (item->animation_id) { 3475 if (item->animation_id)
3476 {
3430 who->face = skop->face; 3477 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3478 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3479 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3480 who->last_anim = 0;
3434 who->state = 0; 3481 who->state = 0;
3435 animate_object(who, who->direction); 3482 animate_object (who, who->direction);
3436 } 3483 }
3484 }
3485 }
3437 } 3486 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3487 else if (item->type == FORCE)
3488 {
3441 /* forces in the treasurelist can alter the player's stats */ 3489 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3490 object *skin;
3491
3443 /* first get the dragon skin force */ 3492 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3493 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3494 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3495 ;
3447 3496
3497 if (!skin)
3498 return;
3499
3448 /* adding new spellpath attunements */ 3500 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3501 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3502 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3503 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3504
3452 /* print message */ 3505 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3506 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3507 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3508 {
3456 if (j) 3509 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3510 {
3458 else 3511 if (j)
3459 j = 1; 3512 strcat (buf, " and ");
3513 else
3514 j = 1;
3460 strcat(buf, spellpathnames[i]); 3515 strcat (buf, spellpathnames[i]);
3461 } 3516 }
3462 } 3517 }
3463 strcat(buf,"."); 3518 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3519 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3520 }
3466 3521
3467 /* evtl. adding flags: */ 3522 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3523 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3524 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3525 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3526 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3527 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3528 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3529
3475 /* print message if there is one */ 3530 /* print message if there is one */
3476 if (item->msg != NULL) 3531 if (item->msg != NULL)
3477 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
3478 } 3535 {
3479 else {
3480 /* generate misc. treasure */ 3536 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3537 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3539 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3540 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3541 esrv_send_item (who, tmp);
3486 } 3542 }
3487} 3543}
3488 3544
3489/** 3545/**
3490 * 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
3491 * not readied. 3547 * not readied.
3492 */ 3548 */
3549void
3493void player_unready_range_ob(player *pl, object *ob) { 3550player_unready_range_ob (player *pl, object *ob)
3551{
3494 rangetype i; 3552 rangetype i;
3495 3553
3496 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 {
3497 if (pl->ranges[i] == ob) { 3556 if (pl->ranges[i] == ob)
3557 {
3498 pl->ranges[i] = NULL; 3558 pl->ranges[i] = NULL;
3499 if (pl->shoottype == i) { 3559 if (pl->shoottype == i)
3560 {
3500 pl->shoottype = range_none; 3561 pl->shoottype = range_none;
3501 } 3562 }
3502 } 3563 }
3503 } 3564 }
3504} 3565}

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines