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Comparing deliantra/server/server/player.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:04 2006 UTC vs.
Revision 1.97 by root, Mon Jan 8 22:32:11 2007 UTC

1/* 1/*
2 * static char *rcsid_player_c = 2 * CrossFire, A Multiplayer game
3 * "$Id: player.C,v 1.1 2006/08/13 17:16:04 elmex 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 player *tmp; 206}
208 207
209 p = (player *) malloc(sizeof(player)); 208// connect the player with a specific client
210 if(p==NULL) 209// also changed, rationalises, and fixes some incorrect settings
211 fatal(OUT_OF_MEMORY); 210void
211player::connect (client *ns)
212{
213 this->ns = ns;
214 ns->pl = this;
212 215
213 /* This adds the player in the linked list. There is extra 216 run_on = 0;
214 * complexity here because we want to add the new player at the 217 fire_on = 0;
215 * end of the list - there is in fact no compelling reason that 218 ob->container = 0; //TODO: client-specific
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 219
227 p->next = NULL; 220 ns->update_look = 0;
228 } 221 ns->look_position = 0;
229 222
230 /* Clears basically the entire player structure except 223 clear_los (ob);
231 * for next and socket. 224
225 ns->reset_stats ();
226
227 /* make sure he's a player -- needed because of class change. */
228 ob->type = PLAYER; // we are paranoid
229 ob->race = ob->arch->clone.race;
230
231 if (!legal_range (ob, shoottype))
232 shoottype = range_none;
233
234 ob->carrying = sum_weight (ob);
235 link_player_skills (ob);
236
237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
238
239 assign (title, ob->arch->clone.name);
240
241 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
242 * from the class, and not race. I don't see any way to get the class information
243 * to then update this. I don't think this will actually break anything - anyone
244 * that can use armour should be able to use a shield. What this may 'break'
245 * are features new characters get, eg, if someone starts up with a Q, they
246 * should be able to use a shield. However, old Q's won't get that advantage.
232 */ 247 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
234 sizeof(player) - offsetof(player, ob)); 249 SET_FLAG (ob, FLAG_USE_SHIELD);
235 250
251 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob))
253 {
254 object *tmp, *abil = 0, *skin = 0;
255
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force)
262 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force)
264 skin = tmp;
265
266 set_dragon_name (ob, abil, skin);
267 }
268
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270
271 esrv_new_player (this, ob->weight + ob->carrying);
272
273 ob->update_stats ();
274 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 this->ns = 0;
302 }
303
304 ob->container = 0; //TODO: client-specific
305 deactivate ();
306}
307
308// the need for this function can be explained
309// by load_object not returning the object
310void
311player::set_object (object *op)
312{
313 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */
315
316 ob->speed_left = 0.5;
317 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323}
324
325player::player ()
326{
236 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 328 * we deal with that below this point.
238 */ 329 */
239 p->party=NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 330 outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 331 outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 333
245#ifdef AUTOSAVE 334 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 335
247#endif 336 gen_sp_armour = 10;
337 shoottype = range_none;
338 bowtype = bow_normal;
339 petmode = pet_normal;
340 listening = 10;
341 usekeys = containers;
342 peaceful = 1; /* default peaceful */
343 do_los = 1;
344}
345
346void
347player::do_destroy ()
348{
349 disconnect ();
350
351 attachable::do_destroy ();
352
353 if (ob)
248 354 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 355 ob->destroy_inv (false);
356 ob->destroy ();
250 357 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 358}
302 359
303 360player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 361{
307 strcpy(op->contr->maplevel, first_map_path); 362 /* Clear item stack */
308 op->x = -1; 363 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 364}
312 365
313/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
315 * mode. 368 * mode.
316 */ 369 */
370player *
371player::create ()
372{
373 player *pl = new player;
317 374
318int add_player(NewSocket *ns) { 375 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 376 set_first_map (pl->ob);
333 377
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 378 return pl;
341} 379}
342 380
343/* 381/*
344 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 384 * Note: there MUST be at least one player archetype!
347 */ 385 */
386archetype *
348archetype *get_player_archetype(archetype* at) 387get_player_archetype (archetype *at)
349{ 388{
350 archetype *start = at; 389 archetype *start = at;
390
351 for (;;) { 391 for (;;)
392 {
352 if (at==NULL || at->next==NULL) 393 if (at == NULL || at->next == NULL)
353 at=first_archetype; 394 at = first_archetype;
354 else 395 else
355 at=at->next; 396 at = at->next;
397
356 if(at->clone.type==PLAYER) 398 if (at->clone.type == PLAYER)
357 return at; 399 return at;
400
358 if (at == start) { 401 if (at == start)
402 {
359 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 404 exit (-1);
361 } 405 }
362 } 406 }
363} 407}
364 408
365 409object *
366object *get_nearest_player(object *mon) { 410get_nearest_player (object *mon)
411{
367 object *op = NULL; 412 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 413 objectlink *ol;
370 unsigned lastdist; 414 unsigned lastdist;
371 rv_vector rv; 415 rv_vector rv;
372 416
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 {
374 /* We should not find free objects on this friendly list, but it 419 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
378 */ 423 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
380 object *tmp=ol->ob; 426 object *tmp = ol->ob;
381 427
382 /* Can't do much more other than log the fact, because the object 428 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 429 * itself will have been cleared.
384 */ 430 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
386 ol = ol->next; 433 ol = ol->next;
387 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
388 if (!ol) return op; 435 if (!ol)
389 } 436 return op;
437 }
390 438
391 /* Remove special check for player from this. First, it looks to cause 439 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 441 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 442 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
397 */ 445 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 447 continue;
400 448
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
410 op=pl->ob; 450 {
451 op = ol->ob;
411 lastdist=rv.distance; 452 lastdist = rv.distance;
453 }
412 } 454 }
413 } 455
414 } 456 for_all_players (pl)
457 if (can_detect_enemy (mon, pl->ob, &rv))
458 if (lastdist > rv.distance)
459 {
460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
415#if 0 464#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 466#endif
418 return op; 467 return op;
419} 468}
420 469
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 470/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 471 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 488 * is probably not a good thing.
440 */ 489 */
441#define MAX_SPACES 50 490#define MAX_SPACES 50
442
443 491
444/* 492/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 508 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 509 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 510 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 511 * is blocking itself.
464 */ 512 */
513int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
466 rv_vector rv; 516 rv_vector rv;
467 sint16 x,y; 517 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
470 520
471 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
472 522
473 if (rv.distance<mindiff) return 0; 523 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 524 return 0;
726}
727 525
728void confirm_password(object *op) { 526 x = mon->x;
527 y = mon->y;
528 m = mon->map;
529 dir = rv.direction;
530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
532 /* If we can't solve it within the search distance, return now. */
533 if (diff > max)
534 return 0;
535 while (diff > 1 && max > 0)
536 {
537 lastx = x;
538 lasty = y;
539 lastmap = m;
540 x = lastx + freearr_x[dir];
541 y = lasty + freearr_y[dir];
729 542
730 op->contr->write_buf[0]='\0'; 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
731 op->contr->state=ST_CONFIRM_PASSWORD; 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733}
734 545
546 /* Space is blocked - try changing direction a little */
547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
550 /* recalculate direction from last good location. Possible
551 * we were not traversing ideal location before.
552 */
553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
554 if (rv.direction != dir)
555 {
556 /* OK - says direction should be different - lets reset the
557 * the values so it will try again.
558 */
559 x = lastx;
560 y = lasty;
561 m = lastmap;
562 dir = firstdir = rv.direction;
563 }
564 else
565 {
566 /* direct path is blocked - try taking a side step to
567 * either the left or right.
568 * Note increase the values in the loop below to be
569 * more than -1/1 respectively will mean the monster takes
570 * bigger detour. Have to be careful about these values getting
571 * too big (3 or maybe 4 or higher) as the monster may just try
572 * stepping back and forth
573 */
574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
577 continue; /* already did this, so skip it */
578 /* Use lastdir here - otherwise,
579 * since the direction that the creature should move in
580 * may change, you could get infinite loops.
581 * ie, player is northwest, but monster can only
582 * move west, so it does that. It goes some distance,
583 * gets blocked, finds that it should move north,
584 * can't do that, but now finds it can move east, and
585 * gets back to its original point. lastdir contains
586 * the last direction the creature has successfully
587 * moved.
588 */
589
590 x = lastx + freearr_x[absdir (lastdir + i)];
591 y = lasty + freearr_y[absdir (lastdir + i)];
592 m = lastmap;
593 mflags = get_map_flags (m, &m, x, y, &x, &y);
594 if (mflags & P_OUT_OF_MAP)
595 continue;
596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
599 if (mflags & P_BLOCKSVIEW)
600 continue;
601
602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
604 }
605 /* go through entire loop without finding a valid
606 * sidestep to take - thus, no valid path.
607 */
608 if (i == (DETOUR_AMOUNT + 1))
609 return 0;
610 diff--;
611 lastdir = dir;
612 max--;
613 if (!firstdir)
614 firstdir = dir + i;
615 } /* else check alternate directions */
616 } /* if blocked */
617 else
618 {
619 /* we moved towards creature, so diff is less */
620 diff--;
621 max--;
622 lastdir = dir;
623 if (!firstdir)
624 firstdir = dir;
625 }
626 if (diff <= 1)
627 {
628 /* Recalculate diff (distance) because we may not have actually
629 * headed toward player for entire distance.
630 */
631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
633 }
634 if (diff > max)
635 return 0;
636 }
637 /* If we reached the max, didn't find a direction in time */
638 if (!max)
639 return 0;
640
641 return firstdir;
642}
643
644void
645give_initial_items (object *pl, treasurelist * items)
646{
647 object *op, *next = NULL;
648
649 if (pl->randomitems != NULL)
650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
651
652 for (op = pl->inv; op; op = next)
653 {
654 next = op->below;
655
656 /* Forces get applied per default, unless they have the
657 * flag "neutral" set. Sorry but I can't think of a better way
658 */
659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
660 SET_FLAG (op, FLAG_APPLIED);
661
662 /* we never give weapons/armour if these cannot be used
663 * by this player due to race restrictions
664 */
665 if (pl->type == PLAYER)
666 {
667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
668 (op->type == ARMOUR || op->type == BOOTS ||
669 op->type == CLOAK || op->type == HELMET ||
670 op->type == SHIELD || op->type == GLOVES ||
671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
672 {
673 op->destroy ();
674 continue;
675 }
676 }
677
678 /* This really needs to be better - we should really give
679 * a substitute spellbook. The problem is that we don't really
680 * have a good idea what to replace it with (need something like
681 * a first level treasurelist for each skill.)
682 * remove duplicate skills also
683 */
684 if (op->type == SPELLBOOK || op->type == SKILL)
685 {
686 object *tmp;
687
688 for (tmp = op->below; tmp; tmp = tmp->below)
689 if (tmp->type == op->type && tmp->name == op->name)
690 break;
691
692 if (tmp)
693 {
694 op->destroy ();
695 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
696 continue;
697 }
698
699 if (op->nrof > 1)
700 op->nrof = 1;
701 }
702
703 if (op->type == SPELLBOOK && op->inv)
704 {
705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
706 }
707
708 /* Give starting characters identified, uncursed, and undamned
709 * items. Just don't identify gold or silver, or it won't be
710 * merged properly.
