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Comparing deliantra/server/server/player.C (file contents):
Revision 1.9 by root, Tue Aug 29 07:34:00 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 1.9 2006/08/29 07:34:00 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* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 204
206 if (!p) { 205 players.erase (this);
207 p = (player *) malloc(sizeof(player)); 206}
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 207
211 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
212 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
213 * end of the list - there is in fact no compelling reason that 210void
214 * that needs to be done except for things like output of 211player::connect (client *ns)
215 * 'who'. 212{
216 */ 213 this->ns = ns;
217 player *tmp = first_player; 214 ns->pl = this;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 215
225 p->next = NULL; 216 run_on = 0;
226 } 217 fire_on = 0;
227 218
228 /* Clears basically the entire player structure except 219 ns->update_look = 0;
229 * 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.
230 */ 246 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 247 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 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=1; /* 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 331 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 332
245#endif 333 gen_sp_armour = 10;
334 shoottype = range_none;
335 bowtype = bow_normal;
336 petmode = pet_normal;
337 listening = 10;
338 usekeys = containers;
339 peaceful = 1; /* default peaceful */
340 do_los = 1;
341}
342
343void
344player::do_destroy ()
345{
346 disconnect ();
347
348 attachable::do_destroy ();
349
350 if (ob)
246 351 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 352 ob->destroy_inv (false);
353 ob->destroy ();
248 354 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 355}
300 356
301 357player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 358{
305 strcpy(op->contr->maplevel, first_map_path); 359 /* Clear item stack */
306 op->x = -1; 360 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 361}
310 362
311/* Tries to add player on the connection passwd in ns. 363/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 364 * All we can really get in this is some settings like host and display
313 * mode. 365 * mode.
314 */ 366 */
367player *
368player::create ()
369{
370 player *pl = new player;
315 371
316int add_player(NewSocket *ns) { 372 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 373 set_first_map (pl->ob);
331 374
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 375 return pl;
339} 376}
340 377
341/* 378/*
342 * get_player_archetype() return next player archetype from archetype 379 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 380 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 381 * Note: there MUST be at least one player archetype!
345 */ 382 */
383archetype *
346archetype *get_player_archetype(archetype* at) 384get_player_archetype (archetype *at)
347{ 385{
348 archetype *start = at; 386 archetype *start = at;
387
349 for (;;) { 388 for (;;)
389 {
350 if (at==NULL || at->next==NULL) 390 if (at == NULL || at->next == NULL)
351 at=first_archetype; 391 at = first_archetype;
352 else 392 else
353 at=at->next; 393 at = at->next;
394
354 if(at->clone.type==PLAYER) 395 if (at->clone.type == PLAYER)
355 return at; 396 return at;
397
356 if (at == start) { 398 if (at == start)
399 {
357 LOG (llevError, "No Player archetypes\n"); 400 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 401 exit (-1);
359 } 402 }
360 } 403 }
361} 404}
362 405
363 406object *
364object *get_nearest_player(object *mon) { 407get_nearest_player (object *mon)
408{
365 object *op = NULL; 409 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 410 objectlink *ol;
368 unsigned lastdist; 411 unsigned lastdist;
369 rv_vector rv; 412 rv_vector rv;
370 413
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 417 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 418 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 419 * list is also free, so encapsulate this in a while loop.
376 */ 420 */
377 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 {
378 object *tmp=ol->ob; 423 object *tmp = ol->ob;
379 424
380 /* 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
381 * itself will have been cleared. 426 * itself will have been cleared.
382 */ 427 */
383 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 ());
384 ol = ol->next; 430 ol = ol->next;
385 remove_friendly_object(tmp); 431 remove_friendly_object (tmp);
386 if (!ol) return op; 432 if (!ol)
387 } 433 return op;
434 }
388 435
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 438 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 439 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 440 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 441 * on_same_map check, as can_detect_enemy also does this
395 */ 442 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 443 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 444 continue;
398 445
399 if(lastdist>rv.distance) {
400 op=ol->ob;
401 lastdist=rv.distance;
402 }
403 }
404 for (pl=first_player; pl != NULL; pl=pl->next) {
405 if (can_detect_enemy(mon, pl->ob,&rv)) {
406
407 if(lastdist>rv.distance) { 446 if (lastdist > rv.distance)
408 op=pl->ob; 447 {
448 op = ol->ob;
409 lastdist=rv.distance; 449 lastdist = rv.distance;
450 }
410 } 451 }
411 } 452
412 } 453 for_all_players (pl)
454 if (can_detect_enemy (mon, pl->ob, &rv))
455 if (lastdist > rv.distance)
456 {
457 op = pl->ob;
458 lastdist = rv.distance;
459 }
460
413#if 0 461#if 0
414 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)");
415#endif 463#endif
416 return op; 464 return op;
417} 465}
418 466
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 469 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 483 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 484 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 485 * is probably not a good thing.
438 */ 486 */
439#define MAX_SPACES 50 487#define MAX_SPACES 50
440
441 488
442/* 489/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 490 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 491 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 492 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 505 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 506 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 507 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 508 * is blocking itself.
462 */ 509 */
510int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 511path_to_player (object *mon, object *pl, unsigned mindiff)
512{
464 rv_vector rv; 513 rv_vector rv;
465 sint16 x,y; 514 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 516 maptile *m, *lastmap;
468 517
469 get_rangevector(mon, pl, &rv, 0); 518 get_rangevector (mon, pl, &rv, 0);
470 519
471 if (rv.distance<mindiff) return 0; 520 if (rv.distance < mindiff)
472
473 x=mon->x;
474 y=mon->y;
475 m=mon->map;
476 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0;
481 while (diff >1 && max>0) {
482 lastx = x;
483 lasty = y;
484 lastmap = m;
485 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir];
487
488 mflags = get_map_flags(m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
490
491 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) {
494 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before.
496 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) {
499 /* OK - says direction should be different - lets reset the
500 * the values so it will try again.
501 */
502 x = lastx;
503 y = lasty;
504 m = lastmap;
505 dir = firstdir = rv.direction;
506 } else {
507 /* direct path is blocked - try taking a side step to
508 * either the left or right.
509 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth
514 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
516 if (i==0) continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in
519 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully
526 * moved.
527 */
528
529 x = lastx + freearr_x[absdir(lastdir+i)];
530 y = lasty + freearr_y[absdir(lastdir+i)];
531 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
536 if (mflags & P_BLOCKSVIEW) continue;
537
538 if (m == mon->map && blocked_link(mon, m, x, y)) break;
539 }
540 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path.
542 */
543 if (i==(DETOUR_AMOUNT+1))
544 return 0;
545 diff--;
546 lastdir=dir;
547 max--;
548 if (!firstdir) firstdir = dir+i;
549 } /* else check alternate directions */
550 } /* if blocked */
551 else {
552 /* we moved towards creature, so diff is less */
553 diff--;
554 max--;
555 lastdir=dir;
556 if (!firstdir) firstdir = dir;
557 }
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance.
561 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
564 }
565 if (diff>max) return 0;
566 }
567 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0;
569
570 return firstdir;
571}
572
573void give_initial_items(object *pl,treasurelist *items) {
574 object *op,*next=NULL;
575
576 if(pl->randomitems!=NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
578
579 for (op=pl->inv; op; op=next) {
580 next = op->below;
581
582 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way
584 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED);
587
588 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions
590 */
591 if (pl->type == PLAYER) {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) ||
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 }
602 }
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue;
622 }
623 if (op->nrof > 1) op->nrof = 1;
624 }
625
626 if (op->type == SPELLBOOK && op->inv) {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
628 }
629
630 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be
632 * merged properly.
633 */
634 if (need_identify(op)) {
635 SET_FLAG(op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED);
638 }
639 if(op->type==SPELL) {
640 remove_ob(op);
641 free_object(op);
642 continue;
643 }
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0;
647 op->level = 1;
648 }
649 /* lock all 'normal items by default */
650 else SET_FLAG(op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */
652
653 /* Need to set up the skill pointers */
654 link_player_skills(pl);
655}
656
657void get_name(object *op) {
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0; 521 return 0;
724}
725 522
726void confirm_password(object *op) { 523 x = mon->x;
524 y = mon->y;
525 m = mon->map;
526 dir = rv.direction;
527 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
528 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
529 /* If we can't solve it within the search distance, return now. */
530 if (diff > max)
531 return 0;
532 while (diff > 1 && max > 0)
533 {
534 lastx = x;
535 lasty = y;
536 lastmap = m;
537 x = lastx + freearr_x[dir];
538 y = lasty + freearr_y[dir];
727 539
728 op->contr->write_buf[0]='\0'; 540 mflags = get_map_flags (m, &m, x, y, &x, &y);
729 op->contr->state=ST_CONFIRM_PASSWORD; 541 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732 542
543 /* Space is blocked - try changing direction a little */
544 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
545 && (m == mon->map && blocked_link (mon, m, x, y))))
546 {
547 /* recalculate direction from last good location. Possible
548 * we were not traversing ideal location before.
549 */
550 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
551 if (rv.direction != dir)
552 {
553 /* OK - says direction should be different - lets reset the
554 * the values so it will try again.
555 */
556 x = lastx;
557 y = lasty;
558 m = lastmap;
559 dir = firstdir = rv.direction;
560 }
561 else
562 {
563 /* direct path is blocked - try taking a side step to
564 * either the left or right.
565 * Note increase the values in the loop below to be
566 * more than -1/1 respectively will mean the monster takes
567 * bigger detour. Have to be careful about these values getting
568 * too big (3 or maybe 4 or higher) as the monster may just try
569 * stepping back and forth
570 */
571 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
572 {
573 if (i == 0)
574 continue; /* already did this, so skip it */
575 /* Use lastdir here - otherwise,
576 * since the direction that the creature should move in
577 * may change, you could get infinite loops.
578 * ie, player is northwest, but monster can only
579 * move west, so it does that. It goes some distance,
580 * gets blocked, finds that it should move north,
581 * can't do that, but now finds it can move east, and
582 * gets back to its original point. lastdir contains
583 * the last direction the creature has successfully
584 * moved.
585 */
586
587 x = lastx + freearr_x[absdir (lastdir + i)];
588 y = lasty + freearr_y[absdir (lastdir + i)];
589 m = lastmap;
590 mflags = get_map_flags (m, &m, x, y, &x, &y);
591 if (mflags & P_OUT_OF_MAP)
592 continue;
593 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
594 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
595 continue;
596 if (mflags & P_BLOCKSVIEW)
597 continue;
598
599 if (m == mon->map && blocked_link (mon, m, x, y))
600 break;
601 }
602 /* go through entire loop without finding a valid
603 * sidestep to take - thus, no valid path.
604 */
605 if (i == (DETOUR_AMOUNT + 1))
606 return 0;
607 diff--;
608 lastdir = dir;
609 max--;
610 if (!firstdir)
611 firstdir = dir + i;
612 } /* else check alternate directions */
613 } /* if blocked */
614 else
615 {
616 /* we moved towards creature, so diff is less */
617 diff--;
618 max--;
619 lastdir = dir;
620 if (!firstdir)
621 firstdir = dir;
622 }
623 if (diff <= 1)
624 {
625 /* Recalculate diff (distance) because we may not have actually
626 * headed toward player for entire distance.
627 */
628 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
629 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
630 }
631 if (diff > max)
632 return 0;
633 }
634 /* If we reached the max, didn't find a direction in time */
635 if (!max)
636 return 0;
637
638 return firstdir;
639}
640
641void
642give_initial_items (object *pl, treasurelist * items)
643{
644 object *op, *next = NULL;
645
646 if (pl->randomitems != NULL)
647 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
648
649 for (op = pl->inv; op; op = next)
650 {
651 next = op->below;
652
653 /* Forces get applied per default, unless they have the
654 * flag "neutral" set. Sorry but I can't think of a better way
655 */
656 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
657 SET_FLAG (op, FLAG_APPLIED);
658
659 /* we never give weapons/armour if these cannot be used
660 * by this player due to race restrictions
661 */
662 if (pl->type == PLAYER)
663 {
664 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
665 (op->type == ARMOUR || op->type == BOOTS ||
666 op->type == CLOAK || op->type == HELMET ||
667 op->type == SHIELD || op->type == GLOVES ||
668 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
669 {
670 op->destroy ();
671 continue;
672 }
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)
682 {
683 object *tmp;
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
700 if (op->type == SPELLBOOK && op->inv)
701 {
702 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
703 }
704
705 /* Give starting characters identified, uncursed, and undamned
706 * items. Just don't identify gold or silver, or it won't be
707 * merged properly.
708 */
709 if (need_identify (op))
710 {
711 SET_FLAG (op, FLAG_IDENTIFIED);
712 CLEAR_FLAG (op, FLAG_CURSED);
713 CLEAR_FLAG (op, FLAG_DAMNED);
714 }
715 if (op->type == SPELL)
716 {
717 op->destroy ();
718 continue;
719 }
720 else if (op->type == SKILL)
721 {
722 SET_FLAG (op, FLAG_CAN_USE_SKILL);
723 op->stats.exp = 0;
724 op->level = 1;
725 }
726 /* lock all 'normal items by default */
727 else
728 SET_FLAG (op, FLAG_INV_LOCKED);
729 } /* for loop of objects in player inv */
730
731 /* Need to set up the skill pointers */
732 link_player_skills (pl);
733}
734
735void
733void get_party_password(object *op, partylist *party) { 736get_party_password (object *op, partylist *party)
737{
734 if (party == NULL) { 738 if (party == NULL)
739 {
735 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);
736 return; 741 return;
737 } 742 }
743
738 op->contr->write_buf[0]='\0'; 744 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 745 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 746 op->contr->party_to_join = party;
741 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:");
742} 748}
743
744 749
745/* 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
746int roll_stat(void) { 752roll_stat (void)
753{
747 int a[4],i,j,k; 754 int a[4], i, j, k;
748 755
749 for(i=0;i<4;i++) 756 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 757 a[i] = (int) RANDOM () % 6 + 1;
751 758
752 for(i=0,j=0,k=7;i<4;i++) 759 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 760 if (a[i] < k)
754 k=a[i],j=i; 761 k = a[i], j = i;
755 762
756 for(i=0,k=0;i<4;i++) { 763 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 764 if (i != j)
758 k+=a[i]; 765 k += a[i];
759 } 766
760 return k; 767 return k;
761} 768}
762 769
763void roll_stats(object *op) { 770void
764 int sum=0; 771object::roll_stats ()
765 int i = 0, j = 0; 772{
766 int statsort[7]; 773 int statsort [7];
767 774
775 for (;;)
768 do { 776 {
769 op->stats.Str=roll_stat(); 777 int sum = 0;
770 op->stats.Dex=roll_stat(); 778 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 779 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 780
781 if (sum >= 82 && sum <= 116)
782 break;
783 }
784
781 /* Sort the stats so that rerolling is easier... */ 785 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 786 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 787
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 788 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 789 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 790 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 791 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 792 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 793 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 794 stats.Cha = statsort[6];
809 795
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 796 stats.exp = 0;
821 op->stats.ac=0; 797 stats.ac = 0;
822 798
799 stats.hp = stats.maxhp;
800 stats.sp = stats.maxsp;
801 stats.grace = stats.maxgrace;
802
803 if (contr)
804 {
823 op->contr->levhp[1] = 9; 805 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 806 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 807 contr->levgrace[1] = 3;
826 808
827 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
828 op->stats.hp = op->stats.maxhp; 836 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 837 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 846 contr->orig_stats = stats;
847 }
832} 848}
833 849
834void Roll_Again(object *op) 850static void
851start_info (object *op)
835{ 852{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 853 char buf[MAX_BUF];
844 854
845 if ( op->contr->Swap_First == -1 ) { 855 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 856 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 857 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 858 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 859}
953 860
954/* This function takes the key that is passed, and does the 861/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 862 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 863 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 864 * separate race and class; this actually changes the RACE,
958 * not the class. 865 * not the class.
