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Comparing deliantra/server/server/player.C (file contents):
Revision 1.11 by root, Tue Aug 29 08:01:37 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 1.11 2006/08/29 08:01:37 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 ob->remove ();
200 ob->map = 0;
195 201
196/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 204
206 if (!p) { 205 players.erase (this);
207 p = (player *) malloc(sizeof(player)); 206}
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210 207
211 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
212 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
213 * end of the list - there is in fact no compelling reason that 210void
214 * that needs to be done except for things like output of 211player::connect (client *ns)
215 * 'who'. 212{
216 */ 213 this->ns = ns;
217 player *tmp = first_player; 214 ns->pl = this;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224 215
225 p->next = NULL; 216 run_on = 0;
226 } 217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
227 219
228 /* Clears basically the entire player structure except 220 ns->update_look = 0;
229 * for next and socket. 221 ns->look_position = 0;
222
223 clear_los (ob);
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.
230 */ 247 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
232 p->attachable_init (); //HACK 249 SET_FLAG (ob, FLAG_USE_SHIELD);
233 250
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{
234 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 328 * we deal with that below this point.
236 */ 329 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */ 330 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */ 331 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 333
243#ifdef AUTOSAVE 334 savebed_map = first_map_path; /* Init. respawn position */
244 p->last_save_tick = 9999999; 335
245#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)
246 354 {
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 355 ob->destroy_inv (false);
356 ob->destroy ();
248 357 }
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299} 358}
300 359
301 360player::~player ()
302/* This loads the first map an puts the player on it. */
303static void set_first_map(object *op)
304{ 361{
305 strcpy(op->contr->maplevel, first_map_path); 362 /* Clear item stack */
306 op->x = -1; 363 free (stack_items);
307 op->y = -1;
308 enter_exit(op, NULL);
309} 364}
310 365
311/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
313 * mode. 368 * mode.
314 */ 369 */
370player *
371player::create ()
372{
373 player *pl = new player;
315 374
316int add_player(NewSocket *ns) { 375 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob); 376 set_first_map (pl->ob);
331 377
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 378 return pl;
339} 379}
340 380
341/* 381/*
342 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 384 * Note: there MUST be at least one player archetype!
345 */ 385 */
386archetype *
346archetype *get_player_archetype(archetype* at) 387get_player_archetype (archetype *at)
347{ 388{
348 archetype *start = at; 389 archetype *start = at;
390
349 for (;;) { 391 for (;;)
392 {
350 if (at==NULL || at->next==NULL) 393 if (at == NULL || at->next == NULL)
351 at=first_archetype; 394 at = first_archetype;
352 else 395 else
353 at=at->next; 396 at = at->next;
397
354 if(at->clone.type==PLAYER) 398 if (at->clone.type == PLAYER)
355 return at; 399 return at;
400
356 if (at == start) { 401 if (at == start)
402 {
357 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 404 exit (-1);
359 } 405 }
360 } 406 }
361} 407}
362 408
363 409object *
364object *get_nearest_player(object *mon) { 410get_nearest_player (object *mon)
411{
365 object *op = NULL; 412 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 413 objectlink *ol;
368 unsigned lastdist; 414 unsigned lastdist;
369 rv_vector rv; 415 rv_vector rv;
370 416
371 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 {
372 /* 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
373 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
376 */ 423 */
377 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 {
378 object *tmp=ol->ob; 426 object *tmp = ol->ob;
379 427
380 /* 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
381 * itself will have been cleared. 429 * itself will have been cleared.
382 */ 430 */
383 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 ());
384 ol = ol->next; 433 ol = ol->next;
385 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
435 if (!ol)
386 if (!ol) return op; 436 return op;
387 } 437 }
388 438
389 /* 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
390 * 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
391 * complicated method of state checking would be needed in any case - 441 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 442 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
395 */ 445 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 447 continue;
398 448
399 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
450 {
400 op=ol->ob; 451 op = ol->ob;
401 lastdist=rv.distance; 452 lastdist = rv.distance;
402 } 453 }
403 } 454 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 455
456 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 457 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 458 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 459 {
412 } 460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
413#if 0 464#if 0
414 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)");
415#endif 466#endif
416 return op; 467 return op;
417} 468}
418 469
419/* 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
420 * 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
421 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 488 * is probably not a good thing.
438 */ 489 */
439#define MAX_SPACES 50 490#define MAX_SPACES 50
440
441 491
442/* 492/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 508 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 509 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 510 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 511 * is blocking itself.