711 */
712 if (need_identify (op))
713 {
714 SET_FLAG (op, FLAG_IDENTIFIED);
715 CLEAR_FLAG (op, FLAG_CURSED);
716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
719 {
720 op->destroy ();
721 continue;
722 }
723 else if (op->type == SKILL)
724 {
725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
726 op->stats.exp = 0;
727 op->level = 1;
728 }
729 /* lock all 'normal items by default */
730 else
731 SET_FLAG (op, FLAG_INV_LOCKED);
732 } /* for loop of objects in player inv */
733
734 /* Need to set up the skill pointers */
735 link_player_skills (pl);
736}
737
738void
735void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
736 if (party == NULL) { 741 if (party == NULL)
742 {
737 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 743 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
738 return; 744 return;
739 } 745 }
746
740 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
743 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 750 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
744} 751}
745
746 752
747/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 753/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
754static int
748int roll_stat(void) { 755roll_stat (void)
756{
749 int a[4],i,j,k; 757 int a[4], i, j, k;
750 758
751 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
753 761
754 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 763 if (a[i] < k)
756 k=a[i],j=i; 764 k = a[i], j = i;
757 765
758 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 767 if (i != j)
760 k+=a[i]; 768 k += a[i];
761 } 769
762 return k; 770 return k;
763} 771}
764 772
765void roll_stats(object *op) { 773void
766 int sum=0; 774object::roll_stats ()
767 int i = 0, j = 0; 775{
768 int statsort[7]; 776 int statsort [7];
769 777
778 for (;;)
770 do { 779 {
771 op->stats.Str=roll_stat(); 780 int sum = 0;
772 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
773 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
783 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 790
792 /* a quick and dirty bubblesort? */
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
811 798
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 799 stats.exp = 0;
823 op->stats.ac=0; 800 stats.ac = 0;
824 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
825 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
828 811
829 fix_player(op); 812 contr->orig_stats = stats;
813 }
814}
815
816void
817object::swap_stats (int a, int b)
818{
819 int tmp = get_attr_value (&contr->orig_stats, a);
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822
823 stats.Str = contr->orig_stats.Str;
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830
831 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats
833 stats.ac = 0;
834
835 level = 1;
836 stats.exp = 0;
837 stats.ac = 0;
838
830 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
832 op->stats.grace = op->stats.maxgrace; 841 stats.grace = stats.maxgrace;
842
843 if (contr)
844 {
845 contr->levhp[1] = 9;
846 contr->levsp[1] = 6;
847 contr->levgrace[1] = 3;
848
833 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
834} 851}
835 852
836void Roll_Again(object *op) 853static void
854start_info (object *op)
837{ 855{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
846 857
847 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 862}
955 863
956/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
960 * not the class. 868 * not the class.
961 */ 869 */
962 870int
963int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
964{ 872{
965 int tmp_loop; 873 int tmp_loop;
966 874
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
973 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
974 878
975 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 881
979 /* Lauwenmark : Here we handle the BORN global event */ 882 treasurelist *tl = find_treasurelist ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
981 885
982 /* Lauwenmark : We then generate a LOGIN event */ 886 INVOKE_PLAYER (BIRTH, op->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 887 INVOKE_PLAYER (LOGIN, op->contr);
888
984 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
985 890
986 if (op->msg) { 891 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 892 op->msg = NULL;
989 }
990 893
991 /* We create this now because some of the unique maps will need it 894 /* We create this now because some of the unique maps will need it
992 * to save here. 895 * to save here.
993 */ 896 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 898 make_path_to_file (buf);
996 899
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 900 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 903 link_player_skills (op);
1004 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
1005 fix_player(op); 905 op->update_stats ();
1006 906
1007 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1008 * is one for this race 908 * is one for this race
1009 */ 909 */
1010 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
1011 object *tmp; 912 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1015 first_map_ext_path, op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 916 tmp = object::create ();
1017 EXIT_PATH(tmp) = add_string(mapname); 917 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1020 enter_exit(op,tmp); /* we don't really care if it succeeded; 920 op->enter_exit (tmp); /* we don't really care if it succeeded;
1021 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1022 * default initial map */ 922 * default initial map */
1023 free_object(tmp); 923 tmp->destroy ();
924 }
1024 } else { 925 else
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029 927
928 return 0;
929 }
930
1030 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1032 */ 933 */
1033 934
1034 tmp_loop = 0; 935 tmp_loop = 0;
1035 while(!tmp_loop) { 936 while (!tmp_loop)
1036 const char *name = add_string (op->name); 937 {
938 shstr name = op->name;
1037 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
1038 remove_statbonus(op); 940
1039 remove_ob (op); 941 op->remove_statbonus ();
942 op->remove ();
1040 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
945 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 947 op->name = op->name_pl = name;
1044 op->name = name; 948 op->x = x;
1045 free_string(op->name_pl); 949 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 953 op->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 955 }
956
1058 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 959 op->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 962 op->stats.grace = 0;
963
1064 if (op->msg) 964 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1066 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1067 return 0; 968 return 0;
1068} 969}
1069 970
1070int key_confirm_quit(object *op, char key) 971void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 972flee_player (object *op)
973{
1115 int dir,diff; 974 int dir, diff;
1116 rv_vector rv; 975 rv_vector rv;
1117 976
1118 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 980 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 981 return;
1122 } 982 }
1123 983
1124 if(op->enemy==NULL) { 984 if (op->enemy == NULL)
985 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 986 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 987 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 988 return;
1128 } 989 }
1129 990
1130 /* Seen some crashes here. Since we don't store an 991 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 992 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 993 * actual enemy, and the object is recycled.
1133 */ 994 */
1134 if (op->enemy->map == NULL) { 995 if (op->enemy->map == NULL)
996 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 997 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 998 op->enemy = NULL;
1137 return; 999 return;
1138 } 1000 }
1139 1001
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1141 op->enemy=NULL; 1004 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1005 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1006 return;
1144 } 1007 }
1008
1145 get_rangevector(op, op->enemy, &rv, 0); 1009 get_rangevector (op, op->enemy, &rv, 0);
1146 1010
1147 dir=absdir(4+rv.direction); 1011 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1012 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 1013 {
1014 int m = 1 - (RANDOM () & 2);
1015
1016 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1017 return;
1018 }
1019
1155 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1022 op->enemy = NULL;
1158} 1023}
1159 1024
1160 1025
1161/* check_pick sees if there is stuff to be picked up/picks up stuff. 1026/* check_pick sees if there is stuff to be picked up/picks up stuff.
1162 * IT returns 1 if the player should keep on moving, 0 if he should 1027 * IT returns 1 if the player should keep on moving, 0 if he should
1163 * stop. 1028 * stop.
1164 */ 1029 */
1030int
1165int check_pick(object *op) { 1031check_pick (object *op)
1032{
1166 object *tmp, *next; 1033 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1034 int stop = 0;
1169 int j, k, wvratio; 1035 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1171 1037
1172
1173 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1175 return 1; 1040 return 1;
1176 1041
1177 op_tag = op->count;
1178
1179 next = op->below; 1042 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1043
1183 /* loop while there are items on the floor that are not marked as 1044 /* loop while there are items on the floor that are not marked as
1184 * destroyed */ 1045 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1186 { 1047 {
1187 tmp = next; 1048 tmp = next;
1188 next = tmp->below; 1049 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1050
1192 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1193 return 0; 1052 return 0;
1194 1053
1195 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1196 continue; 1055 continue;
1197 1056
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1058 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1060 pick_up (op, tmp);
1202 continue; 1061 continue;
1203 } 1062 }
1204 1063
1205 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1207 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1068 {
1209 case 1: pick_up (op, tmp); 1069 case 0:
1210 return 1; 1070 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1071 case 1:
1212 return 0; 1072 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1073 return 1;
1214 case 4: pick_up (op, tmp); 1074 case 2:
1215 break; 1075 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1076 return 0;
1217 stop = 1; 1077 case 3:
1218 break; 1078 return 0; /* stop before pickup */
1219 case 6: 1079 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1080 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1081 break;
1222 pick_up(op, tmp); 1082 case 5:
1223 break; 1083 pick_up (op, tmp);
1084 stop = 1;
1085 break;
1086 case 6:
1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1088 pick_up (op, tmp);
1089 break;
1224 1090
1225 case 7: 1091 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1093 pick_up (op, tmp);
1228 break; 1094 break;
1229 1095
1230 default: 1096 default:
1231 /* use value density */ 1097 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1100 pick_up (op, tmp);
1235 >= op->contr->mode) 1101 }
1236 pick_up(op,tmp); 1102 }
1237 } 1103 else
1238 } 1104 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1105 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1106 if (op->contr->mode & PU_DEBUG)
1242 { 1107 {
1243 /* some debugging code to figure out item information */ 1108 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1109 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1112 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1115
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1253 1118
1254 sprintf(putstring,"...flags: "); 1119 /* philosophy:
1255 for(k=0;k<4;k++) 1120 * It's easy to grab an item type from a pile, as long as it's
1256 { 1121 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1122 * and selections, select-items should be used. This is a
1258 { 1123 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1124 * example.
