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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.96 by root, Mon Jan 8 19:25:53 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.16 2006/09/05 18:18:09 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 ();
194 */ 199 ob->remove ();
200 ob->map = 0;
195 201
196/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 204
208 if (!p) 205 players.erase (this);
209 { 206}
210 p = new player;
211 207
212 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
213 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
214 * end of the list - there is in fact no compelling reason that 210void
215 * that needs to be done except for things like output of 211player::connect (client *ns)
216 * 'who'. 212{
217 */ 213 this->ns = ns;
218 player *tmp = first_player; 214 ns->pl = this;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 215
226 p->next = NULL; 216 run_on = 0;
227 } 217 fire_on = 0;
228 218
229 /* Clears basically the entire player structure except 219 ns->update_look = 0;
230 * for next and socket. 220 ns->look_position = 0;
221
222 clear_los (ob);
223
224 ns->reset_stats ();
225
226 /* make sure he's a player -- needed because of class change. */
227 ob->type = PLAYER; // we are paranoid
228 ob->race = ob->arch->clone.race;
229
230 if (!legal_range (ob, shoottype))
231 shoottype = range_none;
232
233 ob->carrying = sum_weight (ob);
234 link_player_skills (ob);
235
236 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
237
238 assign (title, ob->arch->clone.name);
239
240 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
241 * from the class, and not race. I don't see any way to get the class information
242 * to then update this. I don't think this will actually break anything - anyone
243 * that can use armour should be able to use a shield. What this may 'break'
244 * are features new characters get, eg, if someone starts up with a Q, they
245 * should be able to use a shield. However, old Q's won't get that advantage.
231 */ 246 */
232 p->clear (); 247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
248 SET_FLAG (ob, FLAG_USE_SHIELD);
233 249
250 /* if it's a dragon player, set the correct title here */
251 if (is_dragon_pl (ob))
252 {
253 object *tmp, *abil = 0, *skin = 0;
254
255 shstr_cmp dragon_ability_force ("dragon_ability_force");
256 shstr_cmp dragon_skin_force ("dragon_skin_force");
257
258 for (tmp = ob->inv; tmp; tmp = tmp->below)
259 if (tmp->type == FORCE)
260 if (tmp->arch->name == dragon_ability_force)
261 abil = tmp;
262 else if (tmp->arch->name == dragon_skin_force)
263 skin = tmp;
264
265 set_dragon_name (ob, abil, skin);
266 }
267
268 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
269
270 esrv_new_player (this, ob->weight + ob->carrying);
271
272 ob->update_stats ();
273 ns->floorbox_update ();
274
275 esrv_send_inventory (ob, ob);
276 esrv_add_spells (this, 0);
277
278 activate ();
279
280 send_rules (ob);
281 send_news (ob);
282 display_motd (ob);
283
284 INVOKE_PLAYER (CONNECT, this);
285 INVOKE_PLAYER (LOGIN, this);
286}
287
288void
289player::disconnect ()
290{
291 if (ns)
292 {
293 if (active)
294 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
295
296 INVOKE_PLAYER (DISCONNECT, this);
297
298 ns->pl = 0;
299 this->ns = 0;
300 }
301
302 deactivate ();
303}
304
305// the need for this function can be explained
306// by load_object not returning the object
307void
308player::set_object (object *op)
309{
310 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */
312
313 ob->speed_left = 0.5;
314 ob->speed = 1.0;
315 ob->direction = 5; /* So player faces south */
316 ob->stats.wc = 2;
317 ob->run_away = 25; /* Then we panick... */
318
319 ob->roll_stats ();
320}
321
322player::player ()
323{
234 /* There are some elements we want initialized to non zero value - 324 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 325 * we deal with that below this point.
236 */ 326 */
237 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 327 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 328 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 329 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 330
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 331 savebed_map = first_map_path; /* Init. respawn position */
248 332
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; 333 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none; 334 shoottype = range_none;
265 p->bowtype = bow_normal; 335 bowtype = bow_normal;
266 p->petmode = pet_normal; 336 petmode = pet_normal;
267 p->listening = 10; 337 listening = 10;
268 p->usekeys = containers; 338 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 339 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 340 do_los = 1;
272 p->explore = 0; 341}
273 p->no_shout = 0; /* default can shout */
274 342
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 343void
276 p->title[sizeof (p->title) - 1] = '\0'; 344player::do_destroy ()
277 op->race = op->arch->clone.race; 345{
346 disconnect ();
278 347
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 348 attachable::do_destroy ();
280 349
281 /* we need to clear these to -1 and not zero - otherwise, 350 if (ob)
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 351 {
291 for (i = 0; i < NROFATTACKS; i++) 352 ob->destroy_inv (false);
353 ob->destroy ();
292 { 354 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 355}
302 356
303/* This loads the first map an puts the player on it. */ 357player::~player ()
304static void set_first_map(object *op)
305{ 358{
306 strcpy(op->contr->maplevel, first_map_path); 359 /* Clear item stack */
307 op->x = -1; 360 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 361}
311 362
312/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 364 * All we can really get in this is some settings like host and display
314 * mode. 365 * mode.
315 */ 366 */
367player *
368player::create ()
369{
370 player *pl = new player;
316 371
317int add_player(NewSocket *ns) { 372 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 373 set_first_map (pl->ob);
332 374
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 375 return pl;
340} 376}
341 377
342/* 378/*
343 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 381 * Note: there MUST be at least one player archetype!
346 */ 382 */
383archetype *
347archetype *get_player_archetype(archetype* at) 384get_player_archetype (archetype *at)
348{ 385{
349 archetype *start = at; 386 archetype *start = at;
387
350 for (;;) { 388 for (;;)
389 {
351 if (at==NULL || at->next==NULL) 390 if (at == NULL || at->next == NULL)
352 at=first_archetype; 391 at = first_archetype;
353 else 392 else
354 at=at->next; 393 at = at->next;
394
355 if(at->clone.type==PLAYER) 395 if (at->clone.type == PLAYER)
356 return at; 396 return at;
397
357 if (at == start) { 398 if (at == start)
399 {
358 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 401 exit (-1);
360 } 402 }
361 } 403 }
362} 404}
363 405
364 406object *
365object *get_nearest_player(object *mon) { 407get_nearest_player (object *mon)
408{
366 object *op = NULL; 409 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 410 objectlink *ol;
369 unsigned lastdist; 411 unsigned lastdist;
370 rv_vector rv; 412 rv_vector rv;
371 413
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 414 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
415 {
373 /* We should not find free objects on this friendly list, but it 416 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
377 */ 420 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 421 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
422 {
379 object *tmp=ol->ob; 423 object *tmp = ol->ob;
380 424
381 /* Can't do much more other than log the fact, because the object 425 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 426 * itself will have been cleared.
383 */ 427 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 428 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
429 tmp->debug_desc ());
385 ol = ol->next; 430 ol = ol->next;
386 remove_friendly_object(tmp); 431 remove_friendly_object (tmp);
432 if (!ol)
387 if (!ol) return op; 433 return op;
388 } 434 }
389 435
390 /* Remove special check for player from this. First, it looks to cause 436 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 437 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 438 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 439 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 440 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 441 * on_same_map check, as can_detect_enemy also does this
396 */ 442 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 443 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 444 continue;
399 445
400 if(lastdist>rv.distance) { 446 if (lastdist > rv.distance)
447 {
401 op=ol->ob; 448 op = ol->ob;
402 lastdist=rv.distance; 449 lastdist = rv.distance;
403 } 450 }
404 } 451 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 452
453 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 454 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 455 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 456 {
413 } 457 op = pl->ob;
458 lastdist = rv.distance;
459 }
460
414#if 0 461#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 462 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 463#endif
417 return op; 464 return op;
418} 465}
419 466
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 467/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 468 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 469 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 485 * is probably not a good thing.
439 */ 486 */
440#define MAX_SPACES 50 487#define MAX_SPACES 50
441
442 488
443/* 489/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 505 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 506 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 507 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 508 * is blocking itself.
463 */ 509 */
510int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 511path_to_player (object *mon, object *pl, unsigned mindiff)
512{
465 rv_vector rv; 513 rv_vector rv;
466 sint16 x,y; 514 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 515 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 516 maptile *m, *lastmap;
469 517
470 get_rangevector(mon, pl, &rv, 0); 518 get_rangevector (mon, pl, &rv, 0);
471 519
472 if (rv.distance<mindiff) return 0; 520 if (rv.distance < mindiff)
521 return 0;
473 522
474 x=mon->x; 523 x = mon->x;
475 y=mon->y; 524 y = mon->y;
476 m=mon->map; 525 m = mon->map;
477 dir = rv.direction; 526 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */ 529 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 530 if (diff > max)
531 return 0;
482 while (diff >1 && max>0) { 532 while (diff > 1 && max > 0)
533 {
483 lastx = x; 534 lastx = x;
484 lasty = y; 535 lasty = y;
485 lastmap = m; 536 lastmap = m;
486 x = lastx + freearr_x[dir]; 537 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 538 y = lasty + freearr_y[dir];
488 539
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 542
492 /* Space is blocked - try changing direction a little */ 543 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
495 /* recalculate direction from last good location. Possible 547 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 548 * we were not traversing ideal location before.
497 */ 549 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 551 if (rv.direction != dir)
552 {
500 /* OK - says direction should be different - lets reset the 553 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 554 * the values so it will try again.
502 */ 555 */
503 x = lastx; 556 x = lastx;
504 y = lasty; 557 y = lasty;
505 m = lastmap; 558 m = lastmap;
506 dir = firstdir = rv.direction; 559 dir = firstdir = rv.direction;
560 }
507 } else { 561 else
562 {
508 /* direct path is blocked - try taking a side step to 563 /* direct path is blocked - try taking a side step to
509 * either the left or right. 564 * either the left or right.
510 * Note increase the values in the loop below to be 565 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 566 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 567 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 568 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 569 * stepping back and forth
515 */ 570 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 574 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 575 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 576 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 577 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 578 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 579 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 580 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 581 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 582 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 583 * the last direction the creature has successfully
527 * moved. 584 * moved.
528 */ 585 */
529 586
530 x = lastx + freearr_x[absdir(lastdir+i)]; 587 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 588 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 589 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 590 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 591 if (mflags & P_OUT_OF_MAP)
592 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 596 if (mflags & P_BLOCKSVIEW)
597 continue;
538 598
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
540 } 601 }
541 /* go through entire loop without finding a valid 602 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 603 * sidestep to take - thus, no valid path.
543 */ 604 */
544 if (i==(DETOUR_AMOUNT+1)) 605 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 606 return 0;
546 diff--; 607 diff--;
547 lastdir=dir; 608 lastdir = dir;
548 max--; 609 max--;
549 if (!firstdir) firstdir = dir+i; 610 if (!firstdir)
611 firstdir = dir + i;
550 } /* else check alternate directions */ 612 } /* else check alternate directions */
551 } /* if blocked */ 613 } /* if blocked */
552 else { 614 else
615 {
553 /* we moved towards creature, so diff is less */ 616 /* we moved towards creature, so diff is less */
554 diff--; 617 diff--;
555 max--; 618 max--;
556 lastdir=dir; 619 lastdir = dir;
620 if (!firstdir)
557 if (!firstdir) firstdir = dir; 621 firstdir = dir;
622 }
623 if (diff <= 1)
558 } 624 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 625 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 626 * headed toward player for entire distance.