462 */ 512 */
513int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
464 rv_vector rv; 516 rv_vector rv;
465 sint16 x,y; 517 sint16 x, y;
466 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;
467 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
468 520
469 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
470 522
471 if (rv.distance<mindiff) return 0; 523 if (rv.distance < mindiff)
524 return 0;
472 525
473 x=mon->x; 526 x = mon->x;
474 y=mon->y; 527 y = mon->y;
475 m=mon->map; 528 m = mon->map;
476 dir = rv.direction; 529 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 530 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 531 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 532 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 533 if (diff > max)
534 return 0;
481 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
482 lastx = x; 537 lastx = x;
483 lasty = y; 538 lasty = y;
484 lastmap = m; 539 lastmap = m;
485 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
487 542
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 545
491 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 547 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
494 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
496 */ 552 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
499 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 557 * the values so it will try again.
501 */ 558 */
502 x = lastx; 559 x = lastx;
503 y = lasty; 560 y = lasty;
504 m = lastmap; 561 m = lastmap;
505 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
506 } else { 564 else
565 {
507 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
508 * either the left or right. 567 * either the left or right.
509 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 571 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 572 * stepping back and forth
514 */ 573 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 579 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 584 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 586 * the last direction the creature has successfully
526 * moved. 587 * moved.
527 */ 588 */
528 589
529 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 592 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
537 601
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
539 } 604 }
540 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
542 */ 607 */
543 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 609 return 0;
545 diff--; 610 diff--;
546 lastdir=dir; 611 lastdir = dir;
547 max--; 612 max--;
548 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
549 } /* else check alternate directions */ 615 } /* else check alternate directions */
550 } /* if blocked */ 616 } /* if blocked */
551 else { 617 else
618 {
552 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
553 diff--; 620 diff--;
554 max--; 621 max--;
555 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
556 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626 if (diff <= 1)
557 } 627 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 628 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 629 * headed toward player for entire distance.
561 */ 630 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 633 }
565 if (diff>max) return 0; 634 if (diff > max)
635 return 0;
566 } 636 }
567 /* If we reached the max, didn't find a direction in time */ 637 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 638 if (!max)
639 return 0;
569 640
570 return firstdir; 641 return firstdir;
571} 642}
572 643
644void
573void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist * items)
646{
574 object *op,*next=NULL; 647 object *op, *next = NULL;
575 648
576 if(pl->randomitems!=NULL) 649 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 651
579 for (op=pl->inv; op; op=next) { 652 for (op = pl->inv; op; op = next)
653 {
580 next = op->below; 654 next = op->below;
581 655
582 /* Forces get applied per default, unless they have the 656 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 657 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 658 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 660 SET_FLAG (op, FLAG_APPLIED);
587 661
588 /* we never give weapons/armour if these cannot be used 662 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 663 * by this player due to race restrictions
590 */ 664 */
591 if (pl->type == PLAYER) { 665 if (pl->type == PLAYER)
666 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 672 {
602 } 673 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 674 continue;
622 } 675 }
623 if (op->nrof > 1) op->nrof = 1; 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)
624 } 685 {
686 object *tmp;
625 687
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
626 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
704 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 706 }
629 707
630 /* Give starting characters identified, uncursed, and undamned 708 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 709 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 710 * merged properly.
633 */ 711 */
634 if (need_identify(op)) { 712 if (need_identify (op))
713 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 714 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
638 } 719 {
639 if(op->type==SPELL) { 720 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 721 continue;
722 }
723 else if (op->type == SKILL)
643 } 724 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 726 op->stats.exp = 0;
647 op->level = 1; 727 op->level = 1;
648 } 728 }
649 /* lock all 'normal items by default */ 729 /* lock all 'normal items by default */
730 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 731 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 732 } /* for loop of objects in player inv */
652 733
653 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
654 link_player_skills(pl); 735 link_player_skills (pl);
655} 736}
656 737
657void get_name(object *op) { 738void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
734 if (party == NULL) { 741 if (party == NULL)
742 {
735 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);
736 return; 744 return;
737 } 745 }
746
738 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
741 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:");
742} 751}
743
744 752
745/* 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
746int roll_stat(void) { 755roll_stat (void)
756{
747 int a[4],i,j,k; 757 int a[4], i, j, k;
748 758
749 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
751 761
752 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 763 if (a[i] < k)
754 k=a[i],j=i; 764 k = a[i], j = i;
755 765
756 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 767 if (i != j)
758 k+=a[i]; 768 k += a[i];
759 } 769
760 return k; 770 return k;
761} 771}
762 772
763void roll_stats(object *op) { 773void
764 int sum=0; 774object::roll_stats ()
765 int i = 0, j = 0; 775{
766 int statsort[7]; 776 int statsort [7];
767 777
778 for (;;)
768 do { 779 {
769 op->stats.Str=roll_stat(); 780 int sum = 0;
770 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
781 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 790
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
809 798
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 799 stats.exp = 0;
821 op->stats.ac=0; 800 stats.ac = 0;
822 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
823 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
826 811
827 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
828 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
830 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
831 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
832} 851}
833 852
834void Roll_Again(object *op) 853static void
854start_info (object *op)
835{ 855{
836 esrv_new_player(op->contr, 0);
837 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
844 857
845 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 }
851
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
853
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
858
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
862 op->stats.Dex = op->contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha;
868 op->stats.ac=0;
869
870 op->level=1;
871 op->stats.exp=0;
872 op->stats.ac=0;
873
874 op->contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3;
877
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 862}
953 863
954/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
958 * not the class. 868 * not the class.