959 */ 866 */
960 867int
961int key_change_class(object *op, char key) 868key_change_class (object *op, char key)
962{ 869{
963 int tmp_loop; 870 int tmp_loop;
964 871
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 872 if (key == 'd' || key == 'D')
873 {
971 char buf[MAX_BUF]; 874 char buf[MAX_BUF];
972 875
973 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 877 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 878
879 treasurelist *tl = find_treasurelist ("starting_wealth");
880 if (tl)
881 create_treasure (tl, op, 0, 0, 0);
882
977 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, op->contr);
979 885
980 op->contr->state=ST_PLAYING; 886 op->contr->ns->state = ST_PLAYING;
981 887
982 if (op->msg) { 888 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 889 op->msg = NULL;
985 }
986 890
987 /* 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
988 * to save here. 892 * to save here.
989 */ 893 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 894 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 895 make_path_to_file (buf);
992 896
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 897 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 898 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 899 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 900 link_player_skills (op);
1000 esrv_send_inventory(op, op); 901 esrv_send_inventory (op, op);
1001 fix_player(op); 902 op->update_stats ();
1002 903
1003 /* This moves the player to a different start map, if there 904 /* This moves the player to a different start map, if there
1004 * is one for this race 905 * is one for this race
1005 */ 906 */
1006 if(*first_map_ext_path) { 907 if (*first_map_ext_path)
908 {
1007 object *tmp; 909 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 910 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 911
1011 first_map_ext_path, op->arch->name); 912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 913 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 914 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 915 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 916 EXIT_Y (tmp) = op->y;
1016 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;
1017 * if the map isn't there, then stay on the 918 * if the map isn't there, then stay on the
1018 * default initial map */ 919 * default initial map */
1019 free_object(tmp); 920 tmp->destroy ();
921 }
1020 } else { 922 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 923 LOG (llevDebug, "first_map_ext_path not set\n");
1022 }
1023 return 0;
1024 }
1025 924
925 return 0;
926 }
927
1026 /* Following actually changes the race - this is the default command 928 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 929 * if we don't match with one of the options above.
1028 */ 930 */
1029 931
1030 tmp_loop = 0; 932 tmp_loop = 0;
1031 while(!tmp_loop) { 933 while (!tmp_loop)
1032 const char *name = add_string (op->name); 934 {
935 shstr name = op->name;
1033 int x = op->x, y = op->y; 936 int x = op->x, y = op->y;
1034 remove_statbonus(op); 937
1035 remove_ob (op); 938 op->remove_statbonus ();
939 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 940 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 941 op->arch->clone.copy_to (op);
1038 op->instantiate (); 942 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 943 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 944 op->name = op->name_pl = name;
1041 op->name = name; 945 op->x = x;
1042 free_string(op->name_pl); 946 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 947 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 948 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 949 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 950 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 951 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 952 }
953
1055 update_object(op,UP_OBJ_FACE); 954 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 955 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 956 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 957 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 958 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 959 op->stats.grace = 0;
960
1061 if (op->msg) 961 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 962 new_draw_info (NDI_BLUE, 0, op, op->msg);
963
1063 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");
1064 return 0; 965 return 0;
1065} 966}
1066 967
1067int key_confirm_quit(object *op, char key) 968void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 969flee_player (object *op)
970{
1113 int dir,diff; 971 int dir, diff;
1114 rv_vector rv; 972 rv_vector rv;
1115 973
1116 if(op->stats.hp < 0) { 974 if (op->stats.hp < 0)
975 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 976 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 977 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 978 return;
1120 } 979 }
1121 980
1122 if(op->enemy==NULL) { 981 if (op->enemy == NULL)
982 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 983 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 984 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 985 return;
1126 } 986 }
1127 987
1128 /* Seen some crashes here. Since we don't store an 988 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 989 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 990 * actual enemy, and the object is recycled.
1131 */ 991 */
1132 if (op->enemy->map == NULL) { 992 if (op->enemy->map == NULL)
993 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 994 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 995 op->enemy = NULL;
1135 return; 996 return;
1136 } 997 }
1137 998
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 999 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1000 {
1139 op->enemy=NULL; 1001 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1002 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1003 return;
1142 } 1004 }
1005
1143 get_rangevector(op, op->enemy, &rv, 0); 1006 get_rangevector (op, op->enemy, &rv, 0);
1144 1007
1145 dir=absdir(4+rv.direction); 1008 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1009 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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)))
1014 return;
1015 }
1016
1153 /* Cornered, get rid of scared */ 1017 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1019 op->enemy = NULL;
1156} 1020}
1157 1021
1158 1022
1159/* 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.
1160 * 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
1161 * stop. 1025 * stop.
1162 */ 1026 */
1027int
1163int check_pick(object *op) { 1028check_pick (object *op)
1029{
1164 object *tmp, *next; 1030 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1031 int stop = 0;
1167 int j, k, wvratio; 1032 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1033 char putstring[128], tmpstr[16];
1169 1034
1170
1171 /* if you're flying, you cna't pick up anything */ 1035 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1036 if (op->move_type & MOVE_FLYING)
1173 return 1; 1037 return 1;
1174 1038
1175 op_tag = op->count;
1176
1177 next = op->below; 1039 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1040
1181 /* 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
1182 * destroyed */ 1042 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1043 while (next && !next->destroyed ())
1184 { 1044 {
1185 tmp = next; 1045 tmp = next;
1186 next = tmp->below; 1046 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1047
1190 if (was_destroyed (op, op_tag)) 1048 if (op->destroyed ())
1191 return 0; 1049 return 0;
1192 1050
1193 if ( ! can_pick (op, tmp)) 1051 if (!can_pick (op, tmp))
1194 continue; 1052 continue;
1195 1053
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1054 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1055 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1056 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1057 pick_up (op, tmp);
1200 continue; 1058 continue;
1201 } 1059 }
1202 1060
1203 /* high not bit set? We're using the old autopickup model */ 1061 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1062 if (!(op->contr->mode & PU_NEWMODE))
1063 {
1205 switch (op->contr->mode) { 1064 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1065 {
1207 case 1: pick_up (op, tmp); 1066 case 0:
1208 return 1; 1067 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1068 case 1:
1210 return 0; 1069 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1070 return 1;
1212 case 4: pick_up (op, tmp); 1071 case 2:
1213 break; 1072 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1073 return 0;
1215 stop = 1; 1074 case 3:
1216 break; 1075 return 0; /* stop before pickup */
1217 case 6: 1076 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1077 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1078 break;
1220 pick_up(op, tmp); 1079 case 5:
1221 break; 1080 pick_up (op, tmp);
1081 stop = 1;
1082 break;
1083 case 6:
1084 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1085 pick_up (op, tmp);
1086 break;
1222 1087
1223 case 7: 1088 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1089 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1090 pick_up (op, tmp);
1226 break; 1091 break;
1227 1092
1228 default: 1093 default:
1229 /* use value density */ 1094 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1095 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1096 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1097 pick_up (op, tmp);
1233 >= op->contr->mode) 1098 }
1234 pick_up(op,tmp); 1099 }
1235 } 1100 else
1236 } 1101 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1102 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1103 if (op->contr->mode & PU_DEBUG)
1240 { 1104 {
1241 /* some debugging code to figure out item information */ 1105 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1106 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1108 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1109 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type, 1111 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1112
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1113 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 }
1251 1115
1252 sprintf(putstring,"...flags: "); 1116 /* philosophy:
1253 for(k=0;k<4;k++) 1117 * It's easy to grab an item type from a pile, as long as it's
1254 { 1118 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1119 * and selections, select-items should be used. This is a
1256 { 1120 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1121 * example.
1258 { 1122 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1123 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1124 * convert to decimal and then 'pickup <#>
1261 } 1125 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1352#if 0
1267 /* print the flags too */ 1353 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1354 if (tmp->name != NULL)
1269 { 1355 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1356 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1357 }
1272 { 1358 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1359 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1360 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1361 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1362#endif
1363 continue;
1364 }
1365 }
1366 } /* the new pickup model */
1279 } 1367 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1368
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1369 return !stop;
1443} 1370}
1444 1371
1445/* 1372/*
1446 * Find an arrow in the inventory and after that 1373 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1374 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1375 * found object is returned.
1449 */ 1376 */
1377object *
1450object *find_arrow(object *op, const char *type) 1378find_arrow (object *op, const char *type)
1451{ 1379{
1452 object *tmp = NULL; 1380 object *tmp = NULL;
1453 1381
1454 for(op=op->inv; op; op=op->below) 1382 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1383 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1384 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1385 else if (op->type == ARROW && op->race == type)
1459 return op; 1386 return op;
1460 return tmp; 1387 return tmp;
1461} 1388}
1462 1389
1463/* 1390/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1395 */
1469 1396
1397object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1398find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1399{
1472 object *tmp = NULL, *arrow, *ntmp; 1400 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1401 int attacknum, attacktype, betterby = 0, i;
1474 1402
1475 if (!type) 1403 if (!type)
1476 return NULL; 1404 return NULL;
1477 1405
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1406 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1407 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1408 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1409 {
1410 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1411 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1412 if (i > betterby)
1484 tmp = ntmp; 1413 {
1485 betterby = i; 1414 tmp = ntmp;
1486 } 1415 betterby = i;
1416 }
1417 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1418 else if (arrow->type == ARROW && arrow->race == type)
1419 {
1488 /* allways prefer assasination/slaying */ 1420 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1421 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1422 {
1491 if (arrow->attacktype & AT_DEATH) { 1423 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1424 {
1493 return arrow; 1425 *better = 100;
1494 } else { 1426 return arrow;
1495 tmp = arrow; 1427 }
1428 else
1429 {
1430 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1431 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1432 }
1498 } else { 1433 }
1434 else
1435 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 {
1500 attacktype = 1<<attacknum; 1438 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1441 {
1442 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1505 } 1444 }
1506 } 1445 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1447 {
1448 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1449 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1450 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1451 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1452 {
1453 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1454 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1455 }
1456 }
1457 }
1515 } 1458 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1459 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1460 return find_arrow (op, type);
1520 1461
1521 *better = betterby; 1462 *better = betterby;
1522 return tmp; 1463 return tmp;
1523} 1464}
1524 1465
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1468 * op = the shooter
1528 * type = bow->race 1469 * type = bow->race
1529 * dir = fire direction 1470 * dir = fire direction
1530 */ 1471 */
1531 1472
1473object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1474pick_arrow_target (object *op, const char *type, int dir)
1533{ 1475{
1534 object *tmp = NULL; 1476 object *tmp = NULL;
1535 mapstruct *m; 1477 maptile *m;
1536 int i, mflags, found, number; 1478 int i, mflags, found, number;
1537 sint16 x, y; 1479 sint16 x, y;
1538 1480
1539 if (op->map == NULL) 1481 if (op->map == NULL)
1540 return find_arrow(op, type); 1482 return find_arrow (op, type);
1541 1483
1542 /* do a dex check */ 1484 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1485 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1486 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1487 return find_arrow (op, type);
1546 1488
1547 m = op->map; 1489 m = op->map;
1548 x = op->x; 1490 x = op->x;
1549 y = op->y; 1491 y = op->y;
1550 1492
1551 /* find the first target */ 1493 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1494 for (i = 0, found = 0; i < 20; i++)
1495 {
1553 x += freearr_x[dir]; 1496 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1497 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1498 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1499 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1500 {
1557 tmp = NULL; 1501 tmp = NULL;
1558 break; 1502 break;
1503 }
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1504 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1505 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1506 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1507 * perhaps a bad assumption.
1562 */ 1508 */
1563 tmp = NULL; 1509 tmp = NULL;
1564 break; 1510 break;
1565 } 1511 }
1566 if (mflags & P_IS_ALIVE) { 1512 if (mflags & P_IS_ALIVE)
1513 {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1514 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1515 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1516 {
1570 break; 1517 found++;
1571 } 1518 break;
1519 }
1572 if (found) 1520 if (found)
1573 break; 1521 break;
1574 } 1522 }
1575 } 1523 }
1576 if (tmp == NULL) 1524 if (tmp == NULL)
1577 return find_arrow(op, type); 1525 return find_arrow (op, type);
1578 1526
1579 if (tmp->head) 1527 if (tmp->head)
1580 tmp = tmp->head; 1528 tmp = tmp->head;
1581 1529
1582 return find_better_arrow(op, tmp, type, &i); 1530 return find_better_arrow (op, tmp, type, &i);
1583} 1531}
1584 1532
1585/* 1533/*
1586 * Creature fires a bow - op can be monster or player. Returns 1534 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1535 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1538 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1541 * player fire modes.