1260 { 1125 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1126 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1127 * convert to decimal and then 'pickup <#>
1263 } 1128 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 1129
1130 /* the first two modes are exclusive: if NOTHING we return, if
1131 * STOP then we stop. All the rest are applied sequentially,
1132 * meaning if any test passes, the item gets picked up. */
1133
1134 /* if mode is set to pick nothing up, return */
1135
1136 if (op->contr->mode & PU_NOTHING)
1137 return 1;
1138
1139 /* if mode is set to stop when encountering objects, return */
1140 /* take STOP before INHIBIT since it doesn't actually pick
1141 * anything up */
1142
1143 if (op->contr->mode & PU_STOP)
1144 return 0;
1145
1146 /* useful for going into stores and not losing your settings... */
1147 /* and for battles wher you don't want to get loaded down while
1148 * fighting */
1149 if (op->contr->mode & PU_INHIBIT)
1150 return 1;
1151
1152 /* prevent us from turning into auto-thieves :) */
1153 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1154 continue;
1155
1156 /* ignore known cursed objects */
1157 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1158 continue;
1159
1160 /* all food and drink if desired */
1161 /* question: don't pick up known-poisonous stuff? */
1162 if (op->contr->mode & PU_FOOD)
1163 if (tmp->type == FOOD)
1164 {
1165 pick_up (op, tmp);
1166 continue;
1167 }
1168
1169 if (op->contr->mode & PU_DRINK)
1170 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1171 {
1172 pick_up (op, tmp);
1173 continue;
1174 }
1175
1176 if (op->contr->mode & PU_POTION)
1177 if (tmp->type == POTION)
1178 {
1179 pick_up (op, tmp);
1180 continue;
1181 }
1182
1183 /* spellbooks, skillscrolls and normal books/scrolls */
1184 if (op->contr->mode & PU_SPELLBOOK)
1185 if (tmp->type == SPELLBOOK)
1186 {
1187 pick_up (op, tmp);
1188 continue;
1189 }
1190
1191 if (op->contr->mode & PU_SKILLSCROLL)
1192 if (tmp->type == SKILLSCROLL)
1193 {
1194 pick_up (op, tmp);
1195 continue;
1196 }
1197
1198 if (op->contr->mode & PU_READABLES)
1199 if (tmp->type == BOOK || tmp->type == SCROLL)
1200 {
1201 pick_up (op, tmp);
1202 continue;
1203 }
1204
1205 /* wands/staves/rods/horns */
1206 if (op->contr->mode & PU_MAGIC_DEVICE)
1207 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1208 {
1209 pick_up (op, tmp);
1210 continue;
1211 }
1212
1213 /* pick up all magical items */
1214 if (op->contr->mode & PU_MAGICAL)
1215 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1216 {
1217 pick_up (op, tmp);
1218 continue;
1219 }
1220
1221 if (op->contr->mode & PU_VALUABLES)
1222 {
1223 if (tmp->type == MONEY || tmp->type == GEM)
1224 {
1225 pick_up (op, tmp);
1226 continue;
1227 }
1228 }
1229
1230 /* rings & amulets - talismans seems to be typed AMULET */
1231 if (op->contr->mode & PU_JEWELS)
1232 if (tmp->type == RING || tmp->type == AMULET)
1233 {
1234 pick_up (op, tmp);
1235 continue;
1236 }
1237
1238 /* we don't forget dragon food */
1239 if (op->contr->mode & PU_FLESH)
1240 if (tmp->type == FLESH)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 /* bows and arrows. Bows are good for selling! */
1247 if (op->contr->mode & PU_BOW)
1248 if (tmp->type == BOW)
1249 {
1250 pick_up (op, tmp);
1251 continue;
1252 }
1253
1254 if (op->contr->mode & PU_ARROW)
1255 if (tmp->type == ARROW)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* all kinds of armor etc. */
1262 if (op->contr->mode & PU_ARMOUR)
1263 if (tmp->type == ARMOUR)
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_HELMET)
1270 if (tmp->type == HELMET)
1271 {
1272 pick_up (op, tmp);
1273 continue;
1274 }
1275
1276 if (op->contr->mode & PU_SHIELD)
1277 if (tmp->type == SHIELD)
1278 {
1279 pick_up (op, tmp);
1280 continue;
1281 }
1282
1283 if (op->contr->mode & PU_BOOTS)
1284 if (tmp->type == BOOTS)
1285 {
1286 pick_up (op, tmp);
1287 continue;
1288 }
1289
1290 if (op->contr->mode & PU_GLOVES)
1291 if (tmp->type == GLOVES)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1297 if (op->contr->mode & PU_CLOAK)
1298 if (tmp->type == CLOAK)
1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1304 /* hoping to catch throwing daggers here */
1305 if (op->contr->mode & PU_MISSILEWEAPON)
1306 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1311
1312 /* careful: chairs and tables are weapons! */
1313 if (op->contr->mode & PU_ALLWEAPON)
1314 {
1315 if (tmp->type == WEAPON && tmp->name != NULL)
1316 {
1317 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1318 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323 }
1324
1325 if (tmp->type == WEAPON && tmp->name == NULL)
1326 {
1327 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332 }
1333 }
1334
1335 /* misc stuff that's useful */
1336 if (op->contr->mode & PU_KEY)
1337 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342
1343 /* any of the last 4 bits set means we use the ratio for value
1344 * pickups */
1345 if (op->contr->mode & PU_RATIO)
1346 {
1347 /* use value density to decide what else to grab */
1348 /* >=7 was >= op->contr->mode */
1349 /* >=7 is the old standard setting. Now we take the last 4 bits
1350 * and multiply them by 5, giving 0..15*5== 5..75 */
1351 wvratio = (op->contr->mode & PU_RATIO) * 5;
1352 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1353 {
1354 pick_up (op, tmp);
1268#if 0 1355#if 0
1269 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1271 { 1358 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1360 }
1274 { 1361 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1276 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1365#endif
1366 continue;
1367 }
1368 }
1369 } /* the new pickup model */
1281 } 1370 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1371
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1372 return !stop;
1445} 1373}
1446 1374
1447/* 1375/*
1448 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1378 * found object is returned.
1451 */ 1379 */
1380object *
1452object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1453{ 1382{
1454 object *tmp = NULL; 1383 object *tmp = NULL;
1455 1384
1456 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1461 return op; 1389 return op;
1462 return tmp; 1390 return tmp;
1463} 1391}
1464 1392
1465/* 1393/*
1466 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1394 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1467 * against the target. A full test is not performed, simply a basic test 1395 * against the target. A full test is not performed, simply a basic test
1468 * of resistances. The archer is making a quick guess at what he sees down 1396 * of resistances. The archer is making a quick guess at what he sees down
1469 * the hall. Failing that it does it's best to pick the highest plus arrow. 1397 * the hall. Failing that it does it's best to pick the highest plus arrow.
1470 */ 1398 */
1471 1399
1400object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1402{
1474 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1476 1405
1477 if (!type) 1406 if (!type)
1478 return NULL; 1407 return NULL;
1479 1408
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1412 {
1413 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1415 if (i > betterby)
1486 tmp = ntmp; 1416 {
1487 betterby = i; 1417 tmp = ntmp;
1488 } 1418 betterby = i;
1419 }
1420 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1490 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1425 {
1493 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1427 {
1495 return arrow; 1428 *better = 100;
1496 } else { 1429 return arrow;
1497 tmp = arrow; 1430 }
1431 else
1432 {
1433 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1435 }
1500 } else { 1436 }
1437 else
1438 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1502 attacktype = 1<<attacknum; 1441 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1444 {
1445 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1447 }
1508 } 1448 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1450 {
1451 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1453 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1455 {
1456 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1458 }
1459 }
1460 }
1517 } 1461 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1463 return find_arrow (op, type);
1522 1464
1523 *better = betterby; 1465 *better = betterby;
1524 return tmp; 1466 return tmp;
1525} 1467}
1526 1468
1527/* looks in a given direction, finds the first valid target, and calls 1469/* looks in a given direction, finds the first valid target, and calls
1528 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1471 * op = the shooter
1530 * type = bow->race 1472 * type = bow->race
1531 * dir = fire direction 1473 * dir = fire direction
1532 */ 1474 */
1533 1475
1476object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1535{ 1478{
1536 object *tmp = NULL; 1479 object *tmp = NULL;
1537 mapstruct *m; 1480 maptile *m;
1538 int i, mflags, found, number; 1481 int i, mflags, found, number;
1539 sint16 x, y; 1482 sint16 x, y;
1540 1483
1541 if (op->map == NULL) 1484 if (op->map == NULL)
1542 return find_arrow(op, type); 1485 return find_arrow (op, type);
1543 1486
1544 /* do a dex check */ 1487 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1489 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1490 return find_arrow (op, type);
1548 1491
1549 m = op->map; 1492 m = op->map;
1550 x = op->x; 1493 x = op->x;
1551 y = op->y; 1494 y = op->y;
1552 1495
1553 /* find the first target */ 1496 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1555 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1559 tmp = NULL; 1504 tmp = NULL;
1560 break; 1505 break;
1506 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1510 * perhaps a bad assumption.
1564 */ 1511 */
1565 tmp = NULL; 1512 tmp = NULL;
1566 break; 1513 break;
1567 } 1514 }
1568 if (mflags & P_IS_ALIVE) { 1515 if (mflags & P_IS_ALIVE)
1516 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1518 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1519 {
1572 break; 1520 found++;
1573 } 1521 break;
1522 }
1574 if (found) 1523 if (found)
1575 break; 1524 break;
1576 } 1525 }
1577 } 1526 }
1578 if (tmp == NULL) 1527 if (tmp == NULL)
1579 return find_arrow(op, type); 1528 return find_arrow (op, type);
1580 1529
1581 if (tmp->head) 1530 if (tmp->head)
1582 tmp = tmp->head; 1531 tmp = tmp->head;
1583 1532
1584 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1585} 1534}
1586 1535
1587/* 1536/*
1588 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1541 * dir is the direction of fire.
1593 * wc_mod is any special modifier to give (used in special player fire modes) 1542 * wc_mod is any special modifier to give (used in special player fire modes)
1594 * sx, sy are coordinates to fire arrow from - also used in some of the special 1543 * sx, sy are coordinates to fire arrow from - also used in some of the special
1595 * player fire modes. 1544 * player fire modes.
1596 */ 1545 */
1546int
1597int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1598 sint16 sx, sint16 sy)
1599{ 1548{
1600 object *left, *bow; 1549 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1550 int bowspeed, mflags;
1603 mapstruct *m; 1551 maptile *m;
1604 1552
1605 if (!dir) { 1553 if (!dir)
1554 {
1606 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1607 return 0; 1556 return 0;
1608 } 1557 }
1558
1609 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1611 else { 1561 else
1562 {
1612 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1613 /* Don't check for applied - monsters don't apply bows - in that way, they 1564 /* Don't check for applied - monsters don't apply bows - in that way, they
1614 * don't need to switch back and forth between bows and weapons. 1565 * don't need to switch back and forth between bows and weapons.
1615 */ 1566 */
1616 if(bow->type==BOW) 1567 if (bow->type == BOW)
1617 break; 1568 break;
1618 1569
1619 if (!bow) { 1570 if (!bow)
1571 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1573 return 0;
1622 } 1574 }
1623 } 1575 }
1576
1624 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1625 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1626 return 0; 1580 return 0;
1627 } 1581 }
1628 1582
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1584
1631 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1634 if (bowspeed < 1) 1589 if (bowspeed < 1)
1635 bowspeed = 1; 1590 bowspeed = 1;
1636 1591
1637 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1639 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1599 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1601 return 0;
1646 } 1602 }
1647 } 1603 }
1604
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1607 return 0;
1651 } 1608
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1653 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1611 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1654 return 0; 1612 return 0;
1655 } 1613 }
1656 1614
1657 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1617 {
1618 arrow->destroy ();
1619 return 0;
1620 }
1663 1621
1664 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1627 return 0;
1670 return 0;
1671 } 1628 }
1672 set_owner(arrow, op); 1629
1673 if (arrow->skill) free_string(arrow->skill); 1630 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1631 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1632 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1633
1680 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1637 op->update_stats ();
1683 } 1638 }
1684 1639
1685 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1691 1646
1692 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1693 * added to the damage. I think the strength bonus is more proper. 1648 * added to the damage. I think the strength bonus is more proper.
1694 */ 1649 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1700 /* update the speed */ 1653 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 0 : dam_bonus[op->stats.Str]) + 1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1656
1706 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1710 1659
1711 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1665
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1667 }
1668 else
1669 {
1719 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level; 1671 arrow->level = op->level;
1723 } 1672 }
1673
1724 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1726 if (bow->slaying != NULL) 1677 if (bow->slaying)
1727 arrow->slaying = add_string(bow->slaying); 1678 arrow->slaying = bow->slaying;
1728 1679
1729 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1682
1733 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1734 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1685
1737 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1687 move_arrow (arrow);
1739 1688
1740 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1743 else 1693 else
1744 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1745 } 1695 }
1696
1746 return 1; 1697 return 1;
1747} 1698}
1748 1699
1749/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1701 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1705 * hence the function name.