562 */ 627 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
565 } 630 }
566 if (diff>max) return 0; 631 if (diff > max)
632 return 0;
567 } 633 }
568 /* If we reached the max, didn't find a direction in time */ 634 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 635 if (!max)
636 return 0;
570 637
571 return firstdir; 638 return firstdir;
572} 639}
573 640
641void
574void give_initial_items(object *pl,treasurelist *items) { 642give_initial_items (object *pl, treasurelist * items)
643{
575 object *op,*next=NULL; 644 object *op, *next = NULL;
576 645
577 if(pl->randomitems!=NULL) 646 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 648
580 for (op=pl->inv; op; op=next) { 649 for (op = pl->inv; op; op = next)
650 {
581 next = op->below; 651 next = op->below;
582 652
583 /* Forces get applied per default, unless they have the 653 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 654 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 655 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 656 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 657 SET_FLAG (op, FLAG_APPLIED);
588 658
589 /* we never give weapons/armour if these cannot be used 659 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 660 * by this player due to race restrictions
591 */ 661 */
592 if (pl->type == PLAYER) { 662 if (pl->type == PLAYER)
663 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 665 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 666 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 667 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 669 {
603 } 670 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 671 continue;
623 } 672 }
624 if (op->nrof > 1) op->nrof = 1; 673 }
674
675 /* This really needs to be better - we should really give
676 * a substitute spellbook. The problem is that we don't really
677 * have a good idea what to replace it with (need something like
678 * a first level treasurelist for each skill.)
679 * remove duplicate skills also
680 */
681 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 682 {
683 object *tmp;
626 684
685 for (tmp = op->below; tmp; tmp = tmp->below)
686 if (tmp->type == op->type && tmp->name == op->name)
687 break;
688
689 if (tmp)
690 {
691 op->destroy ();
692 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
693 continue;
694 }
695
696 if (op->nrof > 1)
697 op->nrof = 1;
698 }
699
627 if (op->type == SPELLBOOK && op->inv) { 700 if (op->type == SPELLBOOK && op->inv)
701 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 703 }
630 704
631 /* Give starting characters identified, uncursed, and undamned 705 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 706 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 707 * merged properly.
634 */ 708 */
635 if (need_identify(op)) { 709 if (need_identify (op))
710 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 711 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 712 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 713 CLEAR_FLAG (op, FLAG_DAMNED);
714 }
715 if (op->type == SPELL)
639 } 716 {
640 if(op->type==SPELL) { 717 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 718 continue;
719 }
720 else if (op->type == SKILL)
644 } 721 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 723 op->stats.exp = 0;
648 op->level = 1; 724 op->level = 1;
649 } 725 }
650 /* lock all 'normal items by default */ 726 /* lock all 'normal items by default */
727 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 728 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 729 } /* for loop of objects in player inv */
653 730
654 /* Need to set up the skill pointers */ 731 /* Need to set up the skill pointers */
655 link_player_skills(pl); 732 link_player_skills (pl);
656} 733}
657 734
658void get_name(object *op) { 735void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 736get_party_password (object *op, partylist *party)
737{
731 if (party == NULL) { 738 if (party == NULL)
739 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 740 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 741 return;
734 } 742 }
743
735 op->contr->write_buf[0]='\0'; 744 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 747 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 748}
740
741 749
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 750/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
751static int
743int roll_stat(void) { 752roll_stat (void)
753{
744 int a[4],i,j,k; 754 int a[4], i, j, k;
745 755
746 for(i=0;i<4;i++) 756 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 757 a[i] = (int) RANDOM () % 6 + 1;
748 758
749 for(i=0,j=0,k=7;i<4;i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 760 if (a[i] < k)
751 k=a[i],j=i; 761 k = a[i], j = i;
752 762
753 for(i=0,k=0;i<4;i++) { 763 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 764 if (i != j)
755 k+=a[i]; 765 k += a[i];
756 } 766
757 return k; 767 return k;
758} 768}
759 769
760void roll_stats(object *op) { 770void
761 int sum=0; 771object::roll_stats ()
762 int i = 0, j = 0; 772{
763 int statsort[7]; 773 int statsort [7];
764 774
775 for (;;)
765 do { 776 {
766 op->stats.Str=roll_stat(); 777 int sum = 0;
767 op->stats.Dex=roll_stat(); 778 for (int i = 7; i--; )
768 op->stats.Int=roll_stat(); 779 sum += statsort [i] = roll_stat ();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
778 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 787
787 /* a quick and dirty bubblesort? */
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
806 795
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 796 stats.exp = 0;
818 op->stats.ac=0; 797 stats.ac = 0;
819 798
799 stats.hp = stats.maxhp;
800 stats.sp = stats.maxsp;
801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
820 op->contr->levhp[1] = 9; 805 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 806 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 807 contr->levgrace[1] = 3;
823 808
824 fix_player(op); 809 contr->orig_stats = stats;
810 }
811}
812
813void
814object::swap_stats (int a, int b)
815{
816 int tmp = get_attr_value (&contr->orig_stats, a);
817 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
818 set_attr_value (&contr->orig_stats, b, tmp);
819
820 stats.Str = contr->orig_stats.Str;
821 stats.Dex = contr->orig_stats.Dex;
822 stats.Con = contr->orig_stats.Con;
823 stats.Int = contr->orig_stats.Int;
824 stats.Wis = contr->orig_stats.Wis;
825 stats.Pow = contr->orig_stats.Pow;
826 stats.Cha = contr->orig_stats.Cha;
827
828 //TODO: the following code looks so borked and should, at the very least,
829 // be merged with the similar code in roll_stats
830 stats.ac = 0;
831
832 level = 1;
833 stats.exp = 0;
834 stats.ac = 0;
835
825 op->stats.hp = op->stats.maxhp; 836 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 837 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 838 stats.grace = stats.maxgrace;
839
840 if (contr)
841 {
842 contr->levhp[1] = 9;
843 contr->levsp[1] = 6;
844 contr->levgrace[1] = 3;
845
828 op->contr->orig_stats=op->stats; 846 contr->orig_stats = stats;
847 }
829} 848}
830 849
831void Roll_Again(object *op) 850static void
851start_info (object *op)
832{ 852{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
841 854
842 if ( op->contr->Swap_First == -1 ) { 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 859}
950 860
951/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
955 * not the class. 865 * not the class.
956 */ 866 */
957 867int
958int key_change_class(object *op, char key) 868key_change_class (object *op, char key)
959{ 869{
960 int tmp_loop; 870 int tmp_loop;
961 871
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') { 872 if (key == 'd' || key == 'D')
873 {
968 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
969 875
970 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 878
879 treasurelist *tl = find_treasurelist ("starting_wealth");
880 if (tl)
881 create_treasure (tl, op, 0, 0, 0);
882
974 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
976 885
977 op->contr->state=ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
978 887
979 if (op->msg) 888 if (op->msg)
980 op->msg=NULL; 889 op->msg = NULL;
981 890
982 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
983 * to save here. 892 * to save here.
984 */ 893 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 895 make_path_to_file (buf);
987 896
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 897 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 899 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 900 link_player_skills (op);
995 esrv_send_inventory(op, op); 901 esrv_send_inventory (op, op);
996 fix_player(op); 902 op->update_stats ();
997 903
998 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
999 * is one for this race 905 * is one for this race
1000 */ 906 */
1001 if(*first_map_ext_path) { 907 if (*first_map_ext_path)
908 {
1002 object *tmp; 909 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s", 911
1006 first_map_ext_path, &op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1007 tmp=get_object(); 913 tmp = object::create ();
1008 EXIT_PATH(tmp) = mapname; 914 EXIT_PATH (tmp) = mapname;
1009 EXIT_X(tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1010 EXIT_Y(tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded; 917 op->enter_exit (tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1013 * default initial map */ 919 * default initial map */
1014 free_object(tmp); 920 tmp->destroy ();
921 }
1015 } else { 922 else
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 924
1018 return 0; 925 return 0;
1019 } 926 }
1020 927
1021 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1023 */ 930 */
1024 931
1025 tmp_loop = 0; 932 tmp_loop = 0;
1026 while(!tmp_loop) { 933 while (!tmp_loop)
934 {
1027 shstr name = op->name; 935 shstr name = op->name;
1028 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
937
1029 remove_statbonus(op); 938 op->remove_statbonus ();
1030 remove_ob (op); 939 op->remove ();
1031 op->arch = get_player_archetype(op->arch); 940 op->arch = get_player_archetype (op->arch);
1032 copy_object (&op->arch->clone, op); 941 op->arch->clone.copy_to (op);
1033 op->instantiate (); 942 op->instantiate ();
1034 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name; 944 op->name = op->name_pl = name;
1036 op->x = x; 945 op->x = x;
1037 op->y = y; 946 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 948 insert_ob_in_map (op, op->map, op, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 949 assign (op->contr->title, op->arch->clone.name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 950 op->add_statbonus ();
1043 tmp_loop=allowed_class(op); 951 tmp_loop = allowed_class (op);
1044 } 952 }
953
1045 update_object(op,UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 955 esrv_update_item (UPD_FACE, op, op);
1047 fix_player(op); 956 op->update_stats ();
1048 op->stats.hp=op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1050 op->stats.grace=0; 959 op->stats.grace = 0;
960
1051 if (op->msg) 961 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 964 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1054 return 0; 965 return 0;
1055} 966}
1056 967
1057int key_confirm_quit(object *op, char key) 968void
1058{
1059 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) {
1091 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf)))
1093 delete_map(mp);
1094 }
1095
1096 delete_character(op->name, 1);
1097 }
1098 play_again(op);
1099 return 1;
1100}
1101
1102void flee_player(object *op) { 969flee_player (object *op)
970{
1103 int dir,diff; 971 int dir, diff;
1104 rv_vector rv; 972 rv_vector rv;
1105 973
1106 if(op->stats.hp < 0) { 974 if (op->stats.hp < 0)
975 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 976 LOG (llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED); 977 CLEAR_FLAG (op, FLAG_SCARED);
978 return;
979 }
980
981 if (op->enemy == NULL)
982 {
983 LOG (llevDebug, "Fleeing player had no enemy.\n");
984 CLEAR_FLAG (op, FLAG_SCARED);
985 return;
986 }
987
988 /* Seen some crashes here. Since we don't store an
989 * op->enemy_count, it is possible that something destroys the
990 * actual enemy, and the object is recycled.
991 */
992 if (op->enemy->map == NULL)
993 {
994 CLEAR_FLAG (op, FLAG_SCARED);
995 op->enemy = NULL;
996 return;
997 }
998
999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1001 op->enemy = NULL;
1002 CLEAR_FLAG (op, FLAG_SCARED);
1003 return;
1004 }
1005
1006 get_rangevector (op, op->enemy, &rv, 0);
1007
1008 dir = absdir (4 + rv.direction);
1009 for (diff = 0; diff < 3; diff++)
1010 {
1011 int m = 1 - (RANDOM () & 2);
1012
1013 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1109 return; 1014 return;
1110 } 1015 }
1111 1016
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1019 op->enemy = NULL;
1146} 1020}
1147 1021
1148 1022
1149/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1150 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * IT returns 1 if the player should keep on moving, 0 if he should
1151 * stop. 1025 * stop.