1594 */ 1542 */
1543int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1545{
1598 object *left, *bow; 1546 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1547 int bowspeed, mflags;
1601 mapstruct *m; 1548 maptile *m;
1602 1549
1603 if (!dir) { 1550 if (!dir)
1551 {
1604 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!");
1605 return 0; 1553 return 0;
1606 } 1554 }
1555
1607 if (op->type == PLAYER) 1556 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1557 bow = op->contr->ranges[range_bow];
1609 else { 1558 else
1559 {
1610 for(bow=op->inv; bow; bow=bow->below) 1560 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1563 */
1614 if(bow->type==BOW) 1564 if (bow->type == BOW)
1615 break; 1565 break;
1616 1566
1617 if (!bow) { 1567 if (!bow)
1568 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1569 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1570 return 0;
1620 } 1571 }
1621 } 1572 }
1573
1622 if( !bow->race || !bow->skill) { 1574 if (!bow->race || !bow->skill)
1575 {
1623 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);
1624 return 0; 1577 return 0;
1625 } 1578 }
1626 1579
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1581
1629 /* penalize ROF for bestarrow */ 1582 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1632 if (bowspeed < 1) 1586 if (bowspeed < 1)
1633 bowspeed = 1; 1587 bowspeed = 1;
1634 1588
1635 if (arrow == NULL) { 1589 if (arrow == NULL)
1590 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1591 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 {
1637 if (op->type == PLAYER) 1593 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1594 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1595 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1596 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1597 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1598 return 0;
1644 } 1599 }
1645 } 1600 }
1601
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1602 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1603 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1604 return 0;
1649 } 1605
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1606 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1607 {
1651 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.");
1652 return 0; 1609 return 0;
1653 } 1610 }
1654 1611
1655 /* this should not happen, but sometimes does */ 1612 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1613 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1614 {
1615 arrow->destroy ();
1616 return 0;
1617 }
1661 1618
1662 left = arrow; /* these are arrows left to the player */ 1619 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1620 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1621 if (!arrow)
1622 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1623 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race); 1624 return 0;
1668 return 0;
1669 } 1625 }
1670 set_owner(arrow, op); 1626
1671 if (arrow->skill) free_string(arrow->skill); 1627 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1628 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1629 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1630
1678 if (op->type == PLAYER) { 1631 if (op->type == PLAYER)
1632 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1633 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1634 op->update_stats ();
1681 } 1635 }
1682 1636
1683 SET_ANIMATION(arrow, arrow->direction); 1637 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1638 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1639 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1640 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1641 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1689 1643
1690 /* Note that this was different for monsters - they got their level 1644 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1646 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1650 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1651 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1653
1704 if (arrow->speed < 1.0) 1654 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1655 arrow->speed_left = 0;
1708 1656
1709 if (op->type == PLAYER) { 1657 if (op->type == PLAYER)
1658 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1659 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1660 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1662
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1663 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1664 }
1665 else
1666 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1668 arrow->level = op->level;
1721 } 1669 }
1670
1722 if (arrow->attacktype == AT_PHYSICAL) 1671 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1672 arrow->attacktype |= bow->attacktype;
1673
1724 if (bow->slaying != NULL) 1674 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1675 arrow->slaying = bow->slaying;
1726 1676
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1677 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1678 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1679
1731 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);
1732 tag = arrow->count; 1681 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1682
1735 if (!was_destroyed(arrow, tag)) 1683 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1684 move_arrow (arrow);
1737 1685
1738 if (op->type == PLAYER) { 1686 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1687 {
1688 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1689 esrv_del_item (op->contr, left->count);
1741 else 1690 else
1742 esrv_send_item(op, left); 1691 esrv_send_item (op, left);
1743 } 1692 }
1693
1744 return 1; 1694 return 1;
1745} 1695}
1746 1696
1747/* Special fire code for players - this takes into 1697/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1698 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1699 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1700 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1701 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1702 * hence the function name.
1753 */ 1703 */
1704int
1754int player_fire_bow(object *op, int dir) 1705player_fire_bow (object *op, int dir)
1755{ 1706{
1756 int ret=0, wcmod=0; 1707 int ret = 0, wcmod = 0;
1757 1708
1758 if (op->contr->bowtype == bow_bestarrow) { 1709 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1710 {
1760 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);
1761 dir, 0, op->x, op->y); 1712 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1715 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1716 wcmod = -1;
1717
1765 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);
1766 op->x, op->y); 1719 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1720 else if (op->contr->bowtype == bow_threewide)
1721 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1726 else if (op->contr->bowtype == bow_spreadshot)
1727 {
1772 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);
1773 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);
1774 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);
1775 1731
1776 } else { 1732 }
1733 else
1734 {
1777 /* Simple case */ 1735 /* Simple case */
1778 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);
1779 } 1737 }
1780 return ret; 1738 return ret;
1781} 1739}
1782 1740
1783 1741
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1742/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1743 * Broken apart from 'fire' to keep it more readable.
1786 */ 1744 */
1745void
1787void fire_misc_object(object *op, int dir) 1746fire_misc_object (object *op, int dir)
1788{ 1747{
1789 object *item; 1748 object *item;
1790 1749
1791 if (!op->contr->ranges[range_misc]) { 1750 if (!op->contr->ranges[range_misc])
1751 {
1792 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.");
1793 return; 1753 return;
1794 } 1754 }
1795 1755
1796 item = op->contr->ranges[range_misc]; 1756 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1757 if (!item->inv)
1758 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1759 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1760 return;
1800 } 1761 }
1801 if (item->type == WAND) { 1762 if (item->type == WAND)
1763 {
1802 if(item->stats.food<=0) { 1764 if (item->stats.food <= 0)
1765 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1766 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1767 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1768 return;
1806 } 1769 }
1770 }
1807 } else if (item->type == ROD || item->type==HORN) { 1771 else if (item->type == ROD || item->type == HORN)
1772 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1775 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1776 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op, 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1778 else
1813 else 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1780 return;
1817 } 1781 }
1818 } 1782 }
1819 1783
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1784 if (cast_spell (op, item, dir, item->inv, NULL))
1785 {
1821 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 */
1822 if (item->type == WAND) { 1787 if (item->type == WAND)
1788 {
1823 if (!(--item->stats.food)) { 1789 if (!(--item->stats.food))
1824 object *tmp; 1790 {
1825 if (item->arch) { 1791 object *tmp;
1792
1793 if (item->arch)
1794 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1795 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1796 item->face = item->arch->clone.face;
1828 item->speed = 0; 1797 item->set_speed (0);
1829 update_ob_speed(item); 1798 }
1830 } 1799
1831 if ((tmp=is_player_inv(item))) 1800 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1801 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1802 }
1834 } 1803 }
1835 else if (item->type == ROD || item->type==HORN) { 1804 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1805 drain_rod_charge (item);
1837 }
1838 } 1806 }
1839} 1807}
1840 1808
1841/* Received a fire command for the player - go and do it. 1809/* Received a fire command for the player - go and do it.
1842 */ 1810 */
1811void
1843void fire(object *op,int dir) { 1812fire (object *op, int dir)
1813{
1844 int spellcost=0; 1814 int spellcost = 0;
1845 1815
1846 /* check for loss of invisiblity/hide */ 1816 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1817 if (action_makes_visible (op))
1818 make_visible (op);
1848 1819
1849 switch(op->contr->shoottype) { 1820 switch (op->contr->shoottype)
1821 {
1850 case range_none: 1822 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1823 return;
1887 default: 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.");
1852 return;
1853 }
1854
1855 do_skill (op, op, op->chosen_skill, dir, NULL);
1856 return;
1857 case range_builder:
1858 apply_map_builder (op, dir);
1859 return;
1860 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1861 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1862 return;
1890 } 1863 }
1891} 1864}
1892 1865
1893 1866
1894 1867
1901 * inv is the objects inventory to searched 1874 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1875 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1876 * This function can be called recursively to search containers.
1904 */ 1877 */
1905 1878
1879object *
1906object * find_key(object *pl, object *container, object *door) 1880find_key (object *pl, object *container, object *door)
1907{ 1881{
1908 object *tmp,*key; 1882 object *tmp, *key;
1909 1883
1910 /* Should not happen, but sanity checking is never bad */ 1884 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1885 if (container->inv == NULL)
1886 return NULL;
1912 1887
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1889 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1890 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1891 if (door->type == DOOR && tmp->type == KEY)
1892 break;
1916 /* For sanity, we should really check door type, but other stuff 1893 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1894 * (like containers) can be locked with special keys
1918 */ 1895 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1896 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1897 break;
1921 } 1898 }
1922 /* No key found - lets search inventories now */ 1899 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1902 * a key, return
1926 */ 1903 */
1927 if (!tmp) { 1904 if (!tmp)
1905 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1906 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1907 {
1929 /* No reason to search empty containers */ 1908 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1909 if (tmp->type == CONTAINER && tmp->inv)
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1910 {
1911 if ((key = find_key (pl, tmp, door)) != NULL)
1912 return key;
1913 }
1914 }
1915 if (!tmp)
1916 return NULL;
1932 } 1917 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1919 * see if we actually want to use it
1938 */ 1920 */
1939 if (pl!=container) { 1921 if (pl != container)
1922 {
1940 /* Only let players use keys in containers */ 1923 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1924 if (!pl->contr)
1925 return NULL;
1942 /* cases where this fails: 1926 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1927 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1928 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1929 * If the container is not active, return now since only active
1946 * containers can be used. 1930 * containers can be used.
1947 * If we only search keyrings and the container does not have 1931 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1932 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1933 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1934 * inv must have been an container and must have been active.
1951 * 1935 *
1952 * Change the color so that the message doesn't disappear with 1936 * Change the color so that the message doesn't disappear with
1953 * all the others. 1937 * all the others.
1954 */ 1938 */
1955 if (pl->contr->usekeys == key_inventory || 1939 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1940 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1941 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1942 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1943 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1945 return NULL;
1964 } 1946 }
1965 } 1947 }
1966 return tmp; 1948 return tmp;
1967} 1949}
1968 1950
1969/* moved door processing out of move_player_attack. 1951/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1952 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1953 * such that the caller should not do anything more,
1972 * 0 otherwise 1954 * 0 otherwise
1973 */ 1955 */
1956static int
1974static int player_attack_door(object *op, object *door) 1957player_attack_door (object *op, object *door)
1975{ 1958{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1961 * otherwise, we fall through to the rest of the code.
1980 */ 1962 */
1981 object *key=find_key(op, op, door); 1963 object *key = find_key (op, op, door);
1982 1964
1983 /* IF we found a key, do some extra work */ 1965 /* IF we found a key, do some extra work */
1984 if (key) { 1966 if (key)
1967 {
1985 object *container=key->env; 1968 object *container = key->env;
1986 1969
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1971 if (action_makes_visible (op))
1972 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 1975 if (door->type == DOOR)
1976 {
1991 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 */
1992 } 1978 }
1993 else if(door->type==LOCKED_DOOR) { 1979 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1980 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 1982 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1983 }
1998 /* Do this after we print the message */ 1984 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1985 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1986 /* Need to update the weight the container the key was in */
2001 if (container != op) 1987 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1988 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1989 return 1; /* Nothing more to do below */
1990 }
2004 } else if (door->type==LOCKED_DOOR) { 1991 else if (door->type == LOCKED_DOOR)
1992 {
2005 /* Might as well return now - no other way to open this */ 1993 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1994 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1995 return 1;
2008 } 1996 }
2009 return 0; 1997 return 0;
2010} 1998}
2011 1999
2012/* This function is just part of a breakup from move_player. 2000/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2001 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2002 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2003 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2004 * going to try and move (not fire weapons).
2017 */ 2005 */
2018 2006void
2019void move_player_attack(object *op, int dir) 2007move_player_attack (object *op, int dir)
2020{ 2008{
2021 object *tmp, *mon; 2009 object *tmp, *mon;
2022 sint16 nx, ny; 2010 sint16 nx, ny;
2023 int on_battleground; 2011 int on_battleground;
2024 mapstruct *m; 2012 maptile *m;
2025 2013
2026 nx=freearr_x[dir]+op->x; 2014 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2015 ny = freearr_y[dir] + op->y;
2028 2016
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2017 on_battleground = op_on_battleground (op, 0, 0);
2030 2018
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 2022 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2023 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2024 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2025 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2026 * move_ob uses.
2039 */ 2027 */
2040 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))
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) {
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 }
2045 else m =op->map;
2046 2029 {
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2030 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2031 {
2032 m = op->map->xy_find (nx, ny);
2033 if (!m)
2034 return; /* Don't think this should happen */
2035 }
2036 else
2037 m = op->map;
2038
2039 if (!(tmp = m->at (nx, ny).bot))
2049 return; 2040 return;
2050 }
2051 2041
2052 mon = NULL; 2042 mon = 0;
2053 /* Go through all the objects, and find ones of interest. Only stop if 2043 /* Go through all the objects, and find ones of interest. Only stop if
2054 * we find a monster - that is something we know we want to attack. 2044 * we find a monster - that is something we know we want to attack.
2055 * if its a door or barrel (can roll) see if there may be monsters 2045 * if its a door or barrel (can roll) see if there may be monsters
2056 * on the space 2046 * on the space
2057 */ 2047 */
2058 while (tmp!=NULL) { 2048 while (tmp)
2049 {
2059 if (tmp == op) { 2050 if (tmp == op)
2060 tmp=tmp->above; 2051 {
2061 continue; 2052 tmp = tmp->above;
2062 } 2053 continue;
2054 }
2055
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2056 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2064 mon = tmp; 2057 {
2065 break; 2058 mon = tmp;
2066 } 2059 break;
2060 }
2061
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2062 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2068 mon = tmp; 2063 mon = tmp;
2064
2069 tmp=tmp->above; 2065 tmp = tmp->above;
2070 } 2066 }
2071 2067
2072 if (mon==NULL) /* This happens anytime the player tries to move */ 2068 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */ 2069 return; /* into a wall */
2074 2070
2075 if(mon->head != NULL) 2071 if (mon->head)
2076 mon = mon->head; 2072 mon = mon->head;
2077 2073
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2074 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door(op, mon)) return; 2075 if (player_attack_door (op, mon))
2076 return;
2080 2077
2081 /* The following deals with possibly attacking peaceful 2078 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered 2079 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the 2080 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that 2081 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently, 2082 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them. 2083 * and thus will not push them.