959 */ 869 */
960 870int
961int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
962{ 872{
963 int tmp_loop; 873 int tmp_loop;
964 874
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
971 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
972 878
973 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
977 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
979 888
980 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
981 890
982 if (op->msg) { 891 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 892 op->msg = NULL;
985 }
986 893
987 /* 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
988 * to save here. 895 * to save here.
989 */ 896 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 898 make_path_to_file (buf);
992 899
993#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks;
995#endif
996 start_info(op); 900 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 903 link_player_skills (op);
1000 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
1001 fix_player(op); 905 op->update_stats ();
1002 906
1003 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1004 * is one for this race 908 * is one for this race
1005 */ 909 */
1006 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
1007 object *tmp; 912 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1011 first_map_ext_path, op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 916 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 917 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1016 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;
1017 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1018 * default initial map */ 922 * default initial map */
1019 free_object(tmp); 923 tmp->destroy ();
924 }
1020 } else { 925 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 927
1023 return 0; 928 return 0;
1024 } 929 }
1025 930
1026 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1028 */ 933 */
1029 934
1030 tmp_loop = 0; 935 tmp_loop = 0;
1031 while(!tmp_loop) { 936 while (!tmp_loop)
1032 const char *name = add_string (op->name); 937 {
938 shstr name = op->name;
1033 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
940
1034 remove_statbonus(op); 941 op->remove_statbonus ();
1035 remove_ob (op); 942 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1038 op->instantiate (); 945 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 947 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 948 op->x = x;
1045 op->y = y; 949 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 953 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 955 }
956
1055 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 959 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 962 op->stats.grace = 0;
963
1061 if (op->msg) 964 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1063 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");
1064 return 0; 968 return 0;
1065} 969}
1066 970
1067int key_confirm_quit(object *op, char key) 971void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 972flee_player (object *op)
973{
1113 int dir,diff; 974 int dir, diff;
1114 rv_vector rv; 975 rv_vector rv;
1115 976
1116 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 980 CLEAR_FLAG (op, FLAG_SCARED);
981 return;
982 }
983
984 if (op->enemy == NULL)
985 {
986 LOG (llevDebug, "Fleeing player had no enemy.\n");
987 CLEAR_FLAG (op, FLAG_SCARED);
988 return;
989 }
990
991 /* Seen some crashes here. Since we don't store an
992 * op->enemy_count, it is possible that something destroys the
993 * actual enemy, and the object is recycled.
994 */
995 if (op->enemy->map == NULL)
996 {
997 CLEAR_FLAG (op, FLAG_SCARED);
998 op->enemy = NULL;
999 return;
1000 }
1001
1002 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1003 {
1004 op->enemy = NULL;
1005 CLEAR_FLAG (op, FLAG_SCARED);
1006 return;
1007 }
1008
1009 get_rangevector (op, op->enemy, &rv, 0);
1010
1011 dir = absdir (4 + rv.direction);
1012 for (diff = 0; diff < 3; diff++)
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)))
1119 return; 1017 return;
1120 } 1018 }
1121 1019
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 for(diff=0;diff<3;diff++) {
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 }
1153 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1022 op->enemy = NULL;
1156} 1023}
1157 1024
1158 1025
1159/* 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.
1160 * 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
1161 * stop. 1028 * stop.