1152 */ 1026 */
1027int
1153int check_pick(object *op) { 1028check_pick (object *op)
1029{
1154 object *tmp, *next; 1030 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1031 int stop = 0;
1157 int j, k, wvratio; 1032 int j, k, wvratio;
1158 char putstring[128], tmpstr[16]; 1033 char putstring[128], tmpstr[16];
1159 1034
1160
1161 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1163 return 1; 1037 return 1;
1164 1038
1165 op_tag = op->count;
1166
1167 next = op->below; 1039 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1040
1171 /* loop while there are items on the floor that are not marked as 1041 /* loop while there are items on the floor that are not marked as
1172 * destroyed */ 1042 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1174 { 1044 {
1175 tmp = next; 1045 tmp = next;
1176 next = tmp->below; 1046 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1047
1180 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1181 return 0; 1049 return 0;
1182 1050
1183 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1184 continue; 1052 continue;
1185 1053
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1055 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1057 pick_up (op, tmp);
1190 continue; 1058 continue;
1191 } 1059 }
1192 1060
1193 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1195 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1065 {
1066 case 0:
1196 case 0: return 1; /* don't pick up */ 1067 return 1; /* don't pick up */
1068 case 1:
1197 case 1: pick_up (op, tmp); 1069 pick_up (op, tmp);
1198 return 1; 1070 return 1;
1071 case 2:
1199 case 2: pick_up (op, tmp); 1072 pick_up (op, tmp);
1200 return 0; 1073 return 0;
1074 case 3:
1201 case 3: return 0; /* stop before pickup */ 1075 return 0; /* stop before pickup */
1076 case 4:
1202 case 4: pick_up (op, tmp); 1077 pick_up (op, tmp);
1203 break; 1078 break;
1079 case 5:
1204 case 5: pick_up (op, tmp); 1080 pick_up (op, tmp);
1205 stop = 1; 1081 stop = 1;
1206 break; 1082 break;
1207 case 6: 1083 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1085 pick_up (op, tmp);
1211 break; 1086 break;
1212 1087
1213 case 7: 1088 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1090 pick_up (op, tmp);
1216 break; 1091 break;
1217 1092
1218 default: 1093 default:
1219 /* use value density */ 1094 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1097 pick_up (op, tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 } 1098 }
1252 } 1099 }
1253 } 1100 else
1101 { /* old model */
1102 /* NEW pickup handling */
1103 if (op->contr->mode & PU_DEBUG)
1104 {
1105 /* some debugging code to figure out item information */
1106 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1255 1115
1116 /* philosophy:
1117 * It's easy to grab an item type from a pile, as long as it's
1118 * generic. This takes no game-time. For more detailed pickups
1119 * and selections, select-items should be used. This is a
1120 * grab-as-you-run type mode that's really useful for arrows for
1121 * example.
1122 * The drawback: right now it has no frontend, so you need to
1123 * stick the bits you want into a calculator in hex mode and then
1124 * convert to decimal and then 'pickup <#>
1125 */
1126
1127 /* the first two modes are exclusive: if NOTHING we return, if
1128 * STOP then we stop. All the rest are applied sequentially,
1129 * meaning if any test passes, the item gets picked up. */
1130
1131 /* if mode is set to pick nothing up, return */
1132
1133 if (op->contr->mode & PU_NOTHING)
1134 return 1;
1135
1136 /* if mode is set to stop when encountering objects, return */
1137 /* take STOP before INHIBIT since it doesn't actually pick
1138 * anything up */
1139
1140 if (op->contr->mode & PU_STOP)
1141 return 0;
1142
1143 /* useful for going into stores and not losing your settings... */
1144 /* and for battles wher you don't want to get loaded down while
1145 * fighting */
1146 if (op->contr->mode & PU_INHIBIT)
1147 return 1;
1148
1149 /* prevent us from turning into auto-thieves :) */
1150 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1151 continue;
1152
1153 /* ignore known cursed objects */
1154 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1155 continue;
1156
1157 /* all food and drink if desired */
1158 /* question: don't pick up known-poisonous stuff? */
1159 if (op->contr->mode & PU_FOOD)
1160 if (tmp->type == FOOD)
1161 {
1162 pick_up (op, tmp);
1163 continue;
1164 }
1165
1166 if (op->contr->mode & PU_DRINK)
1167 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1168 {
1169 pick_up (op, tmp);
1170 continue;
1171 }
1172
1173 if (op->contr->mode & PU_POTION)
1174 if (tmp->type == POTION)
1175 {
1176 pick_up (op, tmp);
1177 continue;
1178 }
1179
1180 /* spellbooks, skillscrolls and normal books/scrolls */
1181 if (op->contr->mode & PU_SPELLBOOK)
1182 if (tmp->type == SPELLBOOK)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_SKILLSCROLL)
1189 if (tmp->type == SKILLSCROLL)
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_READABLES)
1196 if (tmp->type == BOOK || tmp->type == SCROLL)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* wands/staves/rods/horns */
1203 if (op->contr->mode & PU_MAGIC_DEVICE)
1204 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 /* pick up all magical items */
1211 if (op->contr->mode & PU_MAGICAL)
1212 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1213 {
1214 pick_up (op, tmp);
1215 continue;
1216 }
1217
1218 if (op->contr->mode & PU_VALUABLES)
1219 {
1220 if (tmp->type == MONEY || tmp->type == GEM)
1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1225 }
1226
1227 /* rings & amulets - talismans seems to be typed AMULET */
1228 if (op->contr->mode & PU_JEWELS)
1229 if (tmp->type == RING || tmp->type == AMULET)
1230 {
1231 pick_up (op, tmp);
1232 continue;
1233 }
1234
1235 /* we don't forget dragon food */
1236 if (op->contr->mode & PU_FLESH)
1237 if (tmp->type == FLESH)
1238 {
1239 pick_up (op, tmp);
1240 continue;
1241 }
1242
1243 /* bows and arrows. Bows are good for selling! */
1244 if (op->contr->mode & PU_BOW)
1245 if (tmp->type == BOW)
1246 {
1247 pick_up (op, tmp);
1248 continue;
1249 }
1250
1251 if (op->contr->mode & PU_ARROW)
1252 if (tmp->type == ARROW)
1253 {
1254 pick_up (op, tmp);
1255 continue;
1256 }
1257
1258 /* all kinds of armor etc. */
1259 if (op->contr->mode & PU_ARMOUR)
1260 if (tmp->type == ARMOUR)
1261 {
1262 pick_up (op, tmp);
1263 continue;
1264 }
1265
1266 if (op->contr->mode & PU_HELMET)
1267 if (tmp->type == HELMET)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_SHIELD)
1274 if (tmp->type == SHIELD)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 if (op->contr->mode & PU_BOOTS)
1281 if (tmp->type == BOOTS)
1282 {
1283 pick_up (op, tmp);
1284 continue;
1285 }
1286
1287 if (op->contr->mode & PU_GLOVES)
1288 if (tmp->type == GLOVES)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 if (op->contr->mode & PU_CLOAK)
1295 if (tmp->type == CLOAK)
1296 {
1297 pick_up (op, tmp);
1298 continue;
1299 }
1300
1301 /* hoping to catch throwing daggers here */
1302 if (op->contr->mode & PU_MISSILEWEAPON)
1303 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON)
1311 {
1312 if (tmp->type == WEAPON && tmp->name != NULL)
1313 {
1314 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1316 {
1317 pick_up (op, tmp);
1318 continue;
1319 }
1320 }
1321
1322 if (tmp->type == WEAPON && tmp->name == NULL)
1323 {
1324 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1325 {
1326 pick_up (op, tmp);
1327 continue;
1328 }
1329 }
1330 }
1331
1332 /* misc stuff that's useful */
1333 if (op->contr->mode & PU_KEY)
1334 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1340 /* any of the last 4 bits set means we use the ratio for value
1341 * pickups */
1342 if (op->contr->mode & PU_RATIO)
1343 {
1344 /* use value density to decide what else to grab */
1345 /* >=7 was >= op->contr->mode */
1346 /* >=7 is the old standard setting. Now we take the last 4 bits
1347 * and multiply them by 5, giving 0..15*5== 5..75 */
1348 wvratio = (op->contr->mode & PU_RATIO) * 5;
1349 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1350 {
1351 pick_up (op, tmp);
1256#if 0 1352#if 0
1257 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1259 { 1355 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1357 }
1262 { 1358 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1264 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1362#endif
1269 } 1363 continue;
1270 /* philosophy: 1364 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1365 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1366 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1367 }
1430 } /* the new pickup model */ 1368
1431 }
1432 return ! stop; 1369 return !stop;
1433} 1370}
1434 1371
1435/* 1372/*
1436 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1375 * found object is returned.
1439 */ 1376 */
1377object *
1440object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1441{ 1379{
1442 object *tmp = NULL; 1380 object *tmp = NULL;
1443 1381
1444 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1449 return op; 1386 return op;
1450 return tmp; 1387 return tmp;
1451} 1388}
1452 1389
1453/* 1390/*
1454 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1391 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1455 * against the target. A full test is not performed, simply a basic test 1392 * against the target. A full test is not performed, simply a basic test
1456 * of resistances. The archer is making a quick guess at what he sees down 1393 * of resistances. The archer is making a quick guess at what he sees down
1457 * the hall. Failing that it does it's best to pick the highest plus arrow. 1394 * the hall. Failing that it does it's best to pick the highest plus arrow.
1458 */ 1395 */
1459 1396
1397object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1399{
1462 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1464 1402
1465 if (!type) 1403 if (!type)
1466 return NULL; 1404 return NULL;
1467 1405
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1409 {
1471 i = 0; 1410 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1412 if (i > betterby)
1413 {
1474 tmp = ntmp; 1414 tmp = ntmp;
1475 betterby = i; 1415 betterby = i;
1476 } 1416 }
1417 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1478 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1422 {
1481 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1424 {
1482 *better = 100; 1425 *better = 100;
1483 return arrow; 1426 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1427 }
1488 } else { 1428 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1429 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1430 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1432 }
1505 } 1433 }
1434 else
1435 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1438 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1441 {
1442 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1444 }
1445 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 {
1448 tmp = arrow;
1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1450 }
1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1452 {
1453 tmp = arrow;
1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1455 }
1506 } 1456 }
1457 }
1507 } 1458 }
1508 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1460 return find_arrow (op, type);
1510 1461
1511 *better = betterby; 1462 *better = betterby;
1512 return tmp; 1463 return tmp;
1513} 1464}
1514 1465
1515/* looks in a given direction, finds the first valid target, and calls 1466/* looks in a given direction, finds the first valid target, and calls
1516 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1468 * op = the shooter
1518 * type = bow->race 1469 * type = bow->race
1519 * dir = fire direction 1470 * dir = fire direction
1520 */ 1471 */
1521 1472
1473object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1474pick_arrow_target (object *op, const char *type, int dir)
1523{ 1475{
1524 object *tmp = NULL; 1476 object *tmp = NULL;
1525 mapstruct *m; 1477 maptile *m;
1526 int i, mflags, found, number; 1478 int i, mflags, found, number;
1527 sint16 x, y; 1479 sint16 x, y;
1528 1480
1529 if (op->map == NULL) 1481 if (op->map == NULL)
1530 return find_arrow(op, type); 1482 return find_arrow (op, type);
1531 1483
1532 /* do a dex check */ 1484 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1485 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1486 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1487 return find_arrow (op, type);
1536 1488
1537 m = op->map; 1489 m = op->map;
1538 x = op->x; 1490 x = op->x;
1539 y = op->y; 1491 y = op->y;
1540 1492
1541 /* find the first target */ 1493 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1494 for (i = 0, found = 0; i < 20; i++)
1495 {
1543 x += freearr_x[dir]; 1496 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1497 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1498 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 {
1547 tmp = NULL; 1501 tmp = NULL;
1502 break;
1503 }
1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 {
1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1507 * perhaps a bad assumption.