1755 */ 1706 */
1707int
1756int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1757{ 1709{
1758 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1759 1711
1760 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1713 {
1762 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1763 dir, 0, op->x, op->y); 1715 }
1764 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1719 wcmod = -1;
1720
1767 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1721 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1768 op->x, op->y); 1722 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1770 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1725 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1726 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1772 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1727 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1728 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1774 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1776 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1777 1734
1778 } else { 1735 }
1736 else
1737 {
1779 /* Simple case */ 1738 /* Simple case */
1780 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1781 } 1740 }
1782 return ret; 1741 return ret;
1783} 1742}
1784 1743
1785 1744
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1788 */ 1747 */
1748void
1789void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1790{ 1750{
1791 object *item; 1751 object *item;
1792 1752
1793 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1794 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1795 return; 1756 return;
1796 } 1757 }
1797 1758
1798 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1760 if (!item->inv)
1761 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1763 return;
1802 } 1764 }
1803 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1804 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 1771 return;
1808 } 1772 }
1773 }
1809 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1810 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 1779 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1781 else
1815 else 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1783 return;
1819 } 1784 }
1820 } 1785 }
1821 1786
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1823 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1789 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1824 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1825 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1826 object *tmp; 1793 {
1827 if (item->arch) { 1794 object *tmp;
1795
1796 if (item->arch)
1797 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1830 item->speed = 0; 1800 item->set_speed (0);
1831 update_ob_speed(item); 1801 }
1832 } 1802
1833 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1805 }
1836 } 1806 }
1837 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1808 drain_rod_charge (item);
1839 }
1840 } 1809 }
1841} 1810}
1842 1811
1843/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1844 */ 1813 */
1814void
1845void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1846 int spellcost=0; 1817 int spellcost = 0;
1847 1818
1848 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1850 1822
1851 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1852 case range_none: 1825 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 1826 return;
1889 default: 1827
1828 case range_bow:
1829 player_fire_bow (op, dir);
1830 return;
1831
1832 case range_magic: /* Casting spells */
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1834 return;
1835
1836 case range_misc:
1837 fire_misc_object (op, dir);
1838 return;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 1865 return;
1892 } 1866 }
1893} 1867}
1894 1868
1895 1869
1896 1870
1903 * inv is the objects inventory to searched 1877 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1878 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1879 * This function can be called recursively to search containers.
1906 */ 1880 */
1907 1881
1882object *
1908object * find_key(object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1909{ 1884{
1910 object *tmp,*key; 1885 object *tmp, *key;
1911 1886
1912 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1888 if (container->inv == NULL)
1889 return NULL;
1914 1890
1915 /* First, lets try to find a key in the top level inventory */ 1891 /* First, lets try to find a key in the top level inventory */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1893 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1918 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1920 */ 1898 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1900 break;
1923 } 1901 }
1924 /* No key found - lets search inventories now */ 1902 /* No key found - lets search inventories now */
1925 /* If we find and use a key in an inventory, return at that time. 1903 /* If we find and use a key in an inventory, return at that time.
1926 * otherwise, if we search all the inventories and still don't find 1904 * otherwise, if we search all the inventories and still don't find
1927 * a key, return 1905 * a key, return
1928 */ 1906 */
1929 if (!tmp) { 1907 if (!tmp)
1908 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1910 {
1931 /* No reason to search empty containers */ 1911 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1912 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1913 {
1914 if ((key = find_key (pl, tmp, door)) != NULL)
1915 return key;
1916 }
1917 }
1918 if (!tmp)
1919 return NULL;
1934 } 1920 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* We get down here if we have found a key. Now if its in a container, 1921 /* We get down here if we have found a key. Now if its in a container,
1939 * see if we actually want to use it 1922 * see if we actually want to use it
1940 */ 1923 */
1941 if (pl!=container) { 1924 if (pl != container)
1925 {
1942 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1944 /* cases where this fails: 1929 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1931 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1948 * containers can be used. 1933 * containers can be used.
1949 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1953 * 1938 *
1954 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1955 * all the others. 1940 * all the others.
1956 */ 1941 */
1957 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1945 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "The %s in your %s vibrates as you approach the door", 1947 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1948 return NULL;
1966 } 1949 }
1967 } 1950 }
1968 return tmp; 1951 return tmp;
1969} 1952}
1970 1953
1971/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1974 * 0 otherwise 1957 * 0 otherwise
1975 */ 1958 */
1959static int
1976static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1977{ 1961{
1978
1979 /* If its a door, try to find a use a key. If we do destroy the door, 1962 /* If its a door, try to find a use a key. If we do destroy the door,
1980 * might as well return immediately as there is nothing more to do - 1963 * might as well return immediately as there is nothing more to do -
1981 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1982 */ 1965 */
1983 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1984 1967
1985 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1986 if (key) { 1969 if (key)
1970 {
1987 object *container=key->env; 1971 object *container = key->env;
1988 1972
1989 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1973 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1990 if(action_makes_visible(op)) make_visible(op); 1974 if (action_makes_visible (op))
1975 make_visible (op);
1991 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1976 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1977 spring_trap (door->inv, op);
1992 if (door->type == DOOR) { 1978 if (door->type == DOOR)
1979 {
1993 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1980 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1994 } 1981 }
1995 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1997 "You open the door with the %s", query_short_name(key)); 1984 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1998 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1986 }
2000 /* Do this after we print the message */ 1987 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1988 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1989 /* Need to update the weight the container the key was in */
2003 if (container != op) 1990 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 1991 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
1993 }
2006 } else if (door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1995 {
2007 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 1998 return 1;
2010 } 1999 }
2011 return 0; 2000 return 0;
2012} 2001}
2013 2002
2014/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2019 */ 2008 */
2020 2009void
2021void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2022{ 2011{
2023 object *tmp, *mon, *tpl; 2012 object *tmp, *mon;
2024 sint16 nx, ny; 2013 sint16 nx, ny;
2025 int on_battleground; 2014 int on_battleground;
2026 mapstruct *m; 2015 maptile *m;
2027 2016
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2017 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2018 ny = freearr_y[dir] + op->y;
2032 2019
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2034 2021
2035 /* If braced, or can't move to the square, and it is not out of the 2022 /* If braced, or can't move to the square, and it is not out of the
2036 * map, attack it. Note order of if statement is important - don't 2023 * map, attack it. Note order of if statement is important - don't
2037 * want to be calling move_ob if braced, because move_ob will move the 2024 * want to be calling move_ob if braced, because move_ob will move the
2038 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2026 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2027 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2028 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2029 * move_ob uses.
2043 */ 2030 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050 2032 {
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2034 {
2035 m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2040 m = op->map;
2041
2042 if (!(tmp = m->at (nx, ny).bot))
2053 return; 2043 return;
2054 }
2055 2044
2056 mon = NULL; 2045 mon = 0;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2046 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2047 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2048 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2049 * on the space
2061 */ 2050 */
2062 while (tmp!=NULL) { 2051 while (tmp)
2052 {
2063 if (tmp == op) { 2053 if (tmp == op)
2064 tmp=tmp->above; 2054 {
2065 continue; 2055 tmp = tmp->above;
2066 } 2056 continue;
2057 }
2058
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2060 {
2069 break; 2061 mon = tmp;
2070 } 2062 break;
2063 }
2064
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2066 mon = tmp;
2067
2073 tmp=tmp->above; 2068 tmp = tmp->above;
2074 } 2069 }
2075 2070
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2071 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2072 return; /* into a wall */
2078 2073
2079 if(mon->head != NULL) 2074 if (mon->head)
2080 mon = mon->head; 2075 mon = mon->head;
2081 2076
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2078 if (player_attack_door (op, mon))
2079 return;
2084 2080
2085 /* The following deals with possibly attacking peaceful 2081 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2082 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2083 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2084 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2085 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2086 * and thus will not push them.
2091 */ 2087 */
2092 2088
2093 /* If the creature is a pet, push it even if the player is not 2089 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2090 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2091 * player owns it and it is either friendly or unagressive.
2096 */ 2092 */
2097 if ((op->type==PLAYER) 2093 if ((op->type == PLAYER)
2098#if COZY_SERVER 2094#if COZY_SERVER
2099 && 2095 &&
2100 ( 2096 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2098#else
2106 && get_owner(mon)==op 2099 && mon->owner == op
2107#endif 2100#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2102 {
2110 /* If we're braced, we don't want to switch places with it */ 2103 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2104 if (op->contr->braced)
2105 return;
2106
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2108 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2109 if (op->contr->tmp_invis || op->hide)
2110 make_visible (op);
2111
2115 return; 2112 return;
2116 } 2113 }
2117 2114
2118 /* in certain circumstances, you shouldn't attack friendly 2115 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2116 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2117 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2118 * attack them either.
2122 */ 2119 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2122#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2123 (op->contr->peaceful
2124 || (mon->type == PLAYER
2125 && mon->contr->
2126 peaceful)) &&
2128#else 2127#else
2129 op->contr->peaceful && 2128 op->contr->peaceful &&
2130#endif 2129#endif
2131 !on_battleground 2130 !on_battleground))
2131 {
2132 if (!op->contr->braced)
2132 )) { 2133 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2135 push_ob (mon, dir, op);
2136 } else { 2136 }
2137 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2138 new_draw_info (0, 0, op, "You withhold your attack");
2138 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141 2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142 }
2143
2142 /* If the object is a boulder or other rollable object, then 2144 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2145 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2146 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2148 {
2146 recursive_roll(mon,dir,op); 2149 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2150 if (action_makes_visible (op))
2148 } 2151 make_visible (op);
2152 }
2149 2153
2150 /* Any generic living creature. Including things like doors. 2154 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2155 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2156 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2157 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2158 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2159 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2162 {
2160 2163
2161 /* If the player hasn't hit something this tick, and does 2164 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2165 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2166 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2167 * incurred a 1 tick offset.
2165 */ 2168 */
2166 if (!op->contr->has_hit) { 2169 if (!op->contr->has_hit)
2170 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2171 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2172
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2174 }
2171 2175
2172 skill_attack(mon, op, 0, NULL, NULL); 2176 skill_attack (mon, op, 0, 0, 0);
2173 2177
2174 /* If attacking another player, that player gets automatic 2178 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2179 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2180 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2181 * the wiz.
2178 */ 2182 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2184 {
2181 short luck = mon->stats.luck; 2185 short luck = mon->stats.luck;
2186
2182 mon->contr->has_hit = 1; 2187 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2188 skill_attack (op, mon, 0, 0, 0);
2184 mon->stats.luck = luck; 2189 mon->stats.luck = luck;
2185 } 2190 }
2186 if(action_makes_visible(op)) make_visible(op); 2191
2187 } 2192 if (action_makes_visible (op))
2193 make_visible (op);
2194 }
2188 } /* if player should attack something */ 2195 } /* if player should attack something */
2189} 2196}
2190 2197
2198int
2191int move_player(object *op,int dir) { 2199move_player (object *op, int dir)
2200{
2192 int pick; 2201 int pick;
2193 object *transport = op->contr->transport;
2194 2202
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 2204 return 0;
2205
2206 /* Sanity check: make sure dir is valid */
2207 if ((dir < 0) || (dir >= 9))
2208 {
2209 LOG (llevError, "move_player: invalid direction %d\n", dir);
2210 return 0;
2211 }
2212
2213 /* peterm: added following line */
2214 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2215 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2216
2217 op->facing = dir;
2218
2219 if (op->hide)
2220 do_hidden_move (op);
2221
2222 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2223 /*nop */ ;
2224 else if (op->contr->fire_on)
2225 fire (op, dir);
2226 else
2227 {
2228 move_player_attack (op, dir);
2229 pick = check_pick (op);
2230 }
2231
2232 /* Add special check for newcs players and fire on - this way, the
2233 * server can handle repeat firing.