2087 */ 2084 */
2088 2085
2089 /* If the creature is a pet, push it even if the player is not 2086 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the 2087 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive. 2088 * player owns it and it is either friendly or unagressive.
2092 */ 2089 */
2093 if ((op->type==PLAYER) 2090 if ((op->type == PLAYER)
2094#if COZY_SERVER 2091#if COZY_SERVER
2095 && 2092 &&
2096 ( 2093 ((mon->owner && mon->owner->contr
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2094 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099 || get_owner(mon) == op
2100 )
2101#else 2095#else
2102 && get_owner(mon)==op 2096 && mon->owner == op
2103#endif 2097#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2098 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2105 { 2099 {
2106 /* If we're braced, we don't want to switch places with it */ 2100 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return; 2101 if (op->contr->braced)
2102 return;
2103
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2104 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op); 2105 (void) push_ob (mon, dir, op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op); 2106 if (op->contr->tmp_invis || op->hide)
2107 make_visible (op);
2108
2111 return; 2109 return;
2112 } 2110 }
2113 2111
2114 /* in certain circumstances, you shouldn't attack friendly 2112 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push 2113 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't 2114 * someone, but put it inside this loop so that you won't
2117 * attack them either. 2115 * attack them either.
2118 */ 2116 */
2119 if ((mon->type==PLAYER || mon->enemy != op) && 2117 if ((mon->type == PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2118 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2121 (
2122#ifdef PROHIBIT_PLAYERKILL 2119#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2120 (op->contr->peaceful
2121 || (mon->type == PLAYER
2122 && mon->contr->
2123 peaceful)) &&
2124#else 2124#else
2125 op->contr->peaceful && 2125 op->contr->peaceful &&
2126#endif 2126#endif
2127 !on_battleground 2127 !on_battleground))
2128 {
2129 if (!op->contr->braced)
2128 )) { 2130 {
2129 if (!op->contr->braced) {
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2131 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2131 (void) push_ob(mon,dir,op); 2132 push_ob (mon, dir, op);
2132 } else { 2133 }
2134 else
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2135 new_draw_info (0, 0, op, "You withhold your attack");
2134 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2136
2137 if (op->contr->tmp_invis || op->hide)
2138 make_visible (op);
2139 }
2140
2138 /* If the object is a boulder or other rollable object, then 2141 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2142 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2143 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2144 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2145 {
2142 recursive_roll(mon,dir,op); 2146 recursive_roll (mon, dir, op);
2143 if(action_makes_visible(op)) make_visible(op); 2147 if (action_makes_visible (op))
2144 } 2148 make_visible (op);
2149 }
2145 2150
2146 /* Any generic living creature. Including things like doors. 2151 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points 2152 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following: 2153 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note 2154 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen. 2155 * that party_number -1 is no party, so attacks can still happen.
2151 */ 2156 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2157 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL || 2158 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2155 op->contr->party!=mon->contr->party))) { 2159 {
2156 2160
2157 /* If the player hasn't hit something this tick, and does 2161 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing 2162 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically 2163 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset. 2164 * incurred a 1 tick offset.
2161 */ 2165 */
2162 if (!op->contr->has_hit) { 2166 if (!op->contr->has_hit)
2167 {
2163 op->speed_left += op->speed / op->contr->weapon_sp; 2168 op->speed_left += op->speed / op->contr->weapon_sp;
2164 2169
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2170 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2171 }
2167 2172
2168 skill_attack(mon, op, 0, NULL, NULL); 2173 skill_attack (mon, op, 0, 0, 0);
2169 2174
2170 /* If attacking another player, that player gets automatic 2175 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either. 2176 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is 2177 * Disable hitback on the battleground or if the target is
2173 * the wiz. 2178 * the wiz.
2174 */ 2179 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2180 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2181 {
2177 short luck = mon->stats.luck; 2182 short luck = mon->stats.luck;
2183
2178 mon->contr->has_hit = 1; 2184 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL); 2185 skill_attack (op, mon, 0, 0, 0);
2180 mon->stats.luck = luck; 2186 mon->stats.luck = luck;
2181 } 2187 }
2182 if(action_makes_visible(op)) make_visible(op); 2188
2183 } 2189 if (action_makes_visible (op))
2190 make_visible (op);
2191 }
2184 } /* if player should attack something */ 2192 } /* if player should attack something */
2185} 2193}
2186 2194
2195int
2187int move_player(object *op,int dir) { 2196move_player (object *op, int dir)
2197{
2188 int pick; 2198 int pick;
2189 2199
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2200 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if(op->contr->fire_on) {
2208 fire(op,dir);
2209 }
2210 else move_player_attack(op,dir);
2211
2212 pick = check_pick(op);
2213
2214
2215 /* Add special check for newcs players and fire on - this way, the
2216 * server can handle repeat firing.
2217 */
2218 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2219 op->direction = dir;
2220 } else {
2221 op->direction=0;
2222 }
2223 /* Update how the player looks. Use the facing, so direction may
2224 * get reset to zero. This allows for full animation capabilities
2225 * for players.
2226 */
2227 animate_object(op, op->facing);
2228 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;
2229} 2243}
2230 2244
2231/* 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
2232 * new client/server stuff. 2246 * new client/server stuff.
2233 * 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
2234 * the new speed values for commands. 2248 * the new speed values for commands.
2235 * 2249 *
2236 * Returns true if there are more actions we can do. 2250 * Returns true if there are more actions we can do.
2237 */ 2251 */
2252int
2238int handle_newcs_player(object *op) 2253handle_newcs_player (object *op)
2239{ 2254{
2240 if (op->contr->hidden) { 2255 if (op->contr->hidden)
2256 {
2241 op->invisible = 1000; 2257 op->invisible = 1000;
2242 /* the socket code flashes the player visible/invisible 2258 /* the socket code flashes the player visible/invisible
2243 * depending on the value of invisible, so we need to 2259 * depending on the value of invisible, so we need to
2244 * alternate it here for it to work correctly. 2260 * alternate it here for it to work correctly.
2245 */ 2261 */
2246 if (pticks & 2) op->invisible--; 2262 if (pticks & 2)
2263 op->invisible--;
2247 } 2264 }
2248 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2265 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2266 {
2249 op->invisible--; 2267 op->invisible--;
2250 if(!op->invisible) { 2268 if (!op->invisible)
2269 {
2251 make_visible(op); 2270 make_visible (op);
2252 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.");
2253 } 2272 }
2254 } 2273 }
2255 2274
2256 if (QUERY_FLAG(op, FLAG_SCARED)) { 2275 if (QUERY_FLAG (op, FLAG_SCARED))
2276 {
2257 flee_player(op); 2277 flee_player (op);
2258 /* 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 */
2259 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2260 op->speed_left--; 2281 op->speed_left--;
2261 return 0; 2282 return 0;
2262 } 2283 }
2263 } 2284 }
2264 2285
2265 /* 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
2266 * 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
2267 * 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
2268 * 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.
2269 */ 2290 */
2270 if (op->contr->ranges[range_golem] && 2291 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2271 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2272 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2273 op->contr->ranges[range_golem] = NULL; 2292 op->contr->ranges[range_golem] = 0;
2274 op->contr->golem_count = 0;
2275 }
2276 2293
2277 /* 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
2278 * the players time has been increased when doericserver has been 2295 * the players time has been increased when doericserver has been
2279 * called, so we recheck it here. 2296 * called, so we recheck it here.
2280 */ 2297 */
2281 HandleClient(&op->contr->socket, op->contr); 2298 if (op->contr->ns->handle_command ())
2282 if (op->speed_left<0) return 0; 2299 return 1;
2283 2300
2301 if (op->speed_left > 0)
2302 {
2284 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2303 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2304 {
2285 /* All move commands take 1 tick, at least for now */ 2305 /* All move commands take 1 tick, at least for now */
2286 op->speed_left--; 2306 op->speed_left--;
2287 2307
2288 /* Instead of all the stuff below, let move_player take care 2308 /* Instead of all the stuff below, let move_player take care
2289 * 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
2290 * there, as well as the confusion stuff. 2310 * there, as well as the confusion stuff.
2291 */ 2311 */
2292 move_player(op, op->direction); 2312 move_player (op, op->direction);
2293 if (op->speed_left>0) return 1; 2313
2314 return op->speed_left > 0;
2315 }
2316 }
2317
2294 else return 0; 2318 return 0;
2295 } 2319}
2320
2321int
2322save_life (object *op)
2323{
2324 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2296 return 0; 2325 return 0;
2297}
2298 2326
2299int save_life(object *op) {
2300 object *tmp;
2301
2302 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2303 return 0;
2304
2305 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2327 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2306 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2328 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2329 {
2307 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);
2308 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));
2309 "Your %s vibrates violently, then evaporates.", 2332
2310 query_name(tmp));
2311 if (op->contr) 2333 if (op->contr)
2312 esrv_del_item(op->contr, tmp->count); 2334 esrv_del_item (op->contr, tmp->count);
2313 remove_ob(tmp); 2335
2314 free_object(tmp); 2336 tmp->destroy ();
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2337 CLEAR_FLAG (op, FLAG_LIFESAVE);
2338
2316 if(op->stats.hp<0) 2339 if (op->stats.hp < 0)
2317 op->stats.hp = op->stats.maxhp; 2340 op->stats.hp = op->stats.maxhp;
2341
2318 if(op->stats.food<0) 2342 if (op->stats.food < 0)
2319 op->stats.food = 999; 2343 op->stats.food = 999;
2320 fix_player(op); 2344
2345 op->update_stats ();
2321 return 1; 2346 return 1;
2322 } 2347 }
2348
2323 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2349 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2324 CLEAR_FLAG(op, FLAG_LIFESAVE); 2350 CLEAR_FLAG (op, FLAG_LIFESAVE);
2325 enter_player_savebed(op); /* bring him home. */ 2351 enter_player_savebed (op); /* bring him home. */
2326 return 0; 2352 return 0;
2327} 2353}
2328 2354
2329/* 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
2330 * 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
2331 * 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
2332 * from. 2358 * from.
2333 */ 2359 */
2360void
2334void remove_unpaid_objects(object *op, object *env) 2361remove_unpaid_objects (object *op, object *env)
2335{ 2362{
2336 object *next; 2363 object *next;
2337 2364
2338 while (op) { 2365 while (op)
2339 next=op->below; /* Make sure we have a good value, in case 2366 {
2340 * we remove object 'op' 2367 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2341 */ 2368
2342 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2369 if (QUERY_FLAG (op, FLAG_UNPAID))
2343 remove_ob(op); 2370 {
2344 op->x = env->x;
2345 op->y = env->y;
2346 if (env->type == PLAYER) 2371 if (env->type == PLAYER)
2347 esrv_del_item(env->contr, op->count); 2372 esrv_del_item (env->contr, op->count);
2348 insert_ob_in_map(op, env->map, NULL,0);
2349 }
2350 else if (op->inv) remove_unpaid_objects(op->inv, env);
2351 op=next;
2352 }
2353}
2354 2373
2374 op->insert_at (env);
2375 }
2376 else if (op->inv)
2377 remove_unpaid_objects (op->inv, env);
2378
2379 op = next;
2380 }
2381}
2355 2382
2356/* 2383/*
2357 * Returns pointer a static string containing gravestone text 2384 * Returns pointer a static string containing gravestone text
2358 * Moved from apply.c to player.c - player.c is what 2385 * Moved from apply.c to player.c - player.c is what
2359 * actually uses this function. player.c may not be quite the 2386 * actually uses this function. player.c may not be quite the
2360 * best, a misc file for object actions is probably better, 2387 * best, a misc file for object actions is probably better,
2361 * but there isn't one in the server directory. 2388 * but there isn't one in the server directory.