1508 */
1509 tmp = NULL;
1510 break;
1511 }
1512 if (mflags & P_IS_ALIVE)
1513 {
1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1515 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1516 {
1517 found++;
1518 break;
1519 }
1520 if (found)
1548 break; 1521 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1522 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1523 }
1566 if (tmp == NULL) 1524 if (tmp == NULL)
1567 return find_arrow(op, type); 1525 return find_arrow (op, type);
1568 1526
1569 if (tmp->head) 1527 if (tmp->head)
1570 tmp = tmp->head; 1528 tmp = tmp->head;
1571 1529
1572 return find_better_arrow(op, tmp, type, &i); 1530 return find_better_arrow (op, tmp, type, &i);
1573} 1531}
1574 1532
1575/* 1533/*
1576 * Creature fires a bow - op can be monster or player. Returns 1534 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1535 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1538 * dir is the direction of fire.
1581 * wc_mod is any special modifier to give (used in special player fire modes) 1539 * wc_mod is any special modifier to give (used in special player fire modes)
1582 * sx, sy are coordinates to fire arrow from - also used in some of the special 1540 * sx, sy are coordinates to fire arrow from - also used in some of the special
1583 * player fire modes. 1541 * player fire modes.
1584 */ 1542 */
1543int
1585int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1544fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1586 sint16 sx, sint16 sy)
1587{ 1545{
1588 object *left, *bow; 1546 object *left, *bow;
1589 tag_t left_tag, tag;
1590 int bowspeed, mflags; 1547 int bowspeed, mflags;
1591 mapstruct *m; 1548 maptile *m;
1592 1549
1593 if (!dir) { 1550 if (!dir)
1551 {
1594 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1552 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1595 return 0; 1553 return 0;
1596 } 1554 }
1555
1597 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1599 else { 1558 else
1559 {
1600 for(bow=op->inv; bow; bow=bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1601 /* Don't check for applied - monsters don't apply bows - in that way, they 1561 /* Don't check for applied - monsters don't apply bows - in that way, they
1602 * don't need to switch back and forth between bows and weapons. 1562 * don't need to switch back and forth between bows and weapons.
1603 */ 1563 */
1604 if(bow->type==BOW) 1564 if (bow->type == BOW)
1605 break; 1565 break;
1606 1566
1607 if (!bow) { 1567 if (!bow)
1568 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1570 return 0;
1610 } 1571 }
1611 } 1572 }
1573
1612 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1613 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1614 return 0; 1577 return 0;
1615 } 1578 }
1616 1579
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618 1581
1619 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1622 if (bowspeed < 1) 1586 if (bowspeed < 1)
1623 bowspeed = 1; 1587 bowspeed = 1;
1624 1588
1625 if (arrow == NULL) { 1589 if (arrow == NULL)
1590 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1591 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 {
1627 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1596 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1633 return 0; 1598 return 0;
1634 } 1599 }
1635 } 1600 }
1601
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1603 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1604 return 0;
1639 } 1605
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1607 {
1641 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1608 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1642 return 0; 1609 return 0;
1643 } 1610 }
1644 1611
1645 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1613 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1614 {
1648 free_object(arrow); 1615 arrow->destroy ();
1649 return 0; 1616 return 0;
1650 } 1617 }
1651 1618
1652 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1621 if (!arrow)
1622 {
1656 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1657 return 0; 1624 return 0;
1658 } 1625 }
1659 set_owner(arrow, op); 1626
1627 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1628 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1629 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1630
1666 if (op->type == PLAYER) { 1631 if (op->type == PLAYER)
1632 {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1668 fix_player(op); 1634 op->update_stats ();
1669 } 1635 }
1670 1636
1671 SET_ANIMATION(arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1677 1643
1678 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1679 * added to the damage. I think the strength bonus is more proper. 1645 * added to the damage. I think the strength bonus is more proper.
1680 */ 1646 */
1681
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 1647
1648 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1649
1686 /* update the speed */ 1650 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1688 0 : dam_bonus[op->stats.Str]) + 1652 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691 1653
1692 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1696 1656
1697 if (op->type == PLAYER) { 1657 if (op->type == PLAYER)
1658 {
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 (op->chosen_skill?op->chosen_skill->level:op->level) - 1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1661 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702 1662
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1664 }
1665 else
1666 {
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1667 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1706 arrow->stats.wc + wc_mod;
1707
1708 arrow->level = op->level; 1668 arrow->level = op->level;
1709 } 1669 }
1670
1710 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1711 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1673
1712 if (bow->slaying != NULL) 1674 if (bow->slaying)
1713 arrow->slaying = bow->slaying; 1675 arrow->slaying = bow->slaying;
1714 1676
1715 arrow->map = m;
1716 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1679
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1680 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1720 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1682
1723 if (!was_destroyed(arrow, tag)) 1683 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1684 move_arrow (arrow);
1725 1685
1726 if (op->type == PLAYER) { 1686 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1687 {
1688 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1689 esrv_del_item (op->contr, left->count);
1729 else 1690 else
1730 esrv_send_item(op, left); 1691 esrv_send_item (op, left);
1731 } 1692 }
1693
1732 return 1; 1694 return 1;
1733} 1695}
1734 1696
1735/* Special fire code for players - this takes into 1697/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1698 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1699 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1700 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1701 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1702 * hence the function name.
1741 */ 1703 */
1704int
1742int player_fire_bow(object *op, int dir) 1705player_fire_bow (object *op, int dir)
1743{ 1706{
1744 int ret=0, wcmod=0; 1707 int ret = 0, wcmod = 0;
1745 1708
1746 if (op->contr->bowtype == bow_bestarrow) { 1709 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1710 {
1748 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1711 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1749 dir, 0, op->x, op->y); 1712 }
1750 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1713 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1714 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1716 wcmod = -1;
1717
1753 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1718 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1754 op->x, op->y); 1719 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1720 else if (op->contr->bowtype == bow_threewide)
1721 {
1756 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1722 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1757 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1723 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1758 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1724 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1725 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1726 else if (op->contr->bowtype == bow_spreadshot)
1727 {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1728 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1761 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1729 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1762 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1730 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1763 1731
1764 } else { 1732 }
1733 else
1734 {
1765 /* Simple case */ 1735 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1736 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 } 1737 }
1768 return ret; 1738 return ret;
1769} 1739}
1770 1740
1771 1741
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1742/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1743 * Broken apart from 'fire' to keep it more readable.
1774 */ 1744 */
1745void
1775void fire_misc_object(object *op, int dir) 1746fire_misc_object (object *op, int dir)
1776{ 1747{
1777 object *item; 1748 object *item;
1778 1749
1779 if (!op->contr->ranges[range_misc]) { 1750 if (!op->contr->ranges[range_misc])
1751 {
1780 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1752 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1781 return; 1753 return;
1782 } 1754 }
1783 1755
1784 item = op->contr->ranges[range_misc]; 1756 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1757 if (!item->inv)
1758 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1760 return;
1788 } 1761 }
1789 if (item->type == WAND) { 1762 if (item->type == WAND)
1763 {
1790 if(item->stats.food<=0) { 1764 if (item->stats.food <= 0)
1765 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1793 return; 1768 return;
1794 } 1769 }
1770 }
1795 } else if (item->type == ROD || item->type==HORN) { 1771 else if (item->type == ROD || item->type == HORN)
1772 {
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1773 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1774 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798 if (item->type== ROD) 1776 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1778 else
1802 new_draw_info_format(NDI_UNIQUE, 0,op, 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1803 "The %s needs more time to charge.", query_base_name(item,0));
1804 return; 1780 return;
1805 } 1781 }
1806 } 1782 }
1807 1783
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1784 if (cast_spell (op, item, dir, item->inv, NULL))
1785 {
1809 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1786 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1810 if (item->type == WAND) { 1787 if (item->type == WAND)
1788 {
1811 if (!(--item->stats.food)) { 1789 if (!(--item->stats.food))
1790 {
1812 object *tmp; 1791 object *tmp;
1792
1813 if (item->arch) { 1793 if (item->arch)
1794 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
1816 item->speed = 0; 1797 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1798 }
1799
1819 if ((tmp=is_player_inv(item))) 1800 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1802 }
1822 } 1803 }
1823 else if (item->type == ROD || item->type==HORN) { 1804 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1805 drain_rod_charge (item);
1825 }
1826 } 1806 }
1827} 1807}
1828 1808
1829/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
1830 */ 1810 */
1811void
1831void fire(object *op,int dir) { 1812fire (object *op, int dir)
1813{
1832 int spellcost=0; 1814 int spellcost = 0;
1833 1815
1834 /* check for loss of invisiblity/hide */ 1816 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1817 if (action_makes_visible (op))
1818 make_visible (op);
1836 1819
1837 switch(op->contr->shoottype) { 1820 switch (op->contr->shoottype)
1821 {
1838 case range_none: 1822 case range_none:
1823 return;
1824
1825 case range_bow:
1826 player_fire_bow (op, dir);
1827 return;
1828
1829 case range_magic: /* Casting spells */
1830 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1831 return;
1832
1833 case range_misc:
1834 fire_misc_object (op, dir);
1835 return;
1836
1837 case range_golem: /* Control summoned monsters from scrolls */
1838 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1839 {
1840 op->contr->ranges[range_golem] = 0;
1841 op->contr->shoottype = range_none;
1842 }
1843 else
1844 control_golem (op->contr->ranges[range_golem], dir);
1845 return;
1846
1847 case range_skill:
1848 if (!op->chosen_skill)
1849 {
1850 if (op->type == PLAYER)
1851 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1839 return; 1852 return;
1840
1841 case range_bow:
1842 player_fire_bow(op, dir);
1843 return;
1844
1845 case range_magic: /* Casting spells */
1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1847 return;
1848
1849 case range_misc:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 } 1853 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863 1854
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir );
1874 return; 1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1875 default: 1860 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1877 return; 1862 return;
1878 } 1863 }
1879} 1864}
1880 1865
1881 1866
1882 1867
1889 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1892 */ 1877 */
1893 1878
1879object *
1894object * find_key(object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1895{ 1881{
1896 object *tmp,*key; 1882 object *tmp, *key;
1897 1883
1898 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1885 if (container->inv == NULL)
1886 return NULL;
1900 1887
1901 /* First, lets try to find a key in the top level inventory */ 1888 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1890 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1904 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1906 */ 1895 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1897 break;
1909 } 1898 }
1910 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time. 1900 /* If we find and use a key in an inventory, return at that time.