1162 */ 1029 */
1030int
1163int check_pick(object *op) { 1031check_pick (object *op)
1032{
1164 object *tmp, *next; 1033 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1034 int stop = 0;
1167 int j, k, wvratio; 1035 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1169 1037
1170
1171 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1173 return 1; 1040 return 1;
1174 1041
1175 op_tag = op->count;
1176
1177 next = op->below; 1042 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1043
1181 /* 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
1182 * destroyed */ 1045 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1184 { 1047 {
1185 tmp = next; 1048 tmp = next;
1186 next = tmp->below; 1049 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1050
1190 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1191 return 0; 1052 return 0;
1192 1053
1193 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1194 continue; 1055 continue;
1195 1056
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1058 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1060 pick_up (op, tmp);
1200 continue; 1061 continue;
1201 } 1062 }
1202 1063
1203 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1205 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1068 {
1069 case 0:
1206 case 0: return 1; /* don't pick up */ 1070 return 1; /* don't pick up */
1071 case 1:
1207 case 1: pick_up (op, tmp); 1072 pick_up (op, tmp);
1208 return 1; 1073 return 1;
1074 case 2:
1209 case 2: pick_up (op, tmp); 1075 pick_up (op, tmp);
1210 return 0; 1076 return 0;
1077 case 3:
1211 case 3: return 0; /* stop before pickup */ 1078 return 0; /* stop before pickup */
1079 case 4:
1212 case 4: pick_up (op, tmp); 1080 pick_up (op, tmp);
1213 break; 1081 break;
1082 case 5:
1214 case 5: pick_up (op, tmp); 1083 pick_up (op, tmp);
1215 stop = 1; 1084 stop = 1;
1216 break; 1085 break;
1217 case 6: 1086 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1088 pick_up (op, tmp);
1221 break; 1089 break;
1222 1090
1223 case 7: 1091 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1093 pick_up (op, tmp);
1226 break; 1094 break;
1227 1095
1228 default: 1096 default:
1229 /* use value density */ 1097 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1100 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1101 }
1262 } 1102 }
1263 } 1103 else
1104 { /* old model */
1105 /* NEW pickup handling */
1106 if (op->contr->mode & PU_DEBUG)
1107 {
1108 /* some debugging code to figure out item information */
1109 if (tmp->name != NULL)
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1112 else
1113 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1114 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1115
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1265 1118
1119 /* philosophy:
1120 * It's easy to grab an item type from a pile, as long as it's
1121 * generic. This takes no game-time. For more detailed pickups
1122 * and selections, select-items should be used. This is a
1123 * grab-as-you-run type mode that's really useful for arrows for
1124 * example.
1125 * The drawback: right now it has no frontend, so you need to
1126 * stick the bits you want into a calculator in hex mode and then
1127 * convert to decimal and then 'pickup <#>
1128 */
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);
1266#if 0 1355#if 0
1267 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1269 { 1358 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1360 }
1272 { 1361 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1365#endif
1279 } 1366 continue;
1280 /* philosophy: 1367 }
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 } 1368 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1369 } /* the new pickup model */
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 } 1370 }
1440 } /* the new pickup model */ 1371
1441 }
1442 return ! stop; 1372 return !stop;
1443} 1373}
1444 1374
1445/* 1375/*
1446 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1378 * found object is returned.