2362 */ 2389 */
2390char *
2363char *gravestone_text (object *op) 2391gravestone_text (object *op)
2364{ 2392{
2365 static char buf2[MAX_BUF]; 2393 static char buf2[MAX_BUF];
2366 char buf[MAX_BUF]; 2394 char buf[MAX_BUF];
2367 time_t now = time (NULL); 2395 time_t now = time (NULL);
2368 2396
2369 strcpy (buf2, " R.I.P.\n\n"); 2397 strcpy (buf2, " R.I.P.\n\n");
2370 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2371 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2399 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2372 else 2400 else
2373 sprintf (buf, "%s\n", op->name); 2401 sprintf (buf, "%s\n", &op->name);
2402
2374 strncat (buf2, " ", 20 - strlen (buf) / 2); 2403 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2404 strcat (buf2, buf);
2376 if (op->type == PLAYER) 2405 if (op->type == PLAYER)
2377 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);
2378 else 2407 else
2379 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
2380 strncat (buf2, " ", 20 - strlen (buf) / 2); 2410 strncat (buf2, " ", 20 - strlen (buf) / 2);
2381 strcat (buf2, buf); 2411 strcat (buf2, buf);
2382 if (op->type == PLAYER) { 2412 if (op->type == PLAYER)
2413 {
2383 sprintf (buf, "by %s.\n\n", op->contr->killer); 2414 sprintf (buf, "by %s.\n\n", op->contr->killer);
2384 strncat (buf2, " ", 21 - strlen (buf) / 2); 2415 strncat (buf2, " ", 21 - strlen (buf) / 2);
2385 strcat (buf2, buf); 2416 strcat (buf2, buf);
2386 } 2417 }
2418
2387 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2419 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2388 strncat (buf2, " ", 20 - strlen (buf) / 2); 2420 strncat (buf2, " ", 20 - strlen (buf) / 2);
2389 strcat (buf2, buf); 2421 strcat (buf2, buf);
2422
2390 return buf2; 2423 return buf2;
2391} 2424}
2392 2425
2393 2426void
2394
2395void do_some_living(object *op) { 2427do_some_living (object *op)
2428{
2396 int last_food=op->stats.food; 2429 int last_food = op->stats.food;
2397 int gen_hp, gen_sp, gen_grace; 2430 int gen_hp, gen_sp, gen_grace;
2398 int over_hp, over_sp, over_grace; 2431 int over_hp, over_sp, over_grace;
2399 int i; 2432 int i;
2400 int rate_hp = 1200; 2433 int rate_hp = 1200;
2401 int rate_sp = 2500; 2434 int rate_sp = 2500;
2402 int rate_grace = 2000; 2435 int rate_grace = 2000;
2403 const int max_hp = 1; 2436 const int max_hp = 1;
2404 const int max_sp = 1; 2437 const int max_sp = 1;
2405 const int max_grace = 1; 2438 const int max_grace = 1;
2406 2439
2407 if (op->contr->outputs_sync) { 2440 if (op->contr->outputs_sync)
2441 {
2408 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2442 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2409 if (op->contr->outputs[i].buf!=NULL && 2443 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2410 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2411 flush_output_element(op, &op->contr->outputs[i]); 2444 flush_output_element (op, &op->contr->outputs[i]);
2412 } 2445 }
2413 2446
2414 if(op->contr->state==ST_PLAYING) { 2447 if (op->contr->ns->state == ST_PLAYING)
2415 2448 {
2416 /* these next three if clauses make it possible to SLOW DOWN 2449 /* these next three if clauses make it possible to SLOW DOWN
2417 hp/grace/spellpoint regeneration. */ 2450 hp/grace/spellpoint regeneration. */
2418 if(op->contr->gen_hp >= 0 ) 2451 if (op->contr->gen_hp >= 0)
2419 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2452 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2420 else { 2453 else
2454 {
2421 gen_hp = op->stats.maxhp; 2455 gen_hp = op->stats.maxhp;
2422 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2456 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2423 } 2457 }
2458
2424 if(op->contr->gen_sp >= 0 ) 2459 if (op->contr->gen_sp >= 0)
2425 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2460 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2426 else { 2461 else
2462 {
2427 gen_sp = op->stats.maxsp; 2463 gen_sp = op->stats.maxsp;
2428 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2464 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2429 } 2465 }
2466
2430 if(op->contr->gen_grace >= 0) 2467 if (op->contr->gen_grace >= 0)
2431 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2468 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2432 else { 2469 else
2470 {
2433 gen_grace = op->stats.maxgrace; 2471 gen_grace = op->stats.maxgrace;
2434 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2472 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2435 } 2473 }
2436 2474
2437 /* Regenerate Spell Points */ 2475 /* Regenerate Spell Points */
2438 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2476 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2477 {
2439 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);
2440 if(op->stats.sp<op->stats.maxsp) { 2479 if (op->stats.sp < op->stats.maxsp)
2441 op->stats.sp++; 2480 {
2481 op->stats.sp++;
2442 /* dms do not consume food */ 2482 /* dms do not consume food */
2443 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2483 if (!QUERY_FLAG (op, FLAG_WIZ))
2444 op->stats.food--; 2484 {
2485 op->stats.food--;
2445 if(op->contr->digestion<0) 2486 if (op->contr->digestion < 0)
2446 op->stats.food+=op->contr->digestion; 2487 op->stats.food += op->contr->digestion;
2447 else if(op->contr->digestion>0 && 2488 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2448 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2449 op->stats.food=last_food; 2489 op->stats.food = last_food;
2490 }
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 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2450 } 2515 }
2451 }
2452 if (max_sp>1) {
2453 over_sp = (gen_sp+10)/rate_sp;
2454 if (over_sp > 0) {
2455 if(op->stats.sp<op->stats.maxsp) {
2456 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2457 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2458 op->stats.sp--;
2459 if(op->stats.sp>op->stats.maxsp)
2460 op->stats.sp=op->stats.maxsp;
2461 }
2462 op->last_sp=0;
2463 } else {
2464 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2465 }
2466 } else {
2467 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2468 }
2469 }
2470 2516
2471 /* Regenerate Grace */ 2517 /* Regenerate Grace */
2472 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2518 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2473 if(--op->last_grace<0) { 2519 if (--op->last_grace < 0)
2520 {
2474 if(op->stats.grace<op->stats.maxgrace/2) 2521 if (op->stats.grace < op->stats.maxgrace / 2)
2475 op->stats.grace++; /* no penalty in food for regaining grace */ 2522 op->stats.grace++; /* no penalty in food for regaining grace */
2476 if(max_grace>1) { 2523
2524 if (max_grace > 1)
2525 {
2477 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2526 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2478 if (over_grace > 0) { 2527 if (over_grace > 0)
2479 op->stats.sp += over_grace 2528 {
2529 op->stats.sp += over_grace
2480 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2530 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2481 op->last_grace=0; 2531 op->last_grace = 0;
2482 } else { 2532 }
2533 else
2534 {
2483 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2535 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2484 } 2536 }
2485 } else { 2537 }
2538 else
2539 {
2486 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);
2487 } 2541 }
2488 /* wearing stuff doesn't detract from grace generation. */ 2542 /* wearing stuff doesn't detract from grace generation. */
2489 } 2543 }
2490 2544
2491 /* Regenerate Hit Points */ 2545 /* Regenerate Hit Points */
2492 if(--op->last_heal<0) { 2546 if (--op->last_heal < 0)
2547 {
2493 if(op->stats.hp<op->stats.maxhp) { 2548 if (op->stats.hp < op->stats.maxhp)
2494 op->stats.hp++; 2549 {
2550 op->stats.hp++;
2495 /* dms do not consume food */ 2551 /* dms do not consume food */
2496 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2552 if (!QUERY_FLAG (op, FLAG_WIZ))
2497 op->stats.food--; 2553 {
2554 op->stats.food--;
2498 if(op->contr->digestion<0) 2555 if (op->contr->digestion < 0)
2499 op->stats.food+=op->contr->digestion; 2556 op->stats.food += op->contr->digestion;
2500 else if(op->contr->digestion>0 && 2557 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2501 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2502 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 }
2503 } 2579 }
2504 }
2505 if(max_hp>1) {
2506 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2507 if (over_hp > 0) {
2508 op->stats.sp += over_hp
2509 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2510 op->last_heal=0;
2511 } else {
2512 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2513 }
2514 } else {
2515 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2516 }
2517 }
2518 2580
2519 /* Digestion */ 2581 /* Digestion */
2520 if(--op->last_eat<0) { 2582 if (--op->last_eat < 0)
2583 {
2521#ifdef COZY_SERVER 2584#ifdef COZY_SERVER
2522 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;
2523 int bonus=dg>0?dg:0, 2586 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2524 penalty=dg<0?-dg:0;
2525#else 2587#else
2526 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;
2527 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2528#endif 2589#endif
2529 2590
2530 if(op->contr->gen_hp > 0) 2591 if (op->contr->gen_hp > 0)
2531 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);
2532 else 2593 else
2533 op->last_eat=25*(1+bonus)/(penalty +1); 2594 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2595
2534 /* dms do not consume food */ 2596 /* dms do not consume food */
2535 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2597 if (!QUERY_FLAG (op, FLAG_WIZ))
2536 } 2598 op->stats.food--;
2537 } 2599 }
2538 2600
2539 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2601 if (op->stats.food < 0 && op->stats.hp >= 0)
2540 object *tmp, *flesh=NULL; 2602 {
2603 object *tmp, *flesh = 0;
2541 2604
2542 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2605 for (tmp = op->inv; tmp; tmp = tmp->below)
2606 {
2543 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2607 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2608 {
2544 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2609 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2610 {
2545 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.");
2546 manual_apply(op,tmp,0); 2612 manual_apply (op, tmp, 0);
2547 if(op->stats.food>=0||op->stats.hp<0) 2613 if (op->stats.food >= 0 || op->stats.hp < 0)
2548 break; 2614 break;
2549 } 2615 }
2550 else if (tmp->type==FLESH) flesh=tmp; 2616 else if (tmp->type == FLESH)
2551 } /* End if paid for object */ 2617 flesh = tmp;
2552 } /* end of for loop */ 2618 } /* End if paid for object */
2619 } /* end of for loop */
2620
2553 /* 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
2554 * eat flesh instead. 2622 * eat flesh instead.
2555 */ 2623 */
2556 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2624 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2625 {
2557 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.");
2558 manual_apply(op,flesh,0); 2627 manual_apply (op, flesh, 0);
2559 } 2628 }
2560 } /* end if player is starving */ 2629 }
2561 2630
2562 while(op->stats.food<0&&op->stats.hp>0) 2631 while (op->stats.food < 0 && op->stats.hp >= 0)
2563 op->stats.food++,op->stats.hp--; 2632 op->stats.food++, op->stats.hp--;
2564 2633
2565 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))
2566 kill_player(op); 2635 kill_player (op);
2636 }
2567} 2637}
2568
2569
2570 2638
2571/* 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.
2572 * 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
2573 * permadeath, no lifesave), this will take care of removing the player 2641 * permadeath, no lifesave), this will take care of removing the player
2574 * file. 2642 * file.
2575 */ 2643 */
2644void
2576void kill_player(object *op) 2645kill_player (object *op)
2577{ 2646{
2578 char buf[MAX_BUF]; 2647 char buf[MAX_BUF];
2579 int x,y,i; 2648 int x, y;
2649
2650 //int i;
2580 mapstruct *map; /* this is for resurrection */ 2651 maptile *map; /* this is for resurrection */
2652
2581 int z; 2653 /* int z;
2582 int num_stats_lose; 2654 int num_stats_lose;
2583 int lost_a_stat; 2655 int lost_a_stat;
2584 int lose_this_stat; 2656 int lose_this_stat;
2585 int this_stat; 2657 int this_stat; */
2586 int will_kill_again; 2658 int will_kill_again;
2587 archetype *at; 2659 archetype *at;
2588 object *tmp; 2660 object *tmp;
2589 2661
2590 if(save_life(op)) 2662 if (save_life (op))
2591 return; 2663 return;
2592 2664
2593 2665
2594 /* 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
2595 * 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.
2596 * Look at op_on_battleground() for more info --AndreasV 2668 * Look at op_on_battleground() for more info --AndreasV
2597 */ 2669 */
2598 if (op_on_battleground(op, &x, &y)) { 2670 if (op_on_battleground (op, &x, &y))
2599 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2671 {
2600 "You have been defeated in combat!"); 2672 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2601 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...");
2602 "Local medics have saved your life..."); 2674
2603
2604 /* restore player */ 2675 /* restore player */
2605 at = find_archetype("poisoning"); 2676 at = archetype::find ("poisoning");
2606 tmp=present_arch_in_ob(at,op); 2677 if (object *tmp = present_arch_in_ob (at, op))
2607 if (tmp) { 2678 {
2608 remove_ob(tmp); 2679 tmp->destroy ();
2609 free_object(tmp);
2610 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2680 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2611 } 2681 }
2612 2682
2613 at = find_archetype("confusion"); 2683 at = archetype::find ("confusion");
2614 tmp=present_arch_in_ob(at,op); 2684 if (object *tmp = present_arch_in_ob (at, op))
2615 if (tmp) { 2685 {
2616 remove_ob(tmp); 2686 tmp->destroy ();
2617 free_object(tmp);
2618 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2687 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2619 } 2688 }
2620 2689
2621 cure_disease(op,0); /* remove any disease */ 2690 cure_disease (op, 0); /* remove any disease */
2622 op->stats.hp=op->stats.maxhp; 2691 op->stats.hp = op->stats.maxhp;
2623 if (op->stats.food<=0) op->stats.food=999; 2692 if (op->stats.food <= 0)
2624 2693 op->stats.food = 999;
2694
2625 /* create a bodypart-trophy to make the winner happy */ 2695 /* create a bodypart-trophy to make the winner happy */
2626 tmp=arch_to_object(find_archetype("finger")); 2696 if (object *tmp = arch_to_object (archetype::find ("finger")))
2627 if (tmp != NULL)
2628 { 2697 {
2629 sprintf(buf,"%s's finger",op->name); 2698 sprintf (buf, "%s's finger", &op->name);
2630 tmp->name = add_string(buf); 2699 tmp->name = buf;
2631 sprintf(buf," This finger has been cut off %s\n" 2700 sprintf (buf, " This finger has been cut off %s\n"
2632 " 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",
2633 op->name, op->contr->title, (int)(op->level), 2702 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2634 op->contr->killer); 2703 tmp->msg = buf;
2635 tmp->msg=add_string(buf);
2636 tmp->value=0, tmp->material=0, tmp->type=0; 2704 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2637 tmp->materialname = NULL; 2705 tmp->materialname = NULL;
2638 tmp->x = op->x, tmp->y = op->y; 2706 tmp->insert_at (op, tmp);
2639 insert_ob_in_map(tmp,op->map,op,0);
2640 }
2641 2707 }
2708
2642 /* teleport defeated player to new destination*/ 2709 /* teleport defeated player to new destination */
2643 transfer_ob(op, x, y, 0, NULL); 2710 transfer_ob (op, x, y, 0, NULL);
2644 op->contr->braced=0; 2711 op->contr->braced = 0;
2645 return; 2712 return;
2646 } 2713 }
2647 2714
2648 INVOKE_PLAYER (DEATH, op->contr); 2715 INVOKE_PLAYER (DEATH, op->contr);
2649 2716
2650 command_kill_pets (op, 0); 2717 command_kill_pets (op, 0);
2651 2718
2652 if(op->stats.food<0) { 2719 if (op->stats.food < 0)
2653 if (op->contr->explore) { 2720 {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.food=999;
2657 return;
2658 }
2659 sprintf(buf,"%s starved to death.",op->name); 2721 sprintf (buf, "%s starved to death.", &op->name);
2660 strcpy(op->contr->killer,"starvation"); 2722 strcpy (op->contr->killer, "starvation");
2661 } 2723 }
2662 else { 2724 else
2663 if (op->contr->explore) {
2664 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2665 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2666 op->stats.hp=op->stats.maxhp;
2667 return;
2668 }
2669 sprintf(buf,"%s died.",op->name); 2725 sprintf (buf, "%s died.", &op->name);
2670 } 2726
2671 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2727 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2672 2728
2673 /* save the map location for corpse, gravestone*/ 2729 /* save the map location for corpse, gravestone */
2674 x=op->x;y=op->y;map=op->map; 2730 x = op->x;
2731 y = op->y;
2732 map = op->map;
2675 2733
2676
2677 if (settings.not_permadeth == TRUE) {
2678 /* NOT_PERMADEATH code. This basically brings the character back to 2734 /* NOT_PERMADEATH code. This basically brings the character back to
2679 * 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.