1912 * otherwise, if we search all the inventories and still don't find 1901 * otherwise, if we search all the inventories and still don't find
1913 * a key, return 1902 * a key, return
1914 */ 1903 */
1915 if (!tmp) { 1904 if (!tmp)
1905 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1907 {
1917 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1909 if (tmp->type == CONTAINER && tmp->inv)
1910 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1911 if ((key = find_key (pl, tmp, door)) != NULL)
1912 return key;
1920 } 1913 }
1921 } 1914 }
1915 if (!tmp)
1922 if (!tmp) return NULL; 1916 return NULL;
1923 } 1917 }
1924 /* We get down here if we have found a key. Now if its in a container, 1918 /* We get down here if we have found a key. Now if its in a container,
1925 * see if we actually want to use it 1919 * see if we actually want to use it
1926 */ 1920 */
1927 if (pl!=container) { 1921 if (pl != container)
1922 {
1928 /* Only let players use keys in containers */ 1923 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1924 if (!pl->contr)
1925 return NULL;
1930 /* cases where this fails: 1926 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1927 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1928 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1929 * If the container is not active, return now since only active
1934 * containers can be used. 1930 * containers can be used.
1935 * If we only search keyrings and the container does not have 1931 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1932 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1933 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1934 * inv must have been an container and must have been active.
1939 * 1935 *
1940 * Change the color so that the message doesn't disappear with 1936 * Change the color so that the message doesn't disappear with
1941 * all the others. 1937 * all the others.
1942 */ 1938 */
1943 if (pl->contr->usekeys == key_inventory || 1939 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1940 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1942 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door", 1944 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1945 return NULL;
1952 } 1946 }
1953 } 1947 }
1954 return tmp; 1948 return tmp;
1955} 1949}
1956 1950
1957/* moved door processing out of move_player_attack. 1951/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1952 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1953 * such that the caller should not do anything more,
1960 * 0 otherwise 1954 * 0 otherwise
1961 */ 1955 */
1956static int
1962static int player_attack_door(object *op, object *door) 1957player_attack_door (object *op, object *door)
1963{ 1958{
1964
1965 /* If its a door, try to find a use a key. If we do destroy the door, 1959 /* If its a door, try to find a use a key. If we do destroy the door,
1966 * might as well return immediately as there is nothing more to do - 1960 * might as well return immediately as there is nothing more to do -
1967 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
1968 */ 1962 */
1969 object *key=find_key(op, op, door); 1963 object *key = find_key (op, op, door);
1970 1964
1971 /* IF we found a key, do some extra work */ 1965 /* IF we found a key, do some extra work */
1972 if (key) { 1966 if (key)
1967 {
1973 object *container=key->env; 1968 object *container = key->env;
1974 1969
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1970 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1971 if (action_makes_visible (op))
1972 make_visible (op);
1977 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1973 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1974 spring_trap (door->inv, op);
1978 if (door->type == DOOR) { 1975 if (door->type == DOOR)
1976 {
1979 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1977 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 } 1978 }
1981 else if(door->type==LOCKED_DOOR) { 1979 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1980 {
1983 "You open the door with the %s", query_short_name(key)); 1981 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1984 remove_door2(door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1983 }
1986 /* Do this after we print the message */ 1984 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1986 /* Need to update the weight the container the key was in */
1989 if (container != op) 1987 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 1988 esrv_update_item (UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1990 }
1992 } else if (door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1992 {
1993 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 1995 return 1;
1996 } 1996 }
1997 return 0; 1997 return 0;
1998} 1998}
1999 1999
2000/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2005 */ 2005 */
2006 2006void
2007void move_player_attack(object *op, int dir) 2007move_player_attack (object *op, int dir)
2008{ 2008{
2009 object *tmp, *mon; 2009 object *tmp, *mon;
2010 sint16 nx, ny; 2010 sint16 nx, ny;
2011 int on_battleground; 2011 int on_battleground;
2012 mapstruct *m; 2012 maptile *m;
2013 2013
2014 nx=freearr_x[dir]+op->x; 2014 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2015 ny = freearr_y[dir] + op->y;
2016 2016
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2018 2018
2019 /* If braced, or can't move to the square, and it is not out of the 2019 /* If braced, or can't move to the square, and it is not out of the
2020 * map, attack it. Note order of if statement is important - don't 2020 * map, attack it. Note order of if statement is important - don't
2021 * want to be calling move_ob if braced, because move_ob will move the 2021 * want to be calling move_ob if braced, because move_ob will move the
2022 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2023 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2024 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2025 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2026 * move_ob uses.
2027 */ 2027 */
2028 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2028 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2029 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 } 2031 {
2032 m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2033 else m =op->map; 2037 m = op->map;
2034 2038
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2039 if (!(tmp = m->at (nx, ny).bot))
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2040 return;
2041
2042 mon = 0;
2043 /* Go through all the objects, and find ones of interest. Only stop if
2044 * we find a monster - that is something we know we want to attack.
2045 * if its a door or barrel (can roll) see if there may be monsters
2046 * on the space
2047 */
2048 while (tmp)
2049 {
2050 if (tmp == op)
2051 {
2052 tmp = tmp->above;
2053 continue;
2054 }
2055
2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2057 {
2058 mon = tmp;
2059 break;
2060 }
2061
2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2063 mon = tmp;
2064
2065 tmp = tmp->above;
2066 }
2067
2068 if (!mon) /* This happens anytime the player tries to move */
2069 return; /* into a wall */
2070
2071 if (mon->head)
2072 mon = mon->head;
2073
2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2075 if (player_attack_door (op, mon))
2076 return;
2077
2078 /* The following deals with possibly attacking peaceful
2079 * or frienddly creatures. Basically, all players are considered
2080 * unaggressive. If the moving player has peaceful set, then the
2081 * object should be pushed instead of attacked. It is assumed that
2082 * if you are braced, you will not attack friends accidently,
2083 * and thus will not push them.
2084 */
2085
2086 /* If the creature is a pet, push it even if the player is not
2087 * peaceful. Our assumption is the creature is a pet if the
2088 * player owns it and it is either friendly or unagressive.
2089 */
2090 if ((op->type == PLAYER)
2091#if COZY_SERVER
2092 &&
2093 ((mon->owner && mon->owner->contr
2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2095#else
2096 && mon->owner == op
2097#endif
2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2099 {
2100 /* If we're braced, we don't want to switch places with it */
2101 if (op->contr->braced)
2037 return; 2102 return;
2038 }
2039 2103
2040 mon = NULL; 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2041 /* Go through all the objects, and find ones of interest. Only stop if 2105 (void) push_ob (mon, dir, op);
2042 * we find a monster - that is something we know we want to attack. 2106 if (op->contr->tmp_invis || op->hide)
2043 * if its a door or barrel (can roll) see if there may be monsters 2107 make_visible (op);
2044 * on the space 2108
2109 return;
2110 }
2111
2112 /* in certain circumstances, you shouldn't attack friendly
2113 * creatures. Note that if you are braced, you can't push
2114 * someone, but put it inside this loop so that you won't
2115 * attack them either.
2045 */ 2116 */
2046 while (tmp!=NULL) { 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2047 if (tmp == op) { 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2048 tmp=tmp->above; 2119#ifdef PROHIBIT_PLAYERKILL
2049 continue; 2120 (op->contr->peaceful
2121 || (mon->type == PLAYER
2122 && mon->contr->
2123 peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground))
2128 {
2129 if (!op->contr->braced)
2130 {
2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2132 push_ob (mon, dir, op);
2050 } 2133 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2134 else
2052 mon = tmp; 2135 new_draw_info (0, 0, op, "You withhold your attack");
2053 break; 2136
2137 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op);
2139 }
2140
2141 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced.
2143 */
2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2145 {
2146 recursive_roll (mon, dir, op);
2147 if (action_makes_visible (op))
2148 make_visible (op);
2149 }
2150
2151 /* Any generic living creature. Including things like doors.
2152 * Way it works is like this: First, it must have some hit points
2153 * and be living. Then, it must be one of the following:
2154 * 1) Not a player, 2) A player, but of a different party. Note
2155 * that party_number -1 is no party, so attacks can still happen.
2156 */
2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 {
2160
2161 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset.
2165 */
2166 if (!op->contr->has_hit)
2167 {
2168 op->speed_left += op->speed / op->contr->weapon_sp;
2169
2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2054 } 2171 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 2172
2063 if(mon->head != NULL) 2173 skill_attack (mon, op, 0, 0, 0);
2064 mon = mon->head;
2065 2174
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2175 /* If attacking another player, that player gets automatic
2067 if (player_attack_door(op, mon)) return; 2176 * hitback, and doesn't loose luck either.
2068 2177 * Disable hitback on the battleground or if the target is
2069 /* The following deals with possibly attacking peaceful 2178 * the wiz.
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */ 2179 */
2076 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) { 2181 {
2117 if (!op->contr->braced) { 2182 short luck = mon->stats.luck;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2183
2119 (void) push_ob(mon,dir,op); 2184 mon->contr->has_hit = 1;
2120 } else { 2185 skill_attack (op, mon, 0, 0, 0);
2121 new_draw_info(0, 0,op,"You withhold your attack"); 2186 mon->stats.luck = luck;
2122 } 2187 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2188
2126 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op); 2189 if (action_makes_visible (op))
2132 } 2190 make_visible (op);
2133
2134 /* Any generic living creature. Including things like doors.
2135 * Way it works is like this: First, it must have some hit points
2136 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 } 2191 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */ 2192 } /* if player should attack something */
2173} 2193}
2174 2194
2195int
2175int move_player(object *op,int dir) { 2196move_player (object *op, int dir)
2197{
2176 int pick; 2198 int pick;
2177 2199
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 2201 return 0;
2202
2203 /* Sanity check: make sure dir is valid */
2204 if ((dir < 0) || (dir >= 9))
2205 {
2206 LOG (llevError, "move_player: invalid direction %d\n", dir);
2207 return 0;
2208 }
2209
2210 /* peterm: added following line */
2211 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2212 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2213
2214 op->facing = dir;
2215
2216 if (op->hide)
2217 do_hidden_move (op);
2218
2219 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2220 /*nop */ ;
2221 else if (op->contr->fire_on)
2222 fire (op, dir);
2223 else
2224 {
2225 move_player_attack (op, dir);
2226 pick = check_pick (op);
2227 }
2228
2229 /* Add special check for newcs players and fire on - this way, the
2230 * server can handle repeat firing.
2231 */
2232 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2233 op->direction = dir;
2234 else
2235 op->direction = 0;
2236
2237 /* Update how the player looks. Use the facing, so direction may
2238 * get reset to zero. This allows for full animation capabilities
2239 * for players.
2240 */
2241 animate_object (op, op->facing);
2242 return 0;
2219} 2243}
2220 2244
2221/* This is similar to handle_player, below, but is only used by the 2245/* This is similar to handle_player, below, but is only used by the
2222 * new client/server stuff. 2246 * new client/server stuff.