2234 */
2235 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2236 op->direction = dir;
2237 else
2238 op->direction = 0;
2239
2240 /* Update how the player looks. Use the facing, so direction may
2241 * get reset to zero. This allows for full animation capabilities
2242 * for players.
2243 */
2244 animate_object (op, op->facing);
2245 return 0;
2257} 2246}
2258 2247
2259/* This is similar to handle_player, below, but is only used by the 2248/* This is similar to handle_player, below, but is only used by the
2260 * new client/server stuff. 2249 * new client/server stuff.
2261 * This is sort of special, in that the new client/server actually uses 2250 * This is sort of special, in that the new client/server actually uses
2262 * the new speed values for commands. 2251 * the new speed values for commands.
2263 * 2252 *
2264 * Returns true if there are more actions we can do. 2253 * Returns true if there are more actions we can do.
2265 */ 2254 */
2255int
2266int handle_newcs_player(object *op) 2256handle_newcs_player (object *op)
2267{ 2257{
2268 if (op->contr->hidden) { 2258 if (op->contr->hidden)
2259 {
2269 op->invisible = 1000; 2260 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2261 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2262 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2263 * alternate it here for it to work correctly.
2273 */ 2264 */
2274 if (pticks & 2) op->invisible--; 2265 if (pticks & 2)
2266 op->invisible--;
2275 } 2267 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2277 op->invisible--; 2270 op->invisible--;
2278 if(!op->invisible) { 2271 if (!op->invisible)
2272 {
2279 make_visible(op); 2273 make_visible (op);
2280 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2274 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2281 } 2275 }
2282 } 2276 }
2283 2277
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2285 flee_player(op); 2280 flee_player (op);
2286 /* If player is still scared, that is his action for this tick */ 2281 /* If player is still scared, that is his action for this tick */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2288 op->speed_left--; 2284 op->speed_left--;
2289 return 0; 2285 return 0;
2290 } 2286 }
2291 } 2287 }
2292 2288
2293 /* I've been seeing crashes where the golem has been destroyed, but 2289 /* I've been seeing crashes where the golem has been destroyed, but
2294 * the player object still points to the defunct golem. The code that 2290 * the player object still points to the defunct golem. The code that
2295 * destroys the golem looks correct, and it doesn't always happen, so 2291 * destroys the golem looks correct, and it doesn't always happen, so
2296 * put this in a a workaround to clean up the golem pointer. 2292 * put this in a a workaround to clean up the golem pointer.
2297 */ 2293 */
2298 if (op->contr->ranges[range_golem] && 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2302 op->contr->golem_count = 0;
2303 }
2304 2296
2305 /* call this here - we also will call this in do_ericserver, but 2297 /* call this here - we also will call this in do_ericserver, but
2306 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2299 * called, so we recheck it here.
2308 */ 2300 */
2309 HandleClient(&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2302 return 1;
2311 2303
2304 if (op->speed_left > 0)
2305 {
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2313 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--; 2309 op->speed_left--;
2315 2310
2316 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2317 * of it. Also, some of the skill stuff is only put in 2312 * of it. Also, some of the skill stuff is only put in
2318 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2319 */ 2314 */
2320 move_player(op, op->direction); 2315 move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2316
2317 return op->speed_left > 0;
2318 }
2319 }
2320
2322 else return 0; 2321 return 0;
2323 } 2322}
2323
2324int
2325save_life (object *op)
2326{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2328 return 0;
2325}
2326 2329
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 {
2335 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2333 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2336 new_draw_info_format(NDI_UNIQUE, 0,op, 2334 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2337 "Your %s vibrates violently, then evaporates.", 2335
2338 query_name(tmp));
2339 if (op->contr) 2336 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2338
2342 free_object(tmp); 2339 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2344 if(op->stats.hp<0) 2342 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2346 if(op->stats.food<0) 2345 if (op->stats.food < 0)
2347 op->stats.food = 999; 2346 op->stats.food = 999;
2348 fix_player(op); 2347
2348 op->update_stats ();
2349 return 1; 2349 return 1;
2350 } 2350 }
2351
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2355 return 0;
2355} 2356}
2356 2357
2357/* This goes throws the inventory and removes unpaid objects, and puts them 2358/* This goes throws the inventory and removes unpaid objects, and puts them
2358 * back in the map (location and map determined by values of env). This 2359 * back in the map (location and map determined by values of env). This
2359 * function will descend into containers. op is the object to start the search 2360 * function will descend into containers. op is the object to start the search
2360 * from. 2361 * from.
2361 */ 2362 */
2363void
2362void remove_unpaid_objects(object *op, object *env) 2364remove_unpaid_objects (object *op, object *env)
2363{ 2365{
2364 object *next; 2366 object *next;
2365 2367
2366 while (op) { 2368 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2369 {
2368 * we remove object 'op' 2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2371
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2373 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2376
2377 op->insert_at (env);
2378 }
2379 else if (op->inv)
2380 remove_unpaid_objects (op->inv, env);
2381
2382 op = next;
2383 }
2384}
2383 2385
2384/* 2386/*
2385 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2390 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2391 * but there isn't one in the server directory.
2390 */ 2392 */
2393char *
2391char *gravestone_text (object *op) 2394gravestone_text (object *op)
2392{ 2395{
2393 static char buf2[MAX_BUF]; 2396 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2397 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2398 time_t now = time (NULL);
2396 2399
2397 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2403 else
2401 sprintf (buf, "%s\n", op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2407 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2405 sprintf (buf, "who was in level %d when killed\n", op->level); 2409 sprintf (buf, "who was in level %d when killed\n", op->level);
2406 else 2410 else
2407 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2411 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2412
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2414 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2415 if (op->type == PLAYER)
2416 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2419 strcat (buf2, buf);
2414 } 2420 }
2421
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2418 return buf2; 2426 return buf2;
2419} 2427}
2420 2428
2421 2429void
2422
2423void do_some_living(object *op) { 2430do_some_living (object *op)
2431{
2424 int last_food=op->stats.food; 2432 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2433 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2434 int over_hp, over_sp, over_grace;
2427 int i; 2435 int i;
2428 int rate_hp = 1200; 2436 int rate_hp = 1200;
2429 int rate_sp = 2500; 2437 int rate_sp = 2500;
2430 int rate_grace = 2000; 2438 int rate_grace = 2000;
2431 const int max_hp = 1; 2439 const int max_hp = 1;
2432 const int max_sp = 1; 2440 const int max_sp = 1;
2433 const int max_grace = 1; 2441 const int max_grace = 1;
2434 2442
2435 if (op->contr->outputs_sync) { 2443 if (op->contr->outputs_sync)
2444 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2448 }
2441 2449
2442 if(op->contr->state==ST_PLAYING) { 2450 if (op->contr->ns->state == ST_PLAYING)
2443 2451 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2454 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2456 else
2457 {
2449 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2460 }
2461
2452 if(op->contr->gen_sp >= 0 ) 2462 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2464 else
2465 {
2455 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2468 }
2469
2458 if(op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2472 else
2473 {
2461 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2476 }
2464 2477
2465 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2467 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2468 if(op->stats.sp<op->stats.maxsp) { 2482 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2483 {
2484 op->stats.sp++;
2470 /* dms do not consume food */ 2485 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2487 {
2488 op->stats.food--;
2473 if(op->contr->digestion<0) 2489 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2490 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2492 op->stats.food = last_food;
2493 }
2494 }
2495
2496 if (max_sp > 1)
2497 {
2498 over_sp = (gen_sp + 10) / rate_sp;
2499 if (over_sp > 0)
2500 {
2501 if (op->stats.sp < op->stats.maxsp)
2502 {
2503 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2504
2505 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2506 op->stats.sp--;
2507
2508 if (op->stats.sp > op->stats.maxsp)
2509 op->stats.sp = op->stats.maxsp;
2510 }
2511 op->last_sp = 0;
2512 }
2513 else
2514 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2515 }
2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 } 2518 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2519
2499 /* Regenerate Grace */ 2520 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2522 if (--op->last_grace < 0)
2523 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2524 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2525 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2526
2527 if (max_grace > 1)
2528 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2530 if (over_grace > 0)
2507 op->stats.sp += over_grace 2531 {
2532 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2533 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2534 op->last_grace = 0;
2510 } else { 2535 }
2536 else
2537 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2539 }
2513 } else { 2540 }
2541 else
2542 {
2514 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2543 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2515 } 2544 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2545 /* wearing stuff doesn't detract from grace generation. */
2517 } 2546 }
2518 2547
2519 /* Regenerate Hit Points */ 2548 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2549 if (--op->last_heal < 0)
2550 {
2521 if(op->stats.hp<op->stats.maxhp) { 2551 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2552 {
2553 op->stats.hp++;
2523 /* dms do not consume food */ 2554 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2556 {
2557 op->stats.food--;
2526 if(op->contr->digestion<0) 2558 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 2561 op->stats.food = last_food;
2562 }
2563 }
2564
2565 if (max_hp > 1)
2566 {
2567 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2568 if (over_hp > 0)
2569 {
2570 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2571 op->last_heal = 0;
2572 }
2573 else
2574 {
2575 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2576 }
2577 }
2578 else
2579 {
2580 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2581 }
2531 } 2582 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2583
2547 /* Digestion */ 2584 /* Digestion */
2548 if(--op->last_eat<0) { 2585 if (--op->last_eat < 0)
2586 {
2549#ifdef COZY_SERVER 2587#ifdef COZY_SERVER
2550 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2588 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2551 int bonus=dg>0?dg:0, 2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2590#else
2554 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2591 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2592#endif
2557 2593
2558 if(op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2559 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2595 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2560 else 2596 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2562 /* dms do not consume food */ 2599 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2601 op->stats.food--;
2565 } 2602 }
2566 2603
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2605 {
2606 object *tmp, *flesh = 0;
2569 2607
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2573 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2614 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2574 manual_apply(op,tmp,0); 2615 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2617 break;
2577 } 2618 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2619 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2620 flesh = tmp;
2580 } /* end of for loop */ 2621 } /* End if paid for object */
2622 } /* end of for loop */
2623
2581 /* If player is still starving, it means they don't have any food, so 2624 /* If player is still starving, it means they don't have any food, so
2582 * eat flesh instead. 2625 * eat flesh instead.
2583 */ 2626 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 {
2585 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2629 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2586 manual_apply(op,flesh,0); 2630 manual_apply (op, flesh, 0);
2587 } 2631 }
2588 } /* end if player is starving */ 2632 }
2589 2633
2590 while(op->stats.food<0&&op->stats.hp>0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2592 2636
2593 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2637 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2594 kill_player(op); 2638 kill_player (op);
2639 }
2595} 2640}
2596
2597
2598 2641
2599/* If the player should die (lack of hp, food, etc), we call this. 2642/* If the player should die (lack of hp, food, etc), we call this.
2600 * op is the player in jeopardy. If the player can not be saved (not 2643 * op is the player in jeopardy. If the player can not be saved (not
2601 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2645 * file.