2680 * 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.
2681 */ 2737 */
2682 2738
2683 /* Basically two ways to go - remove a stat permanently, or just 2739 /* Basically two ways to go - remove a stat permanently, or just
2684 * make it depletion. This bunch of code deals with that aspect 2740 * make it depletion. This bunch of code deals with that aspect
2685 * of death. 2741 * of death.
2686 */ 2742 */
2687#ifndef COZY_SERVER 2743#ifndef COZY_SERVER
2688 if (settings.balanced_stat_loss) { 2744 if (settings.balanced_stat_loss)
2745 {
2689 /* If stat loss is permanent, lose one stat only. */ 2746 /* If stat loss is permanent, lose one stat only. */
2690 /* 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
2691 more if they do. */ 2748 more if they do. */
2692 /* Higher level characters can afford things such as potions of 2749 /* Higher level characters can afford things such as potions of
2693 restoration, or better, stat potions. So we slug them that 2750 restoration, or better, stat potions. So we slug them that
2694 little bit harder. */ 2751 little bit harder. */
2695 /* GD */ 2752 /* GD */
2696 if (settings.stat_loss_on_death) 2753 if (settings.stat_loss_on_death)
2697 num_stats_lose = 1; 2754 num_stats_lose = 1;
2698 else 2755 else
2699 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2756 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2700 } else { 2757 }
2758 else
2701 num_stats_lose = 1; 2759 num_stats_lose = 1;
2702 } 2760
2703 lost_a_stat = 0; 2761 lost_a_stat = 0;
2704 2762
2705 for (z=0; z<num_stats_lose; z++) { 2763 for (z = 0; z < num_stats_lose; z++)
2764 {
2706 i = RANDOM() % NUM_STATS; 2765 i = RANDOM () % NUM_STATS;
2707 2766
2708 if (settings.stat_loss_on_death) { 2767 if (settings.stat_loss_on_death)
2768 {
2709 /* 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
2710 * what he lost. 2770 * what he lost.
2711 */ 2771 */
2712 change_attr_value(&(op->stats), i,-1); 2772 change_attr_value (&(op->stats), i, -1);
2713 check_stat_bounds(&(op->stats)); 2773 check_stat_bounds (&(op->stats));
2714 change_attr_value(&(op->contr->orig_stats), i,-1); 2774 change_attr_value (&(op->contr->orig_stats), i, -1);
2715 check_stat_bounds(&(op->contr->orig_stats)); 2775 check_stat_bounds (&(op->contr->orig_stats));
2716 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2776 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2717 lost_a_stat = 1; 2777 lost_a_stat = 1;
2718 } else { 2778 }
2779 else
2780 {
2719 /* deplete a stat */ 2781 /* deplete a stat */
2720 archetype *deparch=find_archetype("depletion"); 2782 archetype *deparch = archetype::find ("depletion");
2721 object *dep; 2783 object *dep;
2784
2785 dep = present_arch_in_ob (deparch, op);
2786 if (!dep)
2722 2787 {
2723 dep = present_arch_in_ob(deparch,op);
2724 if(!dep) {
2725 dep = arch_to_object(deparch); 2788 dep = arch_to_object (deparch);
2726 insert_ob_in_ob(dep, op); 2789 insert_ob_in_ob (dep, op);
2727 }
2728 lose_this_stat = 1;
2729 if (settings.balanced_stat_loss) {
2730 /* GD */
2731 /* Get the stat that we're about to deplete. */
2732 this_stat = get_attr_value(&(dep->stats), i);
2733 if (this_stat < 0) {
2734 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2735 int keep_chance = this_stat * this_stat;
2736 /* Yes, I am paranoid. Sue me. */
2737 if (keep_chance < 1)
2738 keep_chance = 1;
2739
2740 /* There is a maximum depletion total per level. */
2741 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2742 lose_this_stat = 0;
2743 /* Take loss chance vs keep chance to see if we
2744 retain the stat. */
2745 } else {
2746 if (random_roll(0, loss_chance + keep_chance-1,
2747 op, PREFER_LOW) < keep_chance)
2748 lose_this_stat = 0;
2749 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2750 this_stat, keep_chance, loss_chance,
2751 lose_this_stat?"LOSE":"KEEP"); */
2752 }
2753 }
2754 }
2755 2790 }
2756 if (lose_this_stat) { 2791 lose_this_stat = 1;
2792 if (settings.balanced_stat_loss)
2793 {
2794 /* GD */
2795 /* Get the stat that we're about to deplete. */
2757 this_stat = get_attr_value(&(dep->stats), i); 2796 this_stat = get_attr_value (&(dep->stats), i);
2797 if (this_stat < 0)
2798 {
2799 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2800 int keep_chance = this_stat * this_stat;
2801
2802 /* Yes, I am paranoid. Sue me. */
2803 if (keep_chance < 1)
2804 keep_chance = 1;
2805
2806 /* There is a maximum depletion total per level. */
2807 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2808 {
2809 lose_this_stat = 0;
2810 /* Take loss chance vs keep chance to see if we
2811 retain the stat. */
2812 }
2813 else
2814 {
2815 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2820 }
2821 }
2822 }
2823
2824 if (lose_this_stat)
2825 {
2826 this_stat = get_attr_value (&(dep->stats), i);
2758 /* We could try to do something clever like find another 2827 /* We could try to do something clever like find another
2759 * stat to reduce if this fails. But chances are, if 2828 * stat to reduce if this fails. But chances are, if
2760 * stats have been depleted to -50, all are pretty low 2829 * stats have been depleted to -50, all are pretty low
2761 * and should be roughly the same, so it shouldn't make a 2830 * and should be roughly the same, so it shouldn't make a
2762 * difference. 2831 * difference.
2763 */ 2832 */
2764 if (this_stat>=-50) { 2833 if (this_stat >= -50)
2834 {
2765 change_attr_value(&(dep->stats), i, -1); 2835 change_attr_value (&(dep->stats), i, -1);
2766 SET_FLAG(dep, FLAG_APPLIED); 2836 SET_FLAG (dep, FLAG_APPLIED);
2767 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2837 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2768 fix_player(op); 2838 op->update_stats ();
2769 lost_a_stat = 1; 2839 lost_a_stat = 1;
2770 } 2840 }
2771 } 2841 }
2842 }
2772 } 2843 }
2773 }
2774 /* If no stat lost, tell the player. */ 2844 /* If no stat lost, tell the player. */
2775 if (!lost_a_stat) 2845 if (!lost_a_stat)
2776 { 2846 {
2777 /* determine_god() seems to not work sometimes... why is this? 2847 /* determine_god() seems to not work sometimes... why is this?
2778 Should I be using something else? GD */ 2848 Should I be using something else? GD */
2779 const char *god = determine_god(op); 2849 const char *god = determine_god (op);
2850
2780 if (god && (strcmp(god, "none"))) 2851 if (god && (strcmp (god, "none")))
2781 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2852 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2782 "moment you feel the holy presence of %s protecting" 2853 else
2783 " you.", god); 2854 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2784 else
2785 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2786 " feel a holy presence protecting you.");
2787 } 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.");
2788#endif 2858#endif
2789 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2790 " feel a holy presence protecting you from losing yourself completely.");
2791 2859
2792 /* Put a gravestone up where the character 'almost' died. List the 2860 /* Put a gravestone up where the character 'almost' died. List the
2793 * exp loss on the stone. 2861 * exp loss on the stone.
2794 */ 2862 */
2795 tmp=arch_to_object(find_archetype("gravestone")); 2863 tmp = arch_to_object (archetype::find ("gravestone"));
2796 sprintf(buf,"%s's gravestone",op->name); 2864 sprintf (buf, "%s's gravestone", &op->name);
2797 FREE_AND_COPY(tmp->name, buf); 2865 tmp->name = buf;
2798 sprintf(buf,"%s's gravestones",op->name); 2866 sprintf (buf, "%s's gravestones", &op->name);
2799 FREE_AND_COPY(tmp->name_pl, buf); 2867 tmp->name_pl = buf;
2800 sprintf(buf,"RIP\nHere rests the hero %s the %s,\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);
2801 "who was killed\n" 2869 tmp->msg = buf;
2802 "by %s.\n",
2803 op->name, op->contr->title,
2804 op->contr->killer);
2805 tmp->msg = add_string(buf);
2806 tmp->x=op->x,tmp->y=op->y; 2870 tmp->x = op->x, tmp->y = op->y;
2807 insert_ob_in_map (tmp, op->map, NULL,0); 2871 insert_ob_in_map (tmp, op->map, NULL, 0);
2808 2872
2809 /**************************************/ 2873 /**************************************/
2810 /* */ 2874 /* */
2811 /* Subtract the experience points, */ 2875 /* Subtract the experience points, */
2812 /* if we died cause of food, give us */ 2876 /* if we died cause of food, give us */
2813 /* food, and reset HP's... */ 2877 /* food, and reset HP's... */
2814 /* */ 2878 /* */
2815 /**************************************/ 2879 /**************************************/
2816 2880
2817 /* remove any poisoning and confusion the character may be suffering.*/ 2881 /* remove any poisoning and confusion the character may be suffering. */
2818 /* restore player */ 2882 /* restore player */
2819 at = find_archetype("poisoning"); 2883 at = archetype::find ("poisoning");
2820 tmp=present_arch_in_ob(at,op); 2884 tmp = present_arch_in_ob (at, op);
2885
2821 if (tmp) { 2886 if (tmp)
2822 remove_ob(tmp); 2887 {
2823 free_object(tmp); 2888 tmp->destroy ();
2824 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2889 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2825 } 2890 }
2826 2891
2827 at = find_archetype("confusion"); 2892 at = archetype::find ("confusion");
2828 tmp=present_arch_in_ob(at,op); 2893 tmp = present_arch_in_ob (at, op);
2829 if (tmp) { 2894 if (tmp)
2830 remove_ob(tmp); 2895 {
2831 free_object(tmp); 2896 tmp->destroy ();
2832 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2897 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2833 } 2898 }
2899
2834 cure_disease(op,0); /* remove any disease */ 2900 cure_disease (op, 0); /* remove any disease */
2835 2901
2836 /*add_exp(op, (op->stats.exp * -0.20)); */ 2902 /*add_exp(op, (op->stats.exp * -0.20)); */
2837 apply_death_exp_penalty(op); 2903 apply_death_exp_penalty (op);
2838 if(op->stats.food < 100) op->stats.food = 900; 2904 if (op->stats.food < 100)
2905 op->stats.food = 900;
2839 op->stats.hp = op->stats.maxhp; 2906 op->stats.hp = op->stats.maxhp;
2840 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2907 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2841 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2908 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2842 2909
2843 /* 2910 /*
2844 * 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
2845 * 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
2846 * in the map. 2913 * in the map.
2847 */ 2914 */
2848 2915
2849 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2916 if (is_in_shop (op))
2850 if (tmp->type == SHOP_FLOOR) {
2851 remove_unpaid_objects(op->inv, op); 2917 remove_unpaid_objects (op->inv, op);
2852 break;
2853 }
2854 }
2855
2856 2918
2857 /****************************************/ 2919 /****************************************/
2858 /* */ 2920 /* */
2859 /* Move player to his current respawn- */ 2921 /* Move player to his current respawn- */
2860 /* position (usually last savebed) */ 2922 /* position (usually last savebed) */
2861 /* */ 2923 /* */
2862 /****************************************/ 2924 /****************************************/
2863 2925
2864 enter_player_savebed(op); 2926 enter_player_savebed (op);
2865 2927
2866 /* Save the player before inserting the force to reduce
2867 * chance of abuse.
2868 */
2869 op->contr->braced=0; 2928 op->contr->braced = 0;
2870 save_player(op,1);
2871 2929
2872 /* it is possible that the player has blown something up 2930 /* it is possible that the player has blown something up
2873 * at his savebed location, and that can have long lasting 2931 * at his savebed location, and that can have long lasting
2874 * spell effects. So first see if there is a spell effect 2932 * spell effects. So first see if there is a spell effect
2875 * on the space that might harm the player. 2933 * on the space that might harm the player.
2876 */ 2934 */
2877 will_kill_again=0; 2935 will_kill_again = 0;
2878 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)
2879 if (tmp->type ==SPELL_EFFECT) 2937 if (tmp->type == SPELL_EFFECT)
2880 will_kill_again|=tmp->attacktype; 2938 will_kill_again |= tmp->attacktype;
2881 } 2939
2882 if (will_kill_again) { 2940 if (will_kill_again)
2941 {
2883 object *force; 2942 object *force;
2884 int at; 2943 int at;
2885 2944
2886 force=get_archetype(FORCE_NAME); 2945 force = get_archetype (FORCE_NAME);
2887 /* 50 ticks should be enough time for the spell to abate */ 2946 /* 50 ticks should be enough time for the spell to abate */
2888 force->speed=0.1; 2947 force->speed = 0.1;
2889 force->speed_left=-5.0; 2948 force->speed_left = -5.0;
2890 SET_FLAG(force, FLAG_APPLIED); 2949 SET_FLAG (force, FLAG_APPLIED);
2891 for (at=0; at<NROFATTACKS; at++) { 2950 for (at = 0; at < NROFATTACKS; at++)
2892 if (will_kill_again & (1 << at)) 2951 if (will_kill_again & (1 << at))
2893 force->resist[at] = 100; 2952 force->resist[at] = 100;
2894 } 2953
2895 insert_ob_in_ob(force, op); 2954 insert_ob_in_ob (force, op);
2896 fix_player(op); 2955 op->update_stats ();
2897
2898 }
2899 /**************************************/
2900 /* */
2901 /* Repaint the characters inv, and */
2902 /* stats, and show a nasty message ;) */
2903 /* */
2904 /**************************************/
2905 2956
2957 }
2958
2906 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2959 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2907 return;
2908 } /* NOT_PERMADETH */
2909 else {
2910 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2911 * should probably be embedded in an else statement.