2223 * This is sort of special, in that the new client/server actually uses 2247 * This is sort of special, in that the new client/server actually uses
2224 * the new speed values for commands. 2248 * the new speed values for commands.
2225 * 2249 *
2226 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do.
2227 */ 2251 */
2252int
2228int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2229{ 2254{
2230 if (op->contr->hidden) { 2255 if (op->contr->hidden)
2256 {
2231 op->invisible = 1000; 2257 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible 2258 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to 2259 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly. 2260 * alternate it here for it to work correctly.
2235 */ 2261 */
2236 if (pticks & 2) op->invisible--; 2262 if (pticks & 2)
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--; 2263 op->invisible--;
2264 }
2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2267 op->invisible--;
2240 if(!op->invisible) { 2268 if (!op->invisible)
2269 {
2241 make_visible(op); 2270 make_visible (op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2271 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 } 2272 }
2244 } 2273 }
2245 2274
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2247 flee_player(op); 2277 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2278 /* If player is still scared, that is his action for this tick */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2250 op->speed_left--; 2281 op->speed_left--;
2251 return 0; 2282 return 0;
2252 } 2283 }
2253 } 2284 }
2254 2285
2255 /* I've been seeing crashes where the golem has been destroyed, but 2286 /* I've been seeing crashes where the golem has been destroyed, but
2256 * the player object still points to the defunct golem. The code that 2287 * the player object still points to the defunct golem. The code that
2257 * destroys the golem looks correct, and it doesn't always happen, so 2288 * destroys the golem looks correct, and it doesn't always happen, so
2258 * put this in a a workaround to clean up the golem pointer. 2289 * put this in a a workaround to clean up the golem pointer.
2259 */ 2290 */
2260 if (op->contr->ranges[range_golem] && 2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL; 2292 op->contr->ranges[range_golem] = 0;
2264 op->contr->golem_count = 0;
2265 }
2266 2293
2267 /* call this here - we also will call this in do_ericserver, but 2294 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2296 * called, so we recheck it here.
2270 */ 2297 */
2271 HandleClient(&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2299 return 1;
2273 2300
2301 if (op->speed_left > 0)
2302 {
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2275 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--; 2306 op->speed_left--;
2277 2307
2278 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in 2309 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2281 */ 2311 */
2282 move_player(op, op->direction); 2312 move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2313
2284 else return 0; 2314 return op->speed_left > 0;
2315 }
2285 } 2316 }
2317
2318 return 0;
2319}
2320
2321int
2322save_life (object *op)
2323{
2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2325 return 0;
2287}
2288 2326
2289int save_life(object *op) {
2290 object *tmp;
2291
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 return 0;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2330 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2331 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299 "Your %s vibrates violently, then evaporates.", 2332
2300 query_name(tmp));
2301 if (op->contr) 2333 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2335
2304 free_object(tmp); 2336 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2306 if(op->stats.hp<0) 2339 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2308 if(op->stats.food<0) 2342 if (op->stats.food < 0)
2309 op->stats.food = 999; 2343 op->stats.food = 999;
2310 fix_player(op); 2344
2345 op->update_stats ();
2311 return 1; 2346 return 1;
2312 } 2347 }
2348
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2352 return 0;
2317} 2353}
2318 2354
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2355/* This goes throws the inventory and removes unpaid objects, and puts them
2320 * back in the map (location and map determined by values of env). This 2356 * back in the map (location and map determined by values of env). This
2321 * function will descend into containers. op is the object to start the search 2357 * function will descend into containers. op is the object to start the search
2322 * from. 2358 * from.
2323 */ 2359 */
2360void
2324void remove_unpaid_objects(object *op, object *env) 2361remove_unpaid_objects (object *op, object *env)
2325{ 2362{
2326 object *next; 2363 object *next;
2327 2364
2328 while (op) { 2365 while (op)
2366 {
2329 next=op->below; /* Make sure we have a good value, in case 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 * we remove object 'op' 2368
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2370 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2373
2374 op->insert_at (env);
2339 } 2375 }
2376 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2377 remove_unpaid_objects (op->inv, env);
2378
2341 op=next; 2379 op = next;
2342 } 2380 }
2343} 2381}
2344
2345 2382
2346/* 2383/*
2347 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2387 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2388 * but there isn't one in the server directory.
2352 */ 2389 */
2390char *
2353char *gravestone_text (object *op) 2391gravestone_text (object *op)
2354{ 2392{
2355 static char buf2[MAX_BUF]; 2393 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2394 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2395 time_t now = time (NULL);
2358 2396
2359 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2400 else
2363 sprintf (buf, "%s\n", &op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2404 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level); 2406 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else 2407 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2408 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2409
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2411 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2412 if (op->type == PLAYER)
2413 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2416 strcat (buf2, buf);
2376 } 2417 }
2418
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2380 return buf2; 2423 return buf2;
2381} 2424}
2382 2425
2383 2426void
2384
2385void do_some_living(object *op) { 2427do_some_living (object *op)
2428{
2386 int last_food=op->stats.food; 2429 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2430 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2431 int over_hp, over_sp, over_grace;
2389 int i; 2432 int i;
2390 int rate_hp = 1200; 2433 int rate_hp = 1200;
2391 int rate_sp = 2500; 2434 int rate_sp = 2500;
2392 int rate_grace = 2000; 2435 int rate_grace = 2000;
2393 const int max_hp = 1; 2436 const int max_hp = 1;
2394 const int max_sp = 1; 2437 const int max_sp = 1;
2395 const int max_grace = 1; 2438 const int max_grace = 1;
2396 2439
2397 if (op->contr->outputs_sync) { 2440 if (op->contr->outputs_sync)
2441 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 if (op->contr->outputs[i].buf!=NULL &&
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2445 }
2403 2446
2404 if(op->contr->state==ST_PLAYING) { 2447 if (op->contr->ns->state == ST_PLAYING)
2405 2448 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2451 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2453 else
2454 {
2411 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2457 }
2458
2414 if(op->contr->gen_sp >= 0 ) 2459 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2461 else
2462 {
2417 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2465 }
2466
2420 if(op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2469 else
2470 {
2423 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2473 }
2426 2474
2427 /* Regenerate Spell Points */ 2475 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2478 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2479 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2480 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2481 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2482 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2484 {
2485 op->stats.food--;
2486 if (op->contr->digestion < 0)
2487 op->stats.food += op->contr->digestion;
2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2489 op->stats.food = last_food;
2451 } 2490 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 2491 }
2492
2493 if (max_sp > 1)
2494 {
2495 over_sp = (gen_sp + 10) / rate_sp;
2496 if (over_sp > 0)
2497 {
2498 if (op->stats.sp < op->stats.maxsp)
2499 {
2500 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2501
2502 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2503 op->stats.sp--;
2504
2505 if (op->stats.sp > op->stats.maxsp)
2506 op->stats.sp = op->stats.maxsp;
2507 }
2508 op->last_sp = 0;
2509 }
2510 else
2511 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2512 }
2475 } else { 2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516
2517 /* Regenerate Grace */
2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2519 if (--op->last_grace < 0)
2520 {
2521 if (op->stats.grace < op->stats.maxgrace / 2)
2522 op->stats.grace++; /* no penalty in food for regaining grace */
2523
2524 if (max_grace > 1)
2525 {
2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2527 if (over_grace > 0)
2528 {
2529 op->stats.sp += over_grace
2530 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2531 op->last_grace = 0;
2532 }
2533 else
2534 {
2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2536 }
2537 }
2538 else
2539 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2540 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2541 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2542 /* wearing stuff doesn't detract from grace generation. */
2479 } 2543 }
2480 2544
2481 /* Regenerate Hit Points */ 2545 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2546 if (--op->last_heal < 0)
2547 {
2483 if(op->stats.hp<op->stats.maxhp) { 2548 if (op->stats.hp < op->stats.maxhp)
2549 {
2484 op->stats.hp++; 2550 op->stats.hp++;
2485 /* dms do not consume food */ 2551 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2552 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2553 {
2554 op->stats.food--;
2488 if(op->contr->digestion<0) 2555 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 2558 op->stats.food = last_food;
2559 }
2560 }
2561
2562 if (max_hp > 1)
2563 {
2564 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2565 if (over_hp > 0)
2566 {
2567 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2568 op->last_heal = 0;
2569 }
2570 else
2571 {
2572 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2573 }
2574 }
2575 else
2576 {
2577 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2578 }
2493 } 2579 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2580
2509 /* Digestion */ 2581 /* Digestion */
2510 if(--op->last_eat<0) { 2582 if (--op->last_eat < 0)
2583 {
2511#ifdef COZY_SERVER 2584#ifdef COZY_SERVER
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2585 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0, 2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2587#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2588 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2589#endif
2519 2590
2520 if(op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2592 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2593 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2524 /* dms do not consume food */ 2596 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2598 op->stats.food--;
2527 } 2599 }
2528 2600
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2602 {
2530 object *tmp, *flesh=NULL; 2603 object *tmp, *flesh = 0;
2531 2604
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2606 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2608 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2611 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2612 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2614 break;
2539 } 2615 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2616 else if (tmp->type == FLESH)
2617 flesh = tmp;
2541 } /* End if paid for object */ 2618 } /* End if paid for object */
2542 } /* end of for loop */ 2619 } /* end of for loop */
2620
2543 /* If player is still starving, it means they don't have any food, so 2621 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2622 * eat flesh instead.
2545 */ 2623 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2626 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2627 manual_apply (op, flesh, 0);
2549 } 2628 }
2550 } /* end if player is starving */ 2629 }
2551 2630
2552 while(op->stats.food<0&&op->stats.hp>0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2554 2633
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2634 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2635 kill_player (op);
2636 }
2557} 2637}
2558
2559
2560 2638
2561/* If the player should die (lack of hp, food, etc), we call this. 2639/* If the player should die (lack of hp, food, etc), we call this.
2562 * op is the player in jeopardy. If the player can not be saved (not 2640 * op is the player in jeopardy. If the player can not be saved (not
2563 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2642 * file.
2565 */ 2643 */
2644void
2566void kill_player(object *op) 2645kill_player (object *op)
2567{ 2646{
2568 char buf[MAX_BUF]; 2647 char buf[MAX_BUF];
2569 int x,y,i; 2648 int x, y;
2649
2650 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2651 maptile *map; /* this is for resurrection */
2652
2571 int z; 2653 /* int z;
2572 int num_stats_lose; 2654 int num_stats_lose;
2573 int lost_a_stat; 2655 int lost_a_stat;
2574 int lose_this_stat; 2656 int lose_this_stat;
2575 int this_stat; 2657 int this_stat; */
2576 int will_kill_again; 2658 int will_kill_again;
2577 archetype *at; 2659 archetype *at;
2578 object *tmp; 2660 object *tmp;
2579 2661
2580 if(save_life(op)) 2662 if (save_life (op))
2581 return; 2663 return;
2582 2664
2583 2665
2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2666 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2585 * in cities ONLY!!! It is very important that this doesn't get abused. 2667 * in cities ONLY!!! It is very important that this doesn't get abused.