1449 */ 1379 */
1380object *
1450object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1451{ 1382{
1452 object *tmp = NULL; 1383 object *tmp = NULL;
1453 1384
1454 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1459 return op; 1389 return op;
1460 return tmp; 1390 return tmp;
1461} 1391}
1462 1392
1463/* 1393/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1398 */
1469 1399
1400object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1402{
1472 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1474 1405
1475 if (!type) 1406 if (!type)
1476 return NULL; 1407 return NULL;
1477 1408
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 {
1481 i = 0; 1413 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1415 if (i > betterby)
1416 {
1484 tmp = ntmp; 1417 tmp = ntmp;
1485 betterby = i; 1418 betterby = i;
1486 } 1419 }
1420 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1488 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1425 {
1491 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1427 {
1492 *better = 100; 1428 *better = 100;
1493 return arrow; 1429 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1430 }
1498 } else { 1431 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1432 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1433 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1435 }
1515 } 1436 }
1437 else
1438 {
1439 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1440 {
1441 attacktype = 1 << attacknum;
1442 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1443 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1444 {
1445 tmp = arrow;
1446 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1447 }
1448 }
1449 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1450 {
1451 tmp = arrow;
1452 betterby = 2 + arrow->magic + arrow->stats.dam;
1453 }
1454 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1455 {
1456 tmp = arrow;
1457 betterby = 1 + arrow->magic + arrow->stats.dam;
1458 }
1516 } 1459 }
1460 }
1517 } 1461 }
1518 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1463 return find_arrow (op, type);
1520 1464
1521 *better = betterby; 1465 *better = betterby;
1522 return tmp; 1466 return tmp;
1523} 1467}
1524 1468
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1471 * op = the shooter
1528 * type = bow->race 1472 * type = bow->race
1529 * dir = fire direction 1473 * dir = fire direction
1530 */ 1474 */
1531 1475
1476object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1533{ 1478{
1534 object *tmp = NULL; 1479 object *tmp = NULL;
1535 mapstruct *m; 1480 maptile *m;
1536 int i, mflags, found, number; 1481 int i, mflags, found, number;
1537 sint16 x, y; 1482 sint16 x, y;
1538 1483
1539 if (op->map == NULL) 1484 if (op->map == NULL)
1540 return find_arrow(op, type); 1485 return find_arrow (op, type);
1541 1486
1542 /* do a dex check */ 1487 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1489 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1490 return find_arrow (op, type);
1546 1491
1547 m = op->map; 1492 m = op->map;
1548 x = op->x; 1493 x = op->x;
1549 y = op->y; 1494 y = op->y;
1550 1495
1551 /* find the first target */ 1496 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1553 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1557 tmp = NULL; 1504 tmp = NULL;
1505 break;
1506 }
1507 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1508 {
1509 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1510 * perhaps a bad assumption.
1511 */
1512 tmp = NULL;
1513 break;
1514 }
1515 if (mflags & P_IS_ALIVE)
1516 {
1517 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1518 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1519 {
1520 found++;
1521 break;
1522 }
1523 if (found)
1558 break; 1524 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1525 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1526 }
1576 if (tmp == NULL) 1527 if (tmp == NULL)
1577 return find_arrow(op, type); 1528 return find_arrow (op, type);
1578 1529
1579 if (tmp->head) 1530 if (tmp->head)
1580 tmp = tmp->head; 1531 tmp = tmp->head;
1581 1532
1582 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1583} 1534}
1584 1535
1585/* 1536/*
1586 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1541 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1544 * player fire modes.
1594 */ 1545 */
1546int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1548{
1598 object *left, *bow; 1549 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1550 int bowspeed, mflags;
1601 mapstruct *m; 1551 maptile *m;
1602 1552
1603 if (!dir) { 1553 if (!dir)
1554 {
1604 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!");
1605 return 0; 1556 return 0;
1606 } 1557 }
1558
1607 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1609 else { 1561 else
1562 {
1610 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1566 */
1614 if(bow->type==BOW) 1567 if (bow->type == BOW)
1615 break; 1568 break;
1616 1569
1617 if (!bow) { 1570 if (!bow)
1571 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1573 return 0;
1620 } 1574 }
1621 } 1575 }
1576
1622 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1623 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);
1624 return 0; 1580 return 0;
1625 } 1581 }
1626 1582
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1584
1629 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1632 if (bowspeed < 1) 1589 if (bowspeed < 1)
1633 bowspeed = 1; 1590 bowspeed = 1;
1634 1591
1635 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1637 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1599 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1601 return 0;
1644 } 1602 }
1645 } 1603 }
1604
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1607 return 0;
1649 } 1608
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1651 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.");
1652 return 0; 1612 return 0;
1653 } 1613 }
1654 1614
1655 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1617 {
1658 free_object(arrow); 1618 arrow->destroy ();
1659 return 0; 1619 return 0;
1660 } 1620 }
1661 1621
1662 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1666 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);
1667 bow->race);
1668 return 0; 1627 return 0;
1669 } 1628 }
1670 set_owner(arrow, op); 1629
1671 if (arrow->skill) free_string(arrow->skill); 1630 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1631 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1632 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1633
1678 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1637 op->update_stats ();
1681 } 1638 }
1682 1639
1683 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1689 1646
1690 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1649 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1653 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1656
1704 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1708 1659
1709 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1665
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1667 }
1668 else
1669 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1671 arrow->level = op->level;
1721 } 1672 }
1673
1722 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1724 if (bow->slaying != NULL) 1677 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1678 arrow->slaying = bow->slaying;
1726 1679
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1682
1731 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);
1732 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1685
1735 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1687 move_arrow (arrow);
1737 1688
1738 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1741 else 1693 else
1742 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1743 } 1695 }
1696
1744 return 1; 1697 return 1;
1745} 1698}
1746 1699
1747/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1701 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1705 * hence the function name.