2603 */ 2646 */
2647void
2604void kill_player(object *op) 2648kill_player (object *op)
2605{ 2649{
2606 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2607 int x,y,i; 2651 int x, y;
2652
2653 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2654 maptile *map; /* this is for resurrection */
2655
2609 int z; 2656 /* int z;
2610 int num_stats_lose; 2657 int num_stats_lose;
2611 int lost_a_stat; 2658 int lost_a_stat;
2612 int lose_this_stat; 2659 int lose_this_stat;
2613 int this_stat; 2660 int this_stat; */
2614 int will_kill_again; 2661 int will_kill_again;
2615 archetype *at; 2662 archetype *at;
2616 object *tmp; 2663 object *tmp;
2617 2664
2618 if(save_life(op)) 2665 if (save_life (op))
2619 return; 2666 return;
2620 2667
2621 2668
2622 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2669 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2623 * in cities ONLY!!! It is very important that this doesn't get abused. 2670 * in cities ONLY!!! It is very important that this doesn't get abused.
2624 * Look at op_on_battleground() for more info --AndreasV 2671 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2672 */
2626 if (op_on_battleground(op, &x, &y)) { 2673 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2674 {
2628 "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2677
2631
2632 /* restore player */ 2678 /* restore player */
2633 at = find_archetype("poisoning"); 2679 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2681 {
2636 remove_ob(tmp); 2682 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2684 }
2640 2685
2641 at = find_archetype("confusion"); 2686 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2687 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2688 {
2644 remove_ob(tmp); 2689 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2691 }
2648 2692
2649 cure_disease(op,0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2695 if (op->stats.food <= 0)
2652 2696 op->stats.food = 999;
2697
2653 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2700 {
2657 sprintf(buf,"%s's finger",op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2702 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2660 " the %s, when he was defeated at\n level %d by %s.\n", 2704 " the %s, when he was defeated at\n level %d by %s.\n",
2661 op->name, op->contr->title, (int)(op->level), 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2706 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2710 }
2711
2670 /* teleport defeated player to new destination*/ 2712 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2714 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2715 return;
2716 }
2679 2717
2718 INVOKE_PLAYER (DEATH, op->contr);
2719
2680 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2681 2721
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2722 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2723 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2725 strcpy (op->contr->killer, "starvation");
2693 } 2726 }
2694 else { 2727 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2728 sprintf (buf, "%s died.", &op->name);
2702 } 2729
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2731
2705 /* save the map location for corpse, gravestone*/ 2732 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2733 x = op->x;
2734 y = op->y;
2735 map = op->map;
2707 2736
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * life if they are dead - it takes some exp and a random stat. 2738 * life if they are dead - it takes some exp and a random stat.
2712 * See the config.h file for a little more in depth detail about this. 2739 * See the config.h file for a little more in depth detail about this.
2713 */ 2740 */
2714 2741
2715 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2744 * of death.
2718 */ 2745 */
2719#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2747 if (settings.balanced_stat_loss)
2748 {
2721 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
2722 /* Lower level chars don't lose as many stats because they suffer 2750 /* Lower level chars don't lose as many stats because they suffer
2723 more if they do. */ 2751 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2754 little bit harder. */
2727 /* GD */ 2755 /* GD */
2728 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2757 num_stats_lose = 1;
2730 else 2758 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2760 }
2761 else
2733 num_stats_lose = 1; 2762 num_stats_lose = 1;
2734 } 2763
2735 lost_a_stat = 0; 2764 lost_a_stat = 0;
2736 2765
2737 for (z=0; z<num_stats_lose; z++) { 2766 for (z = 0; z < num_stats_lose; z++)
2767 {
2738 i = RANDOM() % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2739 2769
2740 if (settings.stat_loss_on_death) { 2770 if (settings.stat_loss_on_death)
2771 {
2741 /* Pick a random stat and take a point off it. Tell the player 2772 /* Pick a random stat and take a point off it. Tell the player
2742 * what he lost. 2773 * what he lost.
2743 */ 2774 */
2744 change_attr_value(&(op->stats), i,-1); 2775 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2776 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2780 lost_a_stat = 1;
2750 } else { 2781 }
2782 else
2783 {
2751 /* deplete a stat */ 2784 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2785 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2754 2790 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2791 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2792 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2793 }
2788 if (lose_this_stat) { 2794 lose_this_stat = 1;
2795 if (settings.balanced_stat_loss)
2796 {
2797 /* GD */
2798 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2799 this_stat = get_attr_value (&(dep->stats), i);
2800 if (this_stat < 0)
2801 {
2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2803 int keep_chance = this_stat * this_stat;
2804
2805 /* Yes, I am paranoid. Sue me. */
2806 if (keep_chance < 1)
2807 keep_chance = 1;
2808
2809 /* There is a maximum depletion total per level. */
2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 {
2812 lose_this_stat = 0;
2813 /* Take loss chance vs keep chance to see if we
2814 retain the stat. */
2815 }
2816 else
2817 {
2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2819 lose_this_stat = 0;
2820 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2821 this_stat, keep_chance, loss_chance,
2822 lose_this_stat?"LOSE":"KEEP"); */
2823 }
2824 }
2825 }
2826
2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2830 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2831 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2832 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2833 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2834 * difference.
2795 */ 2835 */
2796 if (this_stat>=-50) { 2836 if (this_stat >= -50)
2837 {
2797 change_attr_value(&(dep->stats), i, -1); 2838 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2839 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2841 op->update_stats ();
2801 lost_a_stat = 1; 2842 lost_a_stat = 1;
2802 } 2843 }
2803 } 2844 }
2845 }
2804 } 2846 }
2805 }
2806 /* If no stat lost, tell the player. */ 2847 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2848 if (!lost_a_stat)
2808 { 2849 {
2809 /* determine_god() seems to not work sometimes... why is this? 2850 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2851 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2852 const char *god = determine_god (op);
2853
2812 if (god && (strcmp(god, "none"))) 2854 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2856 else
2815 " you.", god); 2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 2858 }
2859#else
2860 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2820#endif 2861#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2862
2824 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2864 * exp loss on the stone.
2826 */ 2865 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2868 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2870 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2871 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);
2833 "who was killed\n" 2872 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2873 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2875
2841 /**************************************/ 2876 /**************************************/
2842 /* */ 2877 /* */
2843 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
2846 /* */ 2881 /* */
2847 /**************************************/ 2882 /**************************************/
2848 2883
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2884 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2885 /* restore player */
2851 at = find_archetype("poisoning"); 2886 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2887 tmp = present_arch_in_ob (at, op);
2888
2853 if (tmp) { 2889 if (tmp)
2854 remove_ob(tmp); 2890 {
2855 free_object(tmp); 2891 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2893 }
2858 2894
2859 at = find_archetype("confusion"); 2895 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2897 if (tmp)
2862 remove_ob(tmp); 2898 {
2863 free_object(tmp); 2899 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2901 }
2902
2866 cure_disease(op,0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
2867 2904
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2906 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2912
2875 /* 2913 /*
2876 * Check to see if the player is in a shop. IF so, then check to see if 2914 * Check to see if the player is in a shop. IF so, then check to see if
2877 * the player has any unpaid items. If so, remove them and put them back 2915 * the player has any unpaid items. If so, remove them and put them back
2878 * in the map. 2916 * in the map.
2879 */ 2917 */
2880 2918
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2919 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2921
2889 /****************************************/ 2922 /****************************************/
2890 /* */ 2923 /* */
2891 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
2893 /* */ 2926 /* */
2894 /****************************************/ 2927 /****************************************/
2895 2928
2896 enter_player_savebed(op); 2929 enter_player_savebed (op);
2897 2930
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2931 op->contr->braced = 0;
2902 save_player(op,1);
2903 2932
2904 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2936 * on the space that might harm the player.
2908 */ 2937 */
2909 will_kill_again=0; 2938 will_kill_again = 0;
2910 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2939 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2911 if (tmp->type ==SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
2913 } 2942
2914 if (will_kill_again) { 2943 if (will_kill_again)
2944 {
2915 object *force; 2945 object *force;
2916 int at; 2946 int at;
2917 2947
2918 force=get_archetype(FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2950 force->speed = 0.1;
2921 force->speed_left=-5.0; 2951 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2953 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2955 force->resist[at] = 100;
2926 } 2956
2927 insert_ob_in_ob(force, op); 2957 insert_ob_in_ob (force, op);
2928 fix_player(op); 2958 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2959
2960 }
2961
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2963}
3004 2964
3005 2965void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2966loot_object (object *op)
2967{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2968 object *tmp, *tmp2, *next;
3008 2969
2970 if (op->container)
3009 if (op->container) { /* close open sack first */ 2971 esrv_apply_container (op, op->container); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2972
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2973 for (tmp = op->inv; tmp; tmp = next)
2974 {
3014 next=tmp->below; 2975 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2976
3016 remove_ob(tmp); 2977 if (tmp->invisible)
2978 continue;
2979
2980 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2981 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2982 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 2983 { /* empty container to ground */
3020 } 2984 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2985 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2987 {
3023 if(tmp->nrof>1) { 2988 if (tmp->nrof > 1)
2989 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2991 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2992 insert_ob_in_map (tmp, op->map, NULL, 0);
2993 }
2994 else
2995 tmp->destroy ();
2996 }
3027 } else 2997 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 2999 }
3032} 3000}
3033 3001
3034/* 3002/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3036 * what needs to be fixed. Refresh windows and fix speed if anything 3004 * what needs to be fixed. Refresh windows and fix speed if anything
3037 * was changed. 3005 * was changed.
3038 */ 3006 */
3039 3007
3008void
3040void fix_weight(void) { 3009fix_weight (void)
3041 player *pl; 3010{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3011 for_all_players (pl)
3012 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3014
3044 if(old == sum) 3015 if (old == sum)
3045 continue; 3016 continue;
3046 fix_player(pl->ob); 3017 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3019 }
3050} 3020}
3051 3021
3022void
3052void fix_luck(void) { 3023fix_luck (void)
3053 player *pl; 3024{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3025 for_all_players (pl)
3055 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 3027 pl->ob->change_luck (0);
3057} 3028}
3058
3059 3029
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3063 */ 3033 */
3064 3034void
3065void cast_dust (object *op, object *throw_ob, int dir) { 3035cast_dust (object *op, object *throw_ob, int dir)
3036{
3066 object *skop, *spob; 3037 object *skop, *spob;
3067 3038
3068 skop = find_skill_by_name(op, throw_ob->skill); 3039 skop = find_skill_by_name (op, throw_ob->skill);
3069 3040
3070 /* casting POTION 'dusts' is really a use_magic_item skill */ 3041 /* casting POTION 'dusts' is really a use_magic_item skill */
3071 if(op->type==PLAYER && throw_ob->type==POTION && !skop) { 3042 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3043 {
3072 LOG(llevError,"Player %s lacks critical skill use_magic_item!\n", 3044 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3073 op->name); 3045 return;
3074 return;
3075 } 3046 }
3047
3076 spob = throw_ob->inv; 3048 spob = throw_ob->inv;
3049
3050 // 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
3052 // errors should be reported as early as possible IMHO)
3053 if (!spob)
3054 {
3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3056 return;
3057 }
3058
3077 if (op->type==PLAYER && spob) 3059 if (op->type == PLAYER)
3078 new_draw_info_format(NDI_UNIQUE, 0,op,"You cast %s.",spob->name); 3060 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3079 3061
3080 cast_spell(op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3081
3082 if(!QUERY_FLAG(throw_ob,FLAG_REMOVED)) remove_ob(throw_ob);
3083 free_object(throw_ob);
3084}
3085 3063
3064 throw_ob->destroy ();
3065}
3066
3067void
3086void make_visible (object *op) { 3068make_visible (object *op)
3069{
3087 op->hide = 0; 3070 op->hide = 0;
3088 op->invisible = 0; 3071 op->invisible = 0;
3089 if(op->type==PLAYER) { 3072 if (op->type == PLAYER)
3073 {
3090 op->contr->tmp_invis = 0; 3074 op->contr->tmp_invis = 0;
3091 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3075 op->contr->invis_race = 0;
3092 } 3076 }
3093 update_object(op,UP_OBJ_FACE); 3077 update_object (op, UP_OBJ_FACE);
3094} 3078}
3095 3079
3080int
3096int is_true_undead(object *op) { 3081is_true_undead (object *op)
3082{
3097 object *tmp=NULL; 3083 object *tmp = NULL;
3098 3084
3099 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1;
3100 3087
3101 if(op->type==PLAYER)
3102 for(tmp=op->inv;tmp;tmp=tmp->below)
3103 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3104 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3105 return 0; 3088 return 0;
3106} 3089}
3107 3090
3108/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3109 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3110 * indicate greater hideability. 3093 * indicate greater hideability.