2912 */
2913
2914 op->contr->party=NULL;
2915 if (settings.set_title == TRUE)
2916 op->contr->own_title[0]='\0';
2917 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2918 check_score(op);
2919 if(op->contr->ranges[range_golem]!=NULL) {
2920 remove_friendly_object(op->contr->ranges[range_golem]);
2921 remove_ob(op->contr->ranges[range_golem]);
2922 free_object(op->contr->ranges[range_golem]);
2923 op->contr->ranges[range_golem]=NULL;
2924 op->contr->golem_count=0;
2925 }
2926 loot_object(op); /* Remove some of the items for good */
2927 remove_ob(op);
2928 op->direction=0;
2929
2930 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2931 delete_character(op->name,0);
2932 if (settings.resurrection == TRUE) {
2933 /* save playerfile sans equipment when player dies
2934 ** then save it as player.pl.dead so that future resurrection
2935 ** type spells will work on them nicely
2936 */
2937 delete_character(op->name,0);
2938 op->stats.hp = op->stats.maxhp;
2939 op->stats.food = 999;
2940
2941 /* set the location of where the person will reappear when */
2942 /* maybe resurrection code should fix map also */
2943 strcpy(op->contr->maplevel, settings.emergency_mapname);
2944 if(op->map!=NULL)
2945 op->map = NULL;
2946 op->x = settings.emergency_x;
2947 op->y = settings.emergency_y;
2948 save_player(op,0);
2949 op->map = map;
2950 /* please see resurrection.c: peterm */
2951 dead_player(op);
2952 } else {
2953 delete_character(op->name,1);
2954 }
2955 }
2956 play_again(op);
2957
2958 /* peterm: added to create a corpse at deathsite. */
2959 tmp=arch_to_object(find_archetype("corpse_pl"));
2960 sprintf(buf,"%s", op->name);
2961 FREE_AND_COPY(tmp->name, buf);
2962 FREE_AND_COPY(tmp->name_pl, buf);
2963 tmp->level=op->level;
2964 tmp->x=x;tmp->y=y;
2965 if (tmp->msg)
2966 free_string(tmp->msg);
2967 tmp->msg = add_string (gravestone_text(op));
2968 SET_FLAG (tmp, FLAG_UNIQUE);
2969 insert_ob_in_map (tmp, map, NULL,0);
2970 }
2971} 2960}
2972 2961
2973 2962void
2974void loot_object(object *op) { /* Grab and destroy some treasure */ 2963loot_object (object *op)
2964{ /* Grab and destroy some treasure */
2975 object *tmp,*tmp2,*next; 2965 object *tmp, *tmp2, *next;
2976 2966
2967 if (op->container)
2977 if (op->container) { /* close open sack first */ 2968 esrv_apply_container (op, op->container); /* close open sack first */
2978 esrv_apply_container (op, op->container);
2979 }
2980 2969
2981 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2970 for (tmp = op->inv; tmp; tmp = next)
2971 {
2982 next=tmp->below; 2972 next = tmp->below;
2983 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2973
2984 remove_ob(tmp); 2974 if (tmp->invisible)
2975 continue;
2976
2977 tmp->remove ();
2985 tmp->x=op->x,tmp->y=op->y; 2978 tmp->x = op->x, tmp->y = op->y;
2986 if (tmp->type == CONTAINER) { /* empty container to ground */ 2979 if (tmp->type == CONTAINER)
2987 loot_object(tmp); 2980 { /* empty container to ground */
2988 } 2981 loot_object (tmp);
2989 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2982 }
2990 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2983 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2984 {
2991 if(tmp->nrof>1) { 2985 if (tmp->nrof > 1)
2986 {
2992 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2987 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2993 free_object(tmp2); 2988 tmp2->destroy ();
2994 insert_ob_in_map(tmp,op->map,NULL,0); 2989 insert_ob_in_map (tmp, op->map, NULL, 0);
2990 }
2991 else
2992 tmp->destroy ();
2993 }
2995 } else 2994 else
2996 free_object(tmp);
2997 } else
2998 insert_ob_in_map(tmp,op->map,NULL,0); 2995 insert_ob_in_map (tmp, op->map, NULL, 0);
2999 } 2996 }
3000} 2997}
3001 2998
3002/* 2999/*
3003 * fix_weight(): Check recursively the weight of all players, and fix 3000 * fix_weight(): Check recursively the weight of all players, and fix
3004 * 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
3005 * was changed. 3002 * was changed.
3006 */ 3003 */
3007 3004
3005void
3008void fix_weight(void) { 3006fix_weight (void)
3009 player *pl; 3007{
3010 for (pl = first_player; pl != NULL; pl = pl->next) { 3008 for_all_players (pl)
3009 {
3011 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3010 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3011
3012 if(old == sum) 3012 if (old == sum)
3013 continue; 3013 continue;
3014 fix_player(pl->ob); 3014 pl->ob->update_stats ();
3015 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3015 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3016 pl->ob->name, old, sum);
3017 } 3016 }
3018} 3017}
3019 3018
3019void
3020void fix_luck(void) { 3020fix_luck (void)
3021 player *pl; 3021{
3022 for (pl = first_player; pl != NULL; pl = pl->next) 3022 for_all_players (pl)
3023 if (!pl->ob->contr->state) 3023 if (!pl->ob->contr->ns->state)
3024 change_luck(pl->ob, 0); 3024 pl->ob->change_luck (0);
3025} 3025}
3026
3027 3026
3028/* cast_dust() - handles op throwing objects of type 'DUST'. 3027/* cast_dust() - handles op throwing objects of type 'DUST'.
3029 * This is much simpler in the new spell code - we basically 3028 * This is much simpler in the new spell code - we basically
3030 * just treat this as any other spell casting object. 3029 * just treat this as any other spell casting object.
3031 */ 3030 */
3032
3033void 3031void
3034cast_dust (object * op, object * throw_ob, int dir) 3032cast_dust (object *op, object *throw_ob, int dir)
3035{ 3033{
3036 object *skop, *spob; 3034 object *skop, *spob;
3037 3035
3038 skop = find_skill_by_name (op, throw_ob->skill); 3036 skop = find_skill_by_name (op, throw_ob->skill);
3039 3037
3040 /* casting POTION 'dusts' is really a use_magic_item skill */ 3038 /* casting POTION 'dusts' is really a use_magic_item skill */
3041 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3039 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3042 { 3040 {
3043 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);
3044 op->name);
3045 return; 3042 return;
3046 } 3043 }
3047 3044
3048 spob = throw_ob->inv; 3045 spob = throw_ob->inv;
3049 3046
3050 // 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
3051 // 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
3052 // errors should be reported as early as possible IMHO) 3049 // errors should be reported as early as possible IMHO)
3053 if (!spob) 3050 if (!spob)
3054 { 3051 {
3055 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);
3056 throw_ob->name, op->name);
3057 return; 3053 return;
3058 } 3054 }
3059 3055
3060 if (op->type == PLAYER) 3056 if (op->type == PLAYER)
3061 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);
3062 3058
3063 cast_spell (op, throw_ob, dir, spob, NULL); 3059 cast_spell (op, throw_ob, dir, spob, NULL);
3064 3060
3065 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3061 throw_ob->destroy ();
3066 remove_ob (throw_ob);
3067 free_object (throw_ob);
3068} 3062}
3069 3063
3064void
3070void make_visible (object *op) { 3065make_visible (object *op)
3066{
3071 op->hide = 0; 3067 op->hide = 0;
3072 op->invisible = 0; 3068 op->invisible = 0;
3073 if(op->type==PLAYER) { 3069 if (op->type == PLAYER)
3070 {
3074 op->contr->tmp_invis = 0; 3071 op->contr->tmp_invis = 0;
3075 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3072 op->contr->invis_race = 0;
3076 } 3073 }
3077 update_object(op,UP_OBJ_FACE); 3074 update_object (op, UP_OBJ_FACE);
3078} 3075}
3079 3076
3077int
3080int is_true_undead(object *op) { 3078is_true_undead (object *op)
3079{
3081 object *tmp=NULL; 3080 object *tmp = NULL;
3082 3081
3083 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3082 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3083 return 1;
3084 3084
3085 if(op->type==PLAYER)
3086 for(tmp=op->inv;tmp;tmp=tmp->below)
3087 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3088 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3089 return 0; 3085 return 0;
3090} 3086}
3091 3087
3092/* look at the surrounding terrain to determine 3088/* look at the surrounding terrain to determine
3093 * the hideability of this object. Positive levels 3089 * the hideability of this object. Positive levels
3094 * indicate greater hideability. 3090 * indicate greater hideability.
3095 */ 3091 */
3096 3092
3093int
3097int hideability(object *ob) { 3094hideability (object *ob)
3095{
3098 int i,level=0, mflag; 3096 int i, level = 0, mflag;
3099 sint16 x,y; 3097 sint16 x, y;
3100 3098
3101 if(!ob||!ob->map) return 0; 3099 if (!ob || !ob->map)
3100 return 0;
3102 3101
3103 /* so, on normal lighted maps, its hard to hide */ 3102 /* so, on normal lighted maps, its hard to hide */
3104 level=ob->map->darkness - 2; 3103 level = ob->map->darkness - 2;
3105 3104
3106 /* this also picks up whether the object is glowing. 3105 /* this also picks up whether the object is glowing.
3107 * 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
3108 * as bad as carrying a light on a pitch dark map */ 3107 * as bad as carrying a light on a pitch dark map */
3109 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3108 if (has_carried_lights (ob))
3109 level = -(10 + (2 * ob->map->darkness));
3110 3110
3111 /* scan through all nearby squares for terrain to hide in */ 3111 /* scan through all nearby squares for terrain to hide in */
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]) { 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 {
3113 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3114 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3114 if (mflag & P_OUT_OF_MAP) { continue; } 3115 if (mflag & P_OUT_OF_MAP)
3116 {
3117 continue;
3118 }
3115 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3119 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3116 level += 2; 3120 level += 2;
3117 else /* open terrain! */ 3121 else /* open terrain! */
3118 level -= 1; 3122 level -= 1;
3119 } 3123 }
3120 3124
3121#if 0 3125#if 0
3122 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3126 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3123#endif 3127#endif
3124 return level; 3128 return level;
3125} 3129}
3126 3130
3127/* For Hidden creatures - a chance of becoming 'unhidden' 3131/* For Hidden creatures - a chance of becoming 'unhidden'
3128 * every time they move - as we subtract off 'invisibility' 3132 * every time they move - as we subtract off 'invisibility'
3129 * AND, for players, if they move into a ridiculously unhideable 3133 * AND, for players, if they move into a ridiculously unhideable
3130 * spot (surrounded by clear terrain in broad daylight). -b.t. 3134 * spot (surrounded by clear terrain in broad daylight). -b.t.
3131 */ 3135 */
3132 3136
3137void
3133void do_hidden_move (object *op) { 3138do_hidden_move (object *op)
3139{
3134 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3140 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3135 object *skop; 3141 object *skop;
3136 3142
3137 if(!op || !op->map) return; 3143 if (!op || !op->map)
3144 return;
3138 3145
3139 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3146 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3140 3147
3141 /* 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! */
3142 if(op->type==PLAYER && op->contr->run_on) { 3149 if (op->type == PLAYER && op->contr->run_on)
3143 if(!skop || num >= skop->level) { 3150 if (!skop || num >= skop->level)
3151 {
3144 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!");
3145 make_visible(op); 3153 make_visible (op);
3146 return; 3154 return;
3147 } else num += 20;
3148 } 3155 }
3156 else
3157 num += 20;
3158
3149 num += op->map->difficulty; 3159 num += op->map->difficulty;
3150 hide = hideability(op); /* modify by terrain hidden level */ 3160 hide = hideability (op); /* modify by terrain hidden level */
3151 num -= hide; 3161 num -= hide;
3162
3152 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3163 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3164 {
3153 make_visible(op); 3165 make_visible (op);
3154 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3166 if (op->type == PLAYER)
3155 "You moved out of hiding! You are visible!"); 3167 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3156 } 3168 }
3157 else if (op->type == PLAYER && skop) { 3169 else if (op->type == PLAYER && skop)
3158 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);
3159 }
3160} 3171}
3161 3172
3162/* determine if who is standing near a hostile creature. */ 3173/* determine if who is standing near a hostile creature. */
3163 3174
3175int
3164int stand_near_hostile( object *who ) { 3176stand_near_hostile (object *who)
3177{
3165 object *tmp=NULL; 3178 object *tmp = NULL;
3166 int i,friendly=0,player=0, mflags; 3179 int i, friendly = 0, player = 0, mflags;
3167 mapstruct *m; 3180 maptile *m;
3168 sint16 x,y; 3181 sint16 x, y;
3169 3182
3170 if(!who) return 0; 3183 if (!who)
3171
3172 if(who->type==PLAYER) player=1;
3173 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3174
3175 /* search adjacent squares */
3176 for(i=1;i<9;i++) {
3177 x = who->x+freearr_x[i];
3178 y = who->y+freearr_y[i];
3179 m = who->map;
3180 mflags = get_map_flags(m, &m, x, y, &x, &y);
3181 /* space must be blocked if there is a monster. If not
3182 * blocked, don't need to check this space.
3183 */
3184 if (mflags & P_OUT_OF_MAP) continue;
3185 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3186
3187 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3188 if((player||friendly)
3189 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3190 return 1;
3191 else if(tmp->type==PLAYER)
3192 {
3193 /*don't let a hidden DM prevent you from hiding*/
3194 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3195 return 1;
3196 }
3197 }
3198 }
3199 return 0; 3184 return 0;
3185
3186 if (who->type == PLAYER)
3187 player = 1;
3188
3189 else
3190 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3191
3192 /* search adjacent squares */
3193 for (i = 1; i < 9; i++)
3194 {
3195 x = who->x + freearr_x[i];
3196 y = who->y + freearr_y[i];
3197 m = who->map;
3198 mflags = get_map_flags (m, &m, x, y, &x, &y);
3199 /* space must be blocked if there is a monster. If not
3200 * blocked, don't need to check this space.
3201 */
3202 if (mflags & P_OUT_OF_MAP)
3203 continue;
3204 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3205 continue;
3206
3207 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3208 {
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)
3215 return 1;
3216 }
3217 }
3218 }
3219 return 0;
3200} 3220}
3201 3221
3202/* check the player los field for viewability of the 3222/* check the player los field for viewability of the
3203 * object op. This function works fine for monsters, 3223 * object op. This function works fine for monsters,
3204 * 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
3211 * 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.
3212 * -b.t. 3232 * -b.t.
3213 * This function is now map tiling safe. 3233 * This function is now map tiling safe.