2586 * Look at op_on_battleground() for more info --AndreasV 2668 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2669 */
2588 if (op_on_battleground(op, &x, &y)) { 2670 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2671 {
2590 "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2673 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2674
2593
2594 /* restore player */ 2675 /* restore player */
2595 at = find_archetype("poisoning"); 2676 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2678 {
2598 remove_ob(tmp); 2679 tmp->destroy ();
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2681 }
2682
2683 at = archetype::find ("confusion");
2684 if (object *tmp = present_arch_in_ob (at, op))
2601 } 2685 {
2602 2686 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2688 }
2610 2689
2611 cure_disease(op,0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2692 if (op->stats.food <= 0)
2614 2693 op->stats.food = 999;
2694
2615 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2697 {
2619 sprintf(buf,"%s's finger", &op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2699 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2701 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level), 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2703 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2707 }
2708
2632 /* teleport defeated player to new destination*/ 2709 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2711 op->contr->braced = 0;
2635 return; 2712 return;
2636 } 2713 }
2637 2714
2638 INVOKE_PLAYER (DEATH, op->contr); 2715 INVOKE_PLAYER (DEATH, op->contr);
2639 2716
2640 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2641 2718
2642 if(op->stats.food<0) { 2719 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2720 {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2722 strcpy (op->contr->killer, "starvation");
2651 } 2723 }
2652 else { 2724 else
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name); 2725 sprintf (buf, "%s died.", &op->name);
2660 } 2726
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2728
2663 /* save the map location for corpse, gravestone*/ 2729 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2730 x = op->x;
2731 y = op->y;
2732 map = op->map;
2665 2733
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * life if they are dead - it takes some exp and a random stat. 2735 * life if they are dead - it takes some exp and a random stat.
2670 * See the config.h file for a little more in depth detail about this. 2736 * See the config.h file for a little more in depth detail about this.
2671 */ 2737 */
2672 2738
2673 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2741 * of death.
2676 */ 2742 */
2677#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2744 if (settings.balanced_stat_loss)
2745 {
2679 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
2680 /* Lower level chars don't lose as many stats because they suffer 2747 /* Lower level chars don't lose as many stats because they suffer
2681 more if they do. */ 2748 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2751 little bit harder. */
2685 /* GD */ 2752 /* GD */
2686 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2754 num_stats_lose = 1;
2692 } 2755 else
2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2757 }
2758 else
2759 num_stats_lose = 1;
2760
2693 lost_a_stat = 0; 2761 lost_a_stat = 0;
2694 2762
2695 for (z=0; z<num_stats_lose; z++) { 2763 for (z = 0; z < num_stats_lose; z++)
2764 {
2696 i = RANDOM() % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
2697 2766
2698 if (settings.stat_loss_on_death) { 2767 if (settings.stat_loss_on_death)
2768 {
2699 /* Pick a random stat and take a point off it. Tell the player 2769 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2770 * what he lost.
2701 */ 2771 */
2702 change_attr_value(&(op->stats), i,-1); 2772 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2773 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2777 lost_a_stat = 1;
2708 } else { 2778 }
2779 else
2780 {
2709 /* deplete a stat */ 2781 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2782 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2712 2787 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2788 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2789 insert_ob_in_ob (dep, op);
2717 } 2790 }
2718 lose_this_stat = 1; 2791 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2792 if (settings.balanced_stat_loss)
2793 {
2720 /* GD */ 2794 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2795 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2796 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2797 if (this_stat < 0)
2798 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2800 int keep_chance = this_stat * this_stat;
2801
2726 /* Yes, I am paranoid. Sue me. */ 2802 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2803 if (keep_chance < 1)
2728 keep_chance = 1; 2804 keep_chance = 1;
2729 2805
2730 /* There is a maximum depletion total per level. */ 2806 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2808 {
2732 lose_this_stat = 0; 2809 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2810 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2811 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2812 }
2744 } 2813 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2814 {
2754 if (this_stat>=-50) { 2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1; 2816 lose_this_stat = 0;
2817 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2818 this_stat, keep_chance, loss_chance,
2819 lose_this_stat?"LOSE":"KEEP"); */
2760 } 2820 }
2761 } 2821 }
2762 } 2822 }
2763 } 2823
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2827 /* We could try to do something clever like find another
2828 * stat to reduce if this fails. But chances are, if
2829 * stats have been depleted to -50, all are pretty low
2830 * and should be roughly the same, so it shouldn't make a
2831 * difference.
2832 */
2833 if (this_stat >= -50)
2766 { 2834 {
2767 /* determine_god() seems to not work sometimes... why is this? 2835 change_attr_value (&(dep->stats), i, -1);
2768 Should I be using something else? GD */ 2836 SET_FLAG (dep, FLAG_APPLIED);
2769 const char *god = determine_god(op);
2770 if (god && (strcmp(god, "none")))
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2772 "moment you feel the holy presence of %s protecting" 2838 op->update_stats ();
2773 " you.", god); 2839 lost_a_stat = 1;
2774 else 2840 }
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2776 " feel a holy presence protecting you.");
2777 } 2841 }
2842 }
2843 }
2844 /* If no stat lost, tell the player. */
2845 if (!lost_a_stat)
2846 {
2847 /* determine_god() seems to not work sometimes... why is this?
2848 Should I be using something else? GD */
2849 const char *god = determine_god (op);
2850
2851 if (god && (strcmp (god, "none")))
2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2853 else
2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2855 }
2856#else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2778#endif 2858#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2859
2782 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2861 * exp loss on the stone.
2784 */ 2862 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2864 sprintf (buf, "%s's gravestone", &op->name);
2865 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2866 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2867 tmp->name_pl = buf;
2789 "who was killed\n" 2868 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);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2869 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2870 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2872
2797 /**************************************/ 2873 /**************************************/
2798 /* */ 2874 /* */
2799 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
2802 /* */ 2878 /* */
2803 /**************************************/ 2879 /**************************************/
2804 2880
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2881 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2882 /* restore player */
2807 at = find_archetype("poisoning"); 2883 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2884 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2885
2810 remove_ob(tmp); 2886 if (tmp)
2811 free_object(tmp); 2887 {
2888 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2890 }
2814 2891
2815 at = find_archetype("confusion"); 2892 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2894 if (tmp)
2818 remove_ob(tmp); 2895 {
2819 free_object(tmp); 2896 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2898 }
2899
2822 cure_disease(op,0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
2823 2901
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2903 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2904 if (op->stats.food < 100)
2905 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2909
2831 /* 2910 /*
2832 * Check to see if the player is in a shop. IF so, then check to see if 2911 * Check to see if the player is in a shop. IF so, then check to see if
2833 * the player has any unpaid items. If so, remove them and put them back 2912 * the player has any unpaid items. If so, remove them and put them back
2834 * in the map. 2913 * in the map.
2835 */ 2914 */
2836 2915
2837 if (is_in_shop (op)) 2916 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
2839 2918
2840 /****************************************/ 2919 /****************************************/
2841 /* */ 2920 /* */
2842 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
2844 /* */ 2923 /* */
2845 /****************************************/ 2924 /****************************************/
2846 2925
2847 enter_player_savebed(op); 2926 enter_player_savebed (op);
2848 2927
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2928 op->contr->braced = 0;
2853 save_player(op,1);
2854 2929
2855 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2933 * on the space that might harm the player.
2859 */ 2934 */
2860 will_kill_again=0; 2935 will_kill_again = 0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2936 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2862 if (tmp->type ==SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
2864 } 2939
2865 if (will_kill_again) { 2940 if (will_kill_again)
2941 {
2866 object *force; 2942 object *force;
2867 int at; 2943 int at;
2868 2944
2869 force=get_archetype(FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2947 force->speed = 0.1;
2872 force->speed_left=-5.0; 2948 force->speed_left = -5.0;
2873 SET_FLAG(force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2950 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2952 force->resist[at] = 100;
2953
2954 insert_ob_in_ob (force, op);
2955 op->update_stats ();
2956
2957 }
2958
2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2960}
2961
2962void
2963loot_object (object *op)
2964{ /* Grab and destroy some treasure */
2965 object *tmp, *tmp2, *next;
2966
2967 if (op->container)
2968 esrv_apply_container (op, op->container); /* close open sack first */
2969
2970 for (tmp = op->inv; tmp; tmp = next)
2971 {
2972 next = tmp->below;
2973
2974 if (tmp->invisible)
2975 continue;
2976
2977 tmp->remove ();
2978 tmp->x = op->x, tmp->y = op->y;
2979 if (tmp->type == CONTAINER)
2980 { /* empty container to ground */
2981 loot_object (tmp);
2982 }
2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2984 {
2985 if (tmp->nrof > 1)
2986 {
2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2988 tmp2->destroy ();
2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2877 } 2990 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2991 else
2936 delete_character(op->name,1); 2992 tmp->destroy ();
2937 } 2993 }
2938 } 2994 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2996 }
2980} 2997}
2981 2998
2982/* 2999/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything 3001 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed. 3002 * was changed.
2986 */ 3003 */
2987 3004
3005void
2988void fix_weight(void) { 3006fix_weight (void)
2989 player *pl; 3007{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 3008 for_all_players (pl)
3009 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011
2992 if(old == sum) 3012 if (old == sum)
2993 continue; 3013 continue;
2994 fix_player(pl->ob); 3014 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 3016 }
2998} 3017}
2999 3018
3019void
3000void fix_luck(void) { 3020fix_luck (void)
3001 player *pl; 3021{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 3022 for_all_players (pl)
3003 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 3024 pl->ob->change_luck (0);
3005} 3025}
3006
3007 3026
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3011 */ 3030 */
3012
3013void 3031void
3014cast_dust (object * op, object * throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3015{ 3033{
3016 object *skop, *spob; 3034 object *skop, *spob;
3017 3035
3018 skop = find_skill_by_name (op, throw_ob->skill); 3036 skop = find_skill_by_name (op, throw_ob->skill);
3019 3037
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3038 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3039 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3040 {
3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3041 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3024 &op->name);
3025 return; 3042 return;
3026 } 3043 }
3027 3044
3028 spob = throw_ob->inv; 3045 spob = throw_ob->inv;
3029 3046
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3031 // not pass NULL to cast_spell (which did indeed check itself, but 3048 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO) 3049 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3050 if (!spob)
3034 { 3051 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3036 &throw_ob->name, &op->name);
3037 return; 3053 return;
3038 } 3054 }
3039 3055
3040 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3057 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 3058
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3060
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3061 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3062}
3049 3063
3064void
3050void make_visible (object *op) { 3065make_visible (object *op)
3066{
3051 op->hide = 0; 3067 op->hide = 0;
3052 op->invisible = 0; 3068 op->invisible = 0;
3053 if(op->type==PLAYER) { 3069 if (op->type == PLAYER)
3070 {
3054 op->contr->tmp_invis = 0; 3071 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3072 op->contr->invis_race = 0;
3056 } 3073 }
3057 update_object(op,UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_FACE);
3058} 3075}
3059 3076
3077int
3060int is_true_undead(object *op) { 3078is_true_undead (object *op)
3079{
3061 object *tmp=NULL; 3080 object *tmp = NULL;
3062 3081
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1;
3064 3084
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3085 return 0;
3070} 3086}
3071 3087
3072/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3090 * indicate greater hideability.