1753 */ 1706 */
1707int
1754int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1755{ 1709{
1756 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1757 1711
1758 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1713 {
1760 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);
1761 dir, 0, op->x, op->y); 1715 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1719 wcmod = -1;
1720
1765 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);
1766 op->x, op->y); 1722 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1772 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);
1773 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);
1774 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);
1775 1734
1776 } else { 1735 }
1736 else
1737 {
1777 /* Simple case */ 1738 /* Simple case */
1778 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);
1779 } 1740 }
1780 return ret; 1741 return ret;
1781} 1742}
1782 1743
1783 1744
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1786 */ 1747 */
1748void
1787void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1788{ 1750{
1789 object *item; 1751 object *item;
1790 1752
1791 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1792 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.");
1793 return; 1756 return;
1794 } 1757 }
1795 1758
1796 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1760 if (!item->inv)
1761 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1763 return;
1800 } 1764 }
1801 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1802 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1771 return;
1806 } 1772 }
1773 }
1807 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1779 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1781 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1783 return;
1817 } 1784 }
1818 } 1785 }
1819 1786
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1821 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 */
1822 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1823 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1793 {
1824 object *tmp; 1794 object *tmp;
1795
1825 if (item->arch) { 1796 if (item->arch)
1797 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1828 item->speed = 0; 1800 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1801 }
1802
1831 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1805 }
1834 } 1806 }
1835 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1808 drain_rod_charge (item);
1837 }
1838 } 1809 }
1839} 1810}
1840 1811
1841/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1842 */ 1813 */
1814void
1843void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1844 int spellcost=0; 1817 int spellcost = 0;
1845 1818
1846 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1848 1822
1849 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1850 case range_none: 1825 case range_none:
1826 return;
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.");
1851 return; 1855 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 } 1856 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875 1857
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1887 default: 1863 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1865 return;
1890 } 1866 }
1891} 1867}
1892 1868
1893 1869
1894 1870
1901 * inv is the objects inventory to searched 1877 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1878 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1879 * This function can be called recursively to search containers.
1904 */ 1880 */
1905 1881
1882object *
1906object * find_key(object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1907{ 1884{
1908 object *tmp,*key; 1885 object *tmp, *key;
1909 1886
1910 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1888 if (container->inv == NULL)
1889 return NULL;
1912 1890
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1893 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1916 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1918 */ 1898 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1900 break;
1921 } 1901 }
1922 /* No key found - lets search inventories now */ 1902 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1905 * a key, return
1926 */ 1906 */
1927 if (!tmp) { 1907 if (!tmp)
1908 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1910 {
1929 /* No reason to search empty containers */ 1911 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1912 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1914 if ((key = find_key (pl, tmp, door)) != NULL)
1915 return key;
1932 } 1916 }
1933 } 1917 }
1918 if (!tmp)
1934 if (!tmp) return NULL; 1919 return NULL;
1935 } 1920 }
1936 /* 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,
1937 * see if we actually want to use it 1922 * see if we actually want to use it
1938 */ 1923 */
1939 if (pl!=container) { 1924 if (pl != container)
1925 {
1940 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1942 /* cases where this fails: 1929 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1931 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1946 * containers can be used. 1933 * containers can be used.
1947 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1951 * 1938 *
1952 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1953 * all the others. 1940 * all the others.
1954 */ 1941 */
1955 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1945 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1948 return NULL;
1964 } 1949 }
1965 } 1950 }
1966 return tmp; 1951 return tmp;
1967} 1952}
1968 1953
1969/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1972 * 0 otherwise 1957 * 0 otherwise
1973 */ 1958 */
1959static int
1974static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1975{ 1961{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1980 */ 1965 */
1981 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1982 1967
1983 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1984 if (key) { 1969 if (key)
1970 {
1985 object *container=key->env; 1971 object *container = key->env;
1986 1972
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1974 if (action_makes_visible (op))
1975 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 1978 if (door->type == DOOR)
1979 {
1991 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 */
1992 } 1981 }
1993 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1986 }
1998 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1988 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1989 /* Need to update the weight the container the key was in */
2001 if (container != op) 1990 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1991 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
1993 }
2004 } else if (door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1995 {
2005 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1998 return 1;
2008 } 1999 }
2009 return 0; 2000 return 0;
2010} 2001}
2011 2002
2012/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2017 */ 2008 */
2018 2009void
2019void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2020{ 2011{
2021 object *tmp, *mon; 2012 object *tmp, *mon;