3111 */ 3094 */
3112 3095
3096int
3113int hideability(object *ob) { 3097hideability (object *ob)
3098{
3114 int i,level=0, mflag; 3099 int i, level = 0, mflag;
3115 sint16 x,y; 3100 sint16 x, y;
3116 3101
3117 if(!ob||!ob->map) return 0; 3102 if (!ob || !ob->map)
3103 return 0;
3118 3104
3119 /* so, on normal lighted maps, its hard to hide */ 3105 /* so, on normal lighted maps, its hard to hide */
3120 level=ob->map->darkness - 2; 3106 level = ob->map->darkness - 2;
3121 3107
3122 /* this also picks up whether the object is glowing. 3108 /* this also picks up whether the object is glowing.
3123 * If you carry a light on a non-dark map, its not 3109 * If you carry a light on a non-dark map, its not
3124 * as bad as carrying a light on a pitch dark map */ 3110 * as bad as carrying a light on a pitch dark map */
3125 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3111 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness));
3126 3113
3127 /* scan through all nearby squares for terrain to hide in */ 3114 /* scan through all nearby squares for terrain to hide in */
3128 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3115 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3116 {
3129 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3130 if (mflag & P_OUT_OF_MAP) { continue; } 3118 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue;
3121 }
3131 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3132 level += 2; 3123 level += 2;
3133 else /* open terrain! */ 3124 else /* open terrain! */
3134 level -= 1; 3125 level -= 1;
3135 } 3126 }
3136 3127
3137#if 0 3128#if 0
3138 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3129 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3139#endif 3130#endif
3140 return level; 3131 return level;
3141} 3132}
3142 3133
3143/* For Hidden creatures - a chance of becoming 'unhidden' 3134/* For Hidden creatures - a chance of becoming 'unhidden'
3144 * every time they move - as we subtract off 'invisibility' 3135 * every time they move - as we subtract off 'invisibility'
3145 * AND, for players, if they move into a ridiculously unhideable 3136 * AND, for players, if they move into a ridiculously unhideable
3146 * spot (surrounded by clear terrain in broad daylight). -b.t. 3137 * spot (surrounded by clear terrain in broad daylight). -b.t.
3147 */ 3138 */
3148 3139
3140void
3149void do_hidden_move (object *op) { 3141do_hidden_move (object *op)
3142{
3150 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3151 object *skop; 3144 object *skop;
3152 3145
3153 if(!op || !op->map) return; 3146 if (!op || !op->map)
3147 return;
3154 3148
3155 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3156 3150
3157 /* its *extremely* hard to run and sneak/hide at the same time! */ 3151 /* its *extremely* hard to run and sneak/hide at the same time! */
3158 if(op->type==PLAYER && op->contr->run_on) { 3152 if (op->type == PLAYER && op->contr->run_on)
3159 if(!skop || num >= skop->level) { 3153 if (!skop || num >= skop->level)
3154 {
3160 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3155 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3161 make_visible(op); 3156 make_visible (op);
3162 return; 3157 return;
3163 } else num += 20;
3164 } 3158 }
3159 else
3160 num += 20;
3161
3165 num += op->map->difficulty; 3162 num += op->map->difficulty;
3166 hide = hideability(op); /* modify by terrain hidden level */ 3163 hide = hideability (op); /* modify by terrain hidden level */
3167 num -= hide; 3164 num -= hide;
3165
3168 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 {
3169 make_visible(op); 3168 make_visible (op);
3170 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3169 if (op->type == PLAYER)
3171 "You moved out of hiding! You are visible!"); 3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 } 3171 }
3173 else if (op->type == PLAYER && skop) { 3172 else if (op->type == PLAYER && skop)
3174 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3173 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3175 }
3176} 3174}
3177 3175
3178/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3179 3177
3178int
3180int stand_near_hostile( object *who ) { 3179stand_near_hostile (object *who)
3180{
3181 object *tmp=NULL; 3181 object *tmp = NULL;
3182 int i,friendly=0,player=0, mflags; 3182 int i, friendly = 0, player = 0, mflags;
3183 mapstruct *m; 3183 maptile *m;
3184 sint16 x,y; 3184 sint16 x, y;
3185 3185
3186 if(!who) return 0; 3186 if (!who)
3187
3188 if(who->type==PLAYER) player=1;
3189 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3190
3191 /* search adjacent squares */
3192 for(i=1;i<9;i++) {
3193 x = who->x+freearr_x[i];
3194 y = who->y+freearr_y[i];
3195 m = who->map;
3196 mflags = get_map_flags(m, &m, x, y, &x, &y);
3197 /* space must be blocked if there is a monster. If not
3198 * blocked, don't need to check this space.
3199 */
3200 if (mflags & P_OUT_OF_MAP) continue;
3201 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3202
3203 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3204 if((player||friendly)
3205 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3206 return 1;
3207 else if(tmp->type==PLAYER)
3208 {
3209 /*don't let a hidden DM prevent you from hiding*/
3210 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3211 return 1;
3212 }
3213 }
3214 }
3215 return 0; 3187 return 0;
3188
3189 if (who->type == PLAYER)
3190 player = 1;
3191
3192 else
3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3194
3195 /* search adjacent squares */
3196 for (i = 1; i < 9; i++)
3197 {
3198 x = who->x + freearr_x[i];
3199 y = who->y + freearr_y[i];
3200 m = who->map;
3201 mflags = get_map_flags (m, &m, x, y, &x, &y);
3202 /* space must be blocked if there is a monster. If not
3203 * blocked, don't need to check this space.
3204 */
3205 if (mflags & P_OUT_OF_MAP)
3206 continue;
3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3208 continue;
3209
3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 {
3212 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3213 return 1;
3214 else if (tmp->type == PLAYER)
3215 {
3216 /*don't let a hidden DM prevent you from hiding */
3217 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3218 return 1;
3219 }
3220 }
3221 }
3222 return 0;
3216} 3223}
3217 3224
3218/* check the player los field for viewability of the 3225/* check the player los field for viewability of the
3219 * object op. This function works fine for monsters, 3226 * object op. This function works fine for monsters,
3220 * but we dont worry if the object isnt the top one in 3227 * but we dont worry if the object isnt the top one in
3227 * for them to differ. Sigh, this fctn could get a bit more complex. 3234 * for them to differ. Sigh, this fctn could get a bit more complex.
3228 * -b.t. 3235 * -b.t.
3229 * This function is now map tiling safe. 3236 * This function is now map tiling safe.
3230 */ 3237 */
3231 3238
3239int
3232int player_can_view (object *pl,object *op) { 3240player_can_view (object *pl, object *op)
3241{
3233 rv_vector rv; 3242 rv_vector rv;
3234 int dx,dy; 3243 int dx, dy;
3235 3244
3236 if(pl->type!=PLAYER) { 3245 if (pl->type != PLAYER)
3246 {
3237 LOG(llevError,"player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3238 return -1;
3239 }
3240 if (!pl || !op) return 0;
3241
3242 if(op->head) { op = op->head; }
3243 get_rangevector(pl, op, &rv, 0x1);
3244
3245 /* starting with the 'head' part, lets loop
3246 * through the object and find if it has any
3247 * part that is in the los array but isnt on
3248 * a blocked los square.
3249 * we use the archetype to figure out offsets.
3250 */
3251 while(op) {
3252 dx = rv.distance_x + op->arch->clone.x;
3253 dy = rv.distance_y + op->arch->clone.y;
3254
3255 /* only the viewable area the player sees is updated by LOS
3256 * code, so we need to restrict ourselves to that range of values
3257 * for any meaningful values.
3258 */
3259 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3260 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3261 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3262 return 1; 3248 return -1;
3263 op = op->more;
3264 } 3249 }
3250
3251 if (!pl || !op)
3265 return 0; 3252 return 0;
3253
3254 op = op->head_ ();
3255
3256 get_rangevector (pl, op, &rv, 0x1);
3257
3258 /* starting with the 'head' part, lets loop
3259 * through the object and find if it has any
3260 * part that is in the los array but isnt on
3261 * a blocked los square.
3262 * we use the archetype to figure out offsets.
3263 */
3264 while (op)
3265 {
3266 dx = rv.distance_x + op->arch->clone.x;
3267 dy = rv.distance_y + op->arch->clone.y;
3268
3269 /* only the viewable area the player sees is updated by LOS
3270 * code, so we need to restrict ourselves to that range of values
3271 * for any meaningful values.
3272 */
3273 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3274 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3275 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3276 return 1;
3277 op = op->more;
3278 }
3279 return 0;
3266} 3280}
3267 3281
3268/* routine for both players and monsters. We call this when 3282/* routine for both players and monsters. We call this when
3269 * there is a possibility for our action distrubing our hiding 3283 * there is a possibility for our action distrubing our hiding
3270 * place or invisiblity spell. Artefact invisiblity is not 3284 * place or invisiblity spell. Artefact invisiblity is not
3271 * effected by this. If we arent invisible to begin with, we 3285 * effected by this. If we arent invisible to begin with, we
3272 * return 0. 3286 * return 0.