3214 */ 3234 */
3215 3235
3236int
3216int player_can_view (object *pl,object *op) { 3237player_can_view (object *pl, object *op)
3238{
3217 rv_vector rv; 3239 rv_vector rv;
3218 int dx,dy; 3240 int dx, dy;
3219 3241
3220 if(pl->type!=PLAYER) { 3242 if (pl->type != PLAYER)
3243 {
3221 LOG(llevError,"player_can_view() called for non-player object\n"); 3244 LOG (llevError, "player_can_view() called for non-player object\n");
3222 return -1;
3223 }
3224 if (!pl || !op) return 0;
3225
3226 if(op->head) { op = op->head; }
3227 get_rangevector(pl, op, &rv, 0x1);
3228
3229 /* starting with the 'head' part, lets loop
3230 * through the object and find if it has any
3231 * part that is in the los array but isnt on
3232 * a blocked los square.
3233 * we use the archetype to figure out offsets.
3234 */
3235 while(op) {
3236 dx = rv.distance_x + op->arch->clone.x;
3237 dy = rv.distance_y + op->arch->clone.y;
3238
3239 /* only the viewable area the player sees is updated by LOS
3240 * code, so we need to restrict ourselves to that range of values
3241 * for any meaningful values.
3242 */
3243 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3244 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3245 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3246 return 1; 3245 return -1;
3247 op = op->more;
3248 } 3246 }
3247
3248 if (!pl || !op)
3249 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;
3250} 3277}
3251 3278
3252/* routine for both players and monsters. We call this when 3279/* routine for both players and monsters. We call this when
3253 * there is a possibility for our action distrubing our hiding 3280 * there is a possibility for our action distrubing our hiding
3254 * place or invisiblity spell. Artefact invisiblity is not 3281 * place or invisiblity spell. Artefact invisiblity is not
3255 * effected by this. If we arent invisible to begin with, we 3282 * effected by this. If we arent invisible to begin with, we
3256 * return 0. 3283 * return 0.
3257 */ 3284 */
3285int
3258int action_makes_visible (object *op) { 3286action_makes_visible (object *op)
3287{
3259 3288
3260 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3289 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3290 {
3261 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3291 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3262 return 0; 3292 return 0;
3263 3293
3264 if (op->contr && op->contr->tmp_invis == 0) return 0; 3294 if (op->contr && op->contr->tmp_invis == 0)
3295 return 0;
3265 3296
3266 /* If monsters, they should become visible */ 3297 /* If monsters, they should become visible */
3267 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3298 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3299 {
3268 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");
3269 return 1; 3301 return 1;
3270 } 3302 }
3271 } 3303 }
3272 return 0; 3304 return 0;
3273} 3305}
3274 3306
3275/* op_on_battleground - checks if the given object op (usually 3307/* op_on_battleground - checks if the given object op (usually
3276 * a player) is standing on a valid battleground-tile, 3308 * a player) is standing on a valid battleground-tile,
3277 * function returns TRUE/FALSE. If true x, y returns the battleground 3309 * function returns TRUE/FALSE. If true x, y returns the battleground
3278 * -exit-coord. (and if x, y not NULL) 3310 * -exit-coord. (and if x, y not NULL)
3279 * 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
3280 * 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
3281 * 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
3282 */ 3314 */
3315int
3283int op_on_battleground (object *op, int *x, int *y) { 3316op_on_battleground (object *op, int *x, int *y)
3317{
3284 object *tmp; 3318 object *tmp;
3285 3319
3286 /* A battleground-tile needs the following attributes to be valid: 3320 /* A battleground-tile needs the following attributes to be valid:
3287 * 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),
3288 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3322 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3289 * and the exit-coordinates sp/hp must both be > 0. 3323 * and the exit-coordinates sp/hp must both be > 0.
3290 * => The intention here is to prevent abuse of the battleground- 3324 * => The intention here is to prevent abuse of the battleground-
3291 * feature (like pickable or hidden battleground tiles). */ 3325 * feature (like pickable or hidden battleground tiles). */
3292 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3326 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3327 {
3293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3328 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3329 {
3294 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3330 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3295 strcmp(tmp->name, "battleground")==0 && 3331 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3296 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3332 {
3297 /*before we assign the exit, check if this is a teambattle*/ 3333 /*before we assign the exit, check if this is a teambattle */
3298 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 {
3299 object *invtmp; 3336 object *invtmp;
3337
3300 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3338 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3301 if(invtmp->type==FORCE && invtmp->slaying && 3339 {
3302 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3340 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3341 {
3342 if (x != NULL && y != NULL)
3343 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3344 return 1;
3345 }
3346 }
3347 }
3303 if (x != NULL && y != NULL) 3348 if (x != NULL && y != NULL)
3304 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3349 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3305 return 1; 3350 return 1;
3306 } 3351 }
3307 } 3352 }
3308 }
3309 if (x != NULL && y != NULL)
3310 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3311 return 1;
3312 } 3353 }
3313 }
3314 }
3315 /* If we got here, did not find a battleground */ 3354 /* If we got here, did not find a battleground */
3316 return 0; 3355 return 0;
3317} 3356}
3318 3357
3319/* 3358/*
3323 * attributes: 3362 * attributes:
3324 * object *who the dragon player 3363 * object *who the dragon player
3325 * int atnr the attack-number of the ability focus 3364 * int atnr the attack-number of the ability focus
3326 * int level ability level 3365 * int level ability level
3327 */ 3366 */
3367void
3328void dragon_ability_gain(object *who, int atnr, int level) { 3368dragon_ability_gain (object *who, int atnr, int level)
3369{
3329 treasurelist *trlist = NULL; /* treasurelist */ 3370 treasurelist *trlist = NULL; /* treasurelist */
3330 treasure *tr; /* treasure */ 3371 treasure *tr; /* treasure */
3331 object *tmp,*skop; /* tmp. object */ 3372 object *tmp, *skop; /* tmp. object */
3332 object *item; /* treasure object */ 3373 object *item; /* treasure object */
3333 char buf[MAX_BUF]; /* tmp. string buffer */ 3374 char buf[MAX_BUF]; /* tmp. string buffer */
3334 int i=0, j=0; 3375 int i = 0, j = 0;
3335 3376
3336 /* get the appropriate treasurelist */ 3377 /* get the appropriate treasurelist */
3337 if (atnr == ATNR_FIRE) 3378 if (atnr == ATNR_FIRE)
3338 trlist = find_treasurelist("dragon_ability_fire"); 3379 trlist = find_treasurelist ("dragon_ability_fire");
3339 else if (atnr == ATNR_COLD) 3380 else if (atnr == ATNR_COLD)
3340 trlist = find_treasurelist("dragon_ability_cold"); 3381 trlist = find_treasurelist ("dragon_ability_cold");
3341 else if (atnr == ATNR_ELECTRICITY) 3382 else if (atnr == ATNR_ELECTRICITY)
3342 trlist = find_treasurelist("dragon_ability_elec"); 3383 trlist = find_treasurelist ("dragon_ability_elec");
3343 else if (atnr == ATNR_POISON) 3384 else if (atnr == ATNR_POISON)
3344 trlist = find_treasurelist("dragon_ability_poison"); 3385 trlist = find_treasurelist ("dragon_ability_poison");
3345 3386
3346 if (trlist == NULL || who->type != PLAYER) 3387 if (trlist == NULL || who->type != PLAYER)
3347 return; 3388 return;
3348 3389
3349 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3350 tr = tr->next, i++); 3391
3351 3392 if (!tr || !tr->item)
3352 if (tr == NULL || tr->item == NULL) { 3393 {
3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3394 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3354 return; 3395 return;
3355 } 3396 }
3356 3397
3357 /* everything seems okay - now bring on the gift: */ 3398 /* everything seems okay - now bring on the gift: */
3358 item = &(tr->item->clone); 3399 item = &(tr->item->clone);
3359 3400
3360 if (item->type == SPELL) { 3401 if (item->type == SPELL)
3402 {
3361 if (check_spell_known (who, item->name)) 3403 if (check_spell_known (who, item->name))
3362 return; 3404 return;
3363 3405
3364 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3406 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3365 do_learn_spell (who, item, 0); 3407 do_learn_spell (who, item, 0);
3366 return; 3408 return;
3367 } 3409 }
3368 3410
3369 /* grant direct spell */ 3411 /* grant direct spell */
3370 if (item->type == SPELLBOOK) { 3412 if (item->type == SPELLBOOK)
3413 {
3371 if (!item->inv) { 3414 if (!item->inv)
3415 {
3372 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3416 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3373 item->name);
3374 return; 3417 return;
3375 } 3418 }
3376 if (check_spell_known (who, item->inv->name)) 3419 if (check_spell_known (who, item->inv->name))
3377 return; 3420 return;
3378 if (item->invisible) { 3421 if (item->invisible)
3422 {
3379 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);
3380 do_learn_spell (who, item->inv, 0); 3424 do_learn_spell (who, item->inv, 0);
3381 return; 3425 return;
3382 } 3426 }
3383 } 3427 }
3384 else if (item->type == SKILL_TOOL && item->invisible) { 3428 else if (item->type == SKILL_TOOL && item->invisible)
3429 {
3385 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 {
3386 3432
3387 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3433 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3388 * 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
3389 * 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,
3390 * but not all of them, he gets nothing. 3436 * but not all of them, he gets nothing.
3391 */ 3437 */
3392 if (!(skop->attacktype & item->attacktype)) { 3438 if (!(skop->attacktype & item->attacktype))
3439 {
3393 /* Give new attacktype */ 3440 /* Give new attacktype */
3394 skop->attacktype |= item->attacktype; 3441 skop->attacktype |= item->attacktype;
3395 3442
3396 /* always add physical if there's none */ 3443 /* always add physical if there's none */
3397 skop->attacktype |= AT_PHYSICAL; 3444 skop->attacktype |= AT_PHYSICAL;
3398 3445
3399 if (item->msg != NULL) 3446 if (item->msg != NULL)
3400 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3447 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3401 3448
3402 /* Give player new face */ 3449 /* Give player new face */
3403 if (item->animation_id) { 3450 if (item->animation_id)
3451 {
3404 who->face = skop->face; 3452 who->face = skop->face;
3405 who->animation_id = item->animation_id; 3453 who->animation_id = item->animation_id;
3406 who->anim_speed = item->anim_speed; 3454 who->anim_speed = item->anim_speed;
3407 who->last_anim = 0; 3455 who->last_anim = 0;
3408 who->state = 0; 3456 who->state = 0;
3409 animate_object(who, who->direction); 3457 animate_object (who, who->direction);
3410 } 3458 }
3459 }
3460 }
3411 } 3461 }
3412 }
3413 }
3414 else if (item->type == FORCE) { 3462 else if (item->type == FORCE)
3463 {
3415 /* forces in the treasurelist can alter the player's stats */ 3464 /* forces in the treasurelist can alter the player's stats */
3416 object *skin; 3465 object *skin;
3466
3417 /* first get the dragon skin force */ 3467 /* first get the dragon skin force */
3418 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3468 shstr_cmp dragon_skin_force ("dragon_skin_force");
3419 skin=skin->below); 3469 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3420 if (skin == NULL) return; 3470 ;
3421 3471
3472 if (!skin)
3473 return;
3474
3422 /* adding new spellpath attunements */ 3475 /* adding new spellpath attunements */
3423 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3476 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3477 {
3424 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3478 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3425 3479
3426 /* print message */ 3480 /* print message */
3427 sprintf(buf, "You feel attuned to "); 3481 sprintf (buf, "You feel attuned to ");
3428 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3482 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3429 if(item->path_attuned & (1<<i)) { 3483 {
3430 if (j) 3484 if (item->path_attuned & (1 << i))
3431 strcat(buf," and "); 3485 {
3432 else 3486 if (j)
3433 j = 1; 3487 strcat (buf, " and ");
3488 else
3489 j = 1;
3434 strcat(buf, spellpathnames[i]); 3490 strcat (buf, spellpathnames[i]);
3435 } 3491 }
3436 } 3492 }
3437 strcat(buf,"."); 3493 strcat (buf, ".");
3438 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3494 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3439 } 3495 }
3440 3496
3441 /* evtl. adding flags: */ 3497 /* evtl. adding flags: */
3442 if(QUERY_FLAG(item, FLAG_XRAYS)) 3498 if (QUERY_FLAG (item, FLAG_XRAYS))
3443 SET_FLAG(skin, FLAG_XRAYS); 3499 SET_FLAG (skin, FLAG_XRAYS);
3444 if(QUERY_FLAG(item, FLAG_STEALTH)) 3500 if (QUERY_FLAG (item, FLAG_STEALTH))
3445 SET_FLAG(skin, FLAG_STEALTH); 3501 SET_FLAG (skin, FLAG_STEALTH);
3446 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3502 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3447 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3503 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3448 3504
3449 /* print message if there is one */ 3505 /* print message if there is one */
3450 if (item->msg != NULL) 3506 if (item->msg != NULL)
3451 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
3452 } 3510 {
3453 else {
3454 /* generate misc. treasure */ 3511 /* generate misc. treasure */
3455 tmp = arch_to_object (tr->item); 3512 tmp = arch_to_object (tr->item);
3456 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));
3457 tmp = insert_ob_in_ob (tmp, who); 3514 tmp = insert_ob_in_ob (tmp, who);
3458 if (who->type == PLAYER) 3515 if (who->type == PLAYER)
3459 esrv_send_item(who, tmp); 3516 esrv_send_item (who, tmp);
3460 } 3517 }
3461} 3518}
3462 3519
3463/** 3520/**
3464 * 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
3465 * not readied. 3522 * not readied.
3466 */ 3523 */
3524void
3467void player_unready_range_ob(player *pl, object *ob) { 3525player_unready_range_ob (player *pl, object *ob)
3468 rangetype i; 3526{
3469
3470 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))
3471 if (pl->ranges[i] == ob) { 3528 if (pl->ranges[i] == ob)
3529 {
3472 pl->ranges[i] = NULL; 3530 pl->ranges[i] = 0;
3473 if (pl->shoottype == i) { 3531 if (pl->shoottype == i)
3474 pl->shoottype = range_none; 3532 pl->shoottype = range_none;
3475 }
3476 } 3533 }
3477 }
3478} 3534}

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