3075 */ 3091 */
3076 3092
3093int
3077int hideability(object *ob) { 3094hideability (object *ob)
3095{
3078 int i,level=0, mflag; 3096 int i, level = 0, mflag;
3079 sint16 x,y; 3097 sint16 x, y;
3080 3098
3081 if(!ob||!ob->map) return 0; 3099 if (!ob || !ob->map)
3100 return 0;
3082 3101
3083 /* so, on normal lighted maps, its hard to hide */ 3102 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3103 level = ob->map->darkness - 2;
3085 3104
3086 /* this also picks up whether the object is glowing. 3105 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not 3106 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */ 3107 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3108 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness));
3090 3110
3091 /* scan through all nearby squares for terrain to hide in */ 3111 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3112 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3113 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3115 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue;
3118 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3120 level += 2;
3097 else /* open terrain! */ 3121 else /* open terrain! */
3098 level -= 1; 3122 level -= 1;
3099 } 3123 }
3100 3124
3101#if 0 3125#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3126 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3127#endif
3104 return level; 3128 return level;
3105} 3129}
3106 3130
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3131/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3132 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3133 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3134 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3135 */
3112 3136
3137void
3113void do_hidden_move (object *op) { 3138do_hidden_move (object *op)
3139{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3141 object *skop;
3116 3142
3117 if(!op || !op->map) return; 3143 if (!op || !op->map)
3144 return;
3118 3145
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3147
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 3148 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3149 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3150 if (!skop || num >= skop->level)
3151 {
3124 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3152 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3153 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3154 return;
3135 "You moved out of hiding! You are visible!");
3136 } 3155 }
3156 else
3157 num += 20;
3158
3159 num += op->map->difficulty;
3160 hide = hideability (op); /* modify by terrain hidden level */
3161 num -= hide;
3162
3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 {
3165 make_visible (op);
3166 if (op->type == PLAYER)
3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3168 }
3137 else if (op->type == PLAYER && skop) { 3169 else if (op->type == PLAYER && skop)
3138 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3170 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3139 }
3140} 3171}
3141 3172
3142/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3143 3174
3175int
3144int stand_near_hostile( object *who ) { 3176stand_near_hostile (object *who)
3177{
3145 object *tmp=NULL; 3178 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3179 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3180 maptile *m;
3148 sint16 x,y; 3181 sint16 x, y;
3149 3182
3150 if(!who) return 0; 3183 if (!who)
3184 return 0;
3151 3185
3152 if(who->type==PLAYER) player=1; 3186 if (who->type == PLAYER)
3187 player = 1;
3188
3189 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3191
3155 /* search adjacent squares */ 3192 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3193 for (i = 1; i < 9; i++)
3194 {
3157 x = who->x+freearr_x[i]; 3195 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3196 y = who->y + freearr_y[i];
3159 m = who->map; 3197 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3198 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3199 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3200 * blocked, don't need to check this space.
3163 */ 3201 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3202 if (mflags & P_OUT_OF_MAP)
3203 continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 3205 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3206
3168 if((player||friendly) 3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 {
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3209 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3210 return 1;
3211 else if (tmp->type == PLAYER)
3212 {
3213 /*don't let a hidden DM prevent you from hiding */
3214 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1; 3215 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3216 }
3177 } 3217 }
3178 } 3218 }
3179 return 0; 3219 return 0;
3180} 3220}
3181 3221
3182/* check the player los field for viewability of the 3222/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3223 * object op. This function works fine for monsters,
3184 * but we dont worry if the object isnt the top one in 3224 * but we dont worry if the object isnt the top one in
3191 * for them to differ. Sigh, this fctn could get a bit more complex. 3231 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t. 3232 * -b.t.
3193 * This function is now map tiling safe. 3233 * This function is now map tiling safe.
3194 */ 3234 */
3195 3235
3236int
3196int player_can_view (object *pl,object *op) { 3237player_can_view (object *pl, object *op)
3238{
3197 rv_vector rv; 3239 rv_vector rv;
3198 int dx,dy; 3240 int dx, dy;
3199 3241
3200 if(pl->type!=PLAYER) { 3242 if (pl->type != PLAYER)
3243 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3245 return -1;
3203 } 3246 }
3204 if (!pl || !op) return 0;
3205 3247
3206 if(op->head) { op = op->head; } 3248 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 3249 return 0;
3250
3251 op = op->head_ ();
3252
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 {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3271 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3273 return 1;
3274 op = op->more;
3275 }
3276 return 0;
3230} 3277}
3231 3278
3232/* routine for both players and monsters. We call this when 3279/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3280 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3281 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3282 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3283 * return 0.
3237 */ 3284 */
3285int
3238int action_makes_visible (object *op) { 3286action_makes_visible (object *op)
3287{
3239 3288
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3292 return 0;
3243 3293
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3245 3296
3246 /* If monsters, they should become visible */ 3297 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3300 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3249 return 1; 3301 return 1;
3250 } 3302 }
3251 } 3303 }
3252 return 0; 3304 return 0;
3253} 3305}
3254 3306
3255/* op_on_battleground - checks if the given object op (usually 3307/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3308 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3309 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3310 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3311 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3312 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3313 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3314 */
3315int
3263int op_on_battleground (object *op, int *x, int *y) { 3316op_on_battleground (object *op, int *x, int *y)
3317{
3264 object *tmp; 3318 object *tmp;
3265 3319
3266 /* A battleground-tile needs the following attributes to be valid: 3320 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3321 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3323 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3324 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3325 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3332 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3333 /*before we assign the exit, check if this is a teambattle */
3278 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3334 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3335 {
3279 object *invtmp; 3336 object *invtmp;
3337
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3339 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3283 if (x != NULL && y != NULL) 3342 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3344 return 1;
3345 }
3286 } 3346 }
3287 } 3347 }
3288 }
3289 if (x != NULL && y != NULL) 3348 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3350 return 1;
3351 }
3292 } 3352 }
3293 }
3294 } 3353 }
3295 /* If we got here, did not find a battleground */ 3354 /* If we got here, did not find a battleground */
3296 return 0; 3355 return 0;
3297} 3356}
3298 3357
3299/* 3358/*
3303 * attributes: 3362 * attributes:
3304 * object *who the dragon player 3363 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3364 * int atnr the attack-number of the ability focus
3306 * int level ability level 3365 * int level ability level
3307 */ 3366 */
3367void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3368dragon_ability_gain (object *who, int atnr, int level)
3369{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3370 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3371 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3372 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3373 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3374 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3375 int i = 0, j = 0;
3315 3376
3316 /* get the appropriate treasurelist */ 3377 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3378 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3379 trlist = find_treasurelist ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3380 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3381 trlist = find_treasurelist ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3382 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3383 trlist = find_treasurelist ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3384 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3385 trlist = find_treasurelist ("dragon_ability_poison");
3325 3386
3326 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3388 return;
3389
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3391
3392 if (!tr || !tr->item)
3393 {
3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3395 return;
3396 }
3397
3398 /* everything seems okay - now bring on the gift: */
3399 item = &(tr->item->clone);
3400
3401 if (item->type == SPELL)
3402 {
3403 if (check_spell_known (who, item->name))
3327 return; 3404 return;
3328 3405
3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3330 tr = tr->next, i++); 3407 do_learn_spell (who, item, 0);
3331 3408 return;
3332 if (tr == NULL || tr->item == NULL) { 3409 }
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3410
3411 /* grant direct spell */
3412 if (item->type == SPELLBOOK)
3413 {
3414 if (!item->inv)
3415 {
3416 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3417 return;
3418 }
3419 if (check_spell_known (who, item->inv->name))
3334 return; 3420 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3421 if (item->invisible)
3422 {
3358 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3423 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3359 do_learn_spell (who, item->inv, 0); 3424 do_learn_spell (who, item->inv, 0);
3360 return; 3425 return;
3361 } 3426 }
3362 } 3427 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3428 else if (item->type == SKILL_TOOL && item->invisible)
3429 {
3364 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3430 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3431 {
3365 3432
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3433 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3434 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3435 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3436 * but not all of them, he gets nothing.
3370 */ 3437 */
3371 if (!(skop->attacktype & item->attacktype)) { 3438 if (!(skop->attacktype & item->attacktype))
3439 {
3372 /* Give new attacktype */ 3440 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3441 skop->attacktype |= item->attacktype;
3374 3442
3375 /* always add physical if there's none */ 3443 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3444 skop->attacktype |= AT_PHYSICAL;
3377 3445
3378 if (item->msg != NULL) 3446 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3448
3381 /* Give player new face */ 3449 /* Give player new face */
3382 if (item->animation_id) { 3450 if (item->animation_id)
3451 {
3383 who->face = skop->face; 3452 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3453 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3454 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3455 who->last_anim = 0;
3387 who->state = 0; 3456 who->state = 0;
3388 animate_object(who, who->direction); 3457 animate_object (who, who->direction);
3389 } 3458 }
3390 } 3459 }
3391 } 3460 }
3392 } 3461 }
3393 else if (item->type == FORCE) { 3462 else if (item->type == FORCE)
3463 {
3394 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3465 object *skin;
3466
3396 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3470 ;
3400 3471
3472 if (!skin)
3473 return;
3474
3401 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3478 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3479
3405 /* print message */ 3480 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3481 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3482 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3483 {
3408 if(item->path_attuned & (1<<i)) { 3484 if (item->path_attuned & (1 << i))
3485 {
3409 if (j) 3486 if (j)
3410 strcat(buf," and "); 3487 strcat (buf, " and ");
3411 else 3488 else
3412 j = 1; 3489 j = 1;
3413 strcat(buf, spellpathnames[i]); 3490 strcat (buf, spellpathnames[i]);
3414 } 3491 }
3415 } 3492 }
3416 strcat(buf,"."); 3493 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3495 }
3419 3496
3420 /* evtl. adding flags: */ 3497 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3498 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3499 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3500 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3501 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3503 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3504
3428 /* print message if there is one */ 3505 /* print message if there is one */
3429 if (item->msg != NULL) 3506 if (item->msg != NULL)
3430 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3507 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3508 }
3509 else
3431 } 3510 {
3432 else {
3433 /* generate misc. treasure */ 3511 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3512 tmp = arch_to_object (tr->item);
3435 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3513 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3436 tmp = insert_ob_in_ob (tmp, who); 3514 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3515 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3516 esrv_send_item (who, tmp);
3439 } 3517 }
3440} 3518}
3441 3519
3442/** 3520/**
3443 * Unready an object for a player. This function does nothing if the object was 3521 * Unready an object for a player. This function does nothing if the object was
3444 * not readied. 3522 * not readied.
3445 */ 3523 */
3524void
3446void player_unready_range_ob(player *pl, object *ob) { 3525player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3526{
3448
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3450 if (pl->ranges[i] == ob) { 3528 if (pl->ranges[i] == ob)
3529 {
3451 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3452 if (pl->shoottype == i) { 3531 if (pl->shoottype == i)
3453 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3454 }
3455 } 3533 }
3456 }
3457} 3534}

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