3273 */ 3287 */
3288int
3274int action_makes_visible (object *op) { 3289action_makes_visible (object *op)
3290{
3275 3291
3276 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3277 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3278 return 0; 3295 return 0;
3279 3296
3280 if (op->contr && op->contr->tmp_invis == 0) return 0; 3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3281 3299
3282 /* If monsters, they should become visible */ 3300 /* If monsters, they should become visible */
3283 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3284 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3303 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3285 return 1; 3304 return 1;
3286 } 3305 }
3287 } 3306 }
3288 return 0; 3307 return 0;
3289} 3308}
3290 3309
3291/* op_on_battleground - checks if the given object op (usually 3310/* op_on_battleground - checks if the given object op (usually
3292 * a player) is standing on a valid battleground-tile, 3311 * a player) is standing on a valid battleground-tile,
3293 * function returns TRUE/FALSE. If true x, y returns the battleground 3312 * function returns TRUE/FALSE. If true x, y returns the battleground
3294 * -exit-coord. (and if x, y not NULL) 3313 * -exit-coord. (and if x, y not NULL)
3295 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3314 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3296 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3315 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3297 * Default is to do the same as before, so only people wanting to have different points need worry about this 3316 * Default is to do the same as before, so only people wanting to have different points need worry about this
3298 */ 3317 */
3318int
3299int op_on_battleground (object *op, int *x, int *y) { 3319op_on_battleground (object *op, int *x, int *y)
3320{
3300 object *tmp; 3321 object *tmp;
3301 3322
3302 /* A battleground-tile needs the following attributes to be valid: 3323 /* A battleground-tile needs the following attributes to be valid:
3303 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3304 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3305 * and the exit-coordinates sp/hp must both be > 0. 3326 * and the exit-coordinates sp/hp must both be > 0.
3306 * => The intention here is to prevent abuse of the battleground- 3327 * => The intention here is to prevent abuse of the battleground-
3307 * feature (like pickable or hidden battleground tiles). */ 3328 * feature (like pickable or hidden battleground tiles). */
3308 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3330 {
3309 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 {
3310 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3311 strcmp(tmp->name, "battleground")==0 && 3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3312 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3335 {
3313 /*before we assign the exit, check if this is a teambattle*/ 3336 /*before we assign the exit, check if this is a teambattle */
3314 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3337 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3338 {
3315 object *invtmp; 3339 object *invtmp;
3340
3316 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3317 if(invtmp->type==FORCE && invtmp->slaying && 3342 {
3318 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3345 if (x != NULL && y != NULL)
3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3347 return 1;
3348 }
3349 }
3350 }
3319 if (x != NULL && y != NULL) 3351 if (x != NULL && y != NULL)
3320 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3321 return 1; 3353 return 1;
3322 } 3354 }
3323 } 3355 }
3324 }
3325 if (x != NULL && y != NULL)
3326 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3327 return 1;
3328 } 3356 }
3329 }
3330 }
3331 /* If we got here, did not find a battleground */ 3357 /* If we got here, did not find a battleground */
3332 return 0; 3358 return 0;
3333} 3359}
3334 3360
3335/* 3361/*
3339 * attributes: 3365 * attributes:
3340 * object *who the dragon player 3366 * object *who the dragon player
3341 * int atnr the attack-number of the ability focus 3367 * int atnr the attack-number of the ability focus
3342 * int level ability level 3368 * int level ability level
3343 */ 3369 */
3370void
3344void dragon_ability_gain(object *who, int atnr, int level) { 3371dragon_ability_gain (object *who, int atnr, int level)
3372{
3345 treasurelist *trlist = NULL; /* treasurelist */ 3373 treasurelist *trlist = NULL; /* treasurelist */
3346 treasure *tr; /* treasure */ 3374 treasure *tr; /* treasure */
3347 object *tmp,*skop; /* tmp. object */ 3375 object *tmp, *skop; /* tmp. object */
3348 object *item; /* treasure object */ 3376 object *item; /* treasure object */
3349 char buf[MAX_BUF]; /* tmp. string buffer */ 3377 char buf[MAX_BUF]; /* tmp. string buffer */
3350 int i=0, j=0; 3378 int i = 0, j = 0;
3351 3379
3352 /* get the appropriate treasurelist */ 3380 /* get the appropriate treasurelist */
3353 if (atnr == ATNR_FIRE) 3381 if (atnr == ATNR_FIRE)
3354 trlist = find_treasurelist("dragon_ability_fire"); 3382 trlist = find_treasurelist ("dragon_ability_fire");
3355 else if (atnr == ATNR_COLD) 3383 else if (atnr == ATNR_COLD)
3356 trlist = find_treasurelist("dragon_ability_cold"); 3384 trlist = find_treasurelist ("dragon_ability_cold");
3357 else if (atnr == ATNR_ELECTRICITY) 3385 else if (atnr == ATNR_ELECTRICITY)
3358 trlist = find_treasurelist("dragon_ability_elec"); 3386 trlist = find_treasurelist ("dragon_ability_elec");
3359 else if (atnr == ATNR_POISON) 3387 else if (atnr == ATNR_POISON)
3360 trlist = find_treasurelist("dragon_ability_poison"); 3388 trlist = find_treasurelist ("dragon_ability_poison");
3361 3389
3362 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3363 return; 3391 return;
3364 3392
3365 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3366 tr = tr->next, i++); 3394
3367 3395 if (!tr || !tr->item)
3368 if (tr == NULL || tr->item == NULL) { 3396 {
3369 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3370 return; 3398 return;
3371 } 3399 }
3372 3400
3373 /* everything seems okay - now bring on the gift: */ 3401 /* everything seems okay - now bring on the gift: */
3374 item = &(tr->item->clone); 3402 item = &(tr->item->clone);
3375 3403
3376 if (item->type == SPELL) { 3404 if (item->type == SPELL)
3405 {
3377 if (check_spell_known (who, item->name)) 3406 if (check_spell_known (who, item->name))
3378 return; 3407 return;
3379 3408
3380 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3409 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3381 do_learn_spell (who, item, 0); 3410 do_learn_spell (who, item, 0);
3382 return; 3411 return;
3383 } 3412 }
3384 3413
3385 /* grant direct spell */ 3414 /* grant direct spell */
3386 if (item->type == SPELLBOOK) { 3415 if (item->type == SPELLBOOK)
3416 {
3387 if (!item->inv) { 3417 if (!item->inv)
3418 {
3388 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3419 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3389 item->name);
3390 return; 3420 return;
3391 } 3421 }
3392 if (check_spell_known (who, item->inv->name)) 3422 if (check_spell_known (who, item->inv->name))
3393 return; 3423 return;
3394 if (item->invisible) { 3424 if (item->invisible)
3425 {
3395 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3426 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3396 do_learn_spell (who, item->inv, 0); 3427 do_learn_spell (who, item->inv, 0);
3397 return; 3428 return;
3398 } 3429 }
3399 } 3430 }
3400 else if (item->type == SKILL_TOOL && item->invisible) { 3431 else if (item->type == SKILL_TOOL && item->invisible)
3432 {
3401 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3433 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3434 {
3402 3435
3403 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3436 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3404 * in this way, if the player is missing any of the attacktypes, he gets 3437 * in this way, if the player is missing any of the attacktypes, he gets
3405 * them. As it is now, if the player has any that match the granted skill, 3438 * them. As it is now, if the player has any that match the granted skill,
3406 * but not all of them, he gets nothing. 3439 * but not all of them, he gets nothing.
3407 */ 3440 */
3408 if (!(skop->attacktype & item->attacktype)) { 3441 if (!(skop->attacktype & item->attacktype))
3442 {
3409 /* Give new attacktype */ 3443 /* Give new attacktype */
3410 skop->attacktype |= item->attacktype; 3444 skop->attacktype |= item->attacktype;
3411 3445
3412 /* always add physical if there's none */ 3446 /* always add physical if there's none */
3413 skop->attacktype |= AT_PHYSICAL; 3447 skop->attacktype |= AT_PHYSICAL;
3414 3448
3415 if (item->msg != NULL) 3449 if (item->msg != NULL)
3416 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3417 3451
3418 /* Give player new face */ 3452 /* Give player new face */
3419 if (item->animation_id) { 3453 if (item->animation_id)
3454 {
3420 who->face = skop->face; 3455 who->face = skop->face;
3421 who->animation_id = item->animation_id; 3456 who->animation_id = item->animation_id;
3422 who->anim_speed = item->anim_speed; 3457 who->anim_speed = item->anim_speed;
3423 who->last_anim = 0; 3458 who->last_anim = 0;
3424 who->state = 0; 3459 who->state = 0;
3425 animate_object(who, who->direction); 3460 animate_object (who, who->direction);
3426 } 3461 }
3462 }
3463 }
3427 } 3464 }
3428 }
3429 }
3430 else if (item->type == FORCE) { 3465 else if (item->type == FORCE)
3466 {
3431 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3432 object *skin; 3468 object *skin;
3469
3433 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3434 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3435 skin=skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3436 if (skin == NULL) return; 3473 ;
3437 3474
3475 if (!skin)
3476 return;
3477
3438 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3439 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3480 {
3440 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3481 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3441 3482
3442 /* print message */ 3483 /* print message */
3443 sprintf(buf, "You feel attuned to "); 3484 sprintf (buf, "You feel attuned to ");
3444 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3485 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3445 if(item->path_attuned & (1<<i)) { 3486 {
3446 if (j) 3487 if (item->path_attuned & (1 << i))
3447 strcat(buf," and "); 3488 {
3448 else 3489 if (j)
3449 j = 1; 3490 strcat (buf, " and ");
3491 else
3492 j = 1;
3450 strcat(buf, spellpathnames[i]); 3493 strcat (buf, spellpathnames[i]);
3451 } 3494 }
3452 } 3495 }
3453 strcat(buf,"."); 3496 strcat (buf, ".");
3454 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3455 } 3498 }
3456 3499
3457 /* evtl. adding flags: */ 3500 /* evtl. adding flags: */
3458 if(QUERY_FLAG(item, FLAG_XRAYS)) 3501 if (QUERY_FLAG (item, FLAG_XRAYS))
3459 SET_FLAG(skin, FLAG_XRAYS); 3502 SET_FLAG (skin, FLAG_XRAYS);
3460 if(QUERY_FLAG(item, FLAG_STEALTH)) 3503 if (QUERY_FLAG (item, FLAG_STEALTH))
3461 SET_FLAG(skin, FLAG_STEALTH); 3504 SET_FLAG (skin, FLAG_STEALTH);
3462 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3463 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3506 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3464 3507
3465 /* print message if there is one */ 3508 /* print message if there is one */
3466 if (item->msg != NULL) 3509 if (item->msg != NULL)
3467 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3510 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3511 }
3512 else
3468 } 3513 {
3469 else {
3470 /* generate misc. treasure */ 3514 /* generate misc. treasure */
3471 tmp = arch_to_object (tr->item); 3515 tmp = arch_to_object (tr->item);
3472 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3473 tmp = insert_ob_in_ob (tmp, who); 3517 tmp = insert_ob_in_ob (tmp, who);
3474 if (who->type == PLAYER) 3518 if (who->type == PLAYER)
3475 esrv_send_item(who, tmp); 3519 esrv_send_item (who, tmp);
3476 } 3520 }
3477} 3521}
3478 3522
3479/** 3523/**
3480 * Unready an object for a player. This function does nothing if the object was 3524 * Unready an object for a player. This function does nothing if the object was
3481 * not readied. 3525 * not readied.
3482 */ 3526 */
3527void
3483void player_unready_range_ob(player *pl, object *ob) { 3528player_unready_range_ob (player *pl, object *ob)
3484 rangetype i; 3529{
3485
3486 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3530 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3487 if (pl->ranges[i] == ob) { 3531 if (pl->ranges[i] == ob)
3532 {
3488 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3489 if (pl->shoottype == i) { 3534 if (pl->shoottype == i)
3490 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3491 }
3492 } 3536 }
3493 }
3494} 3537}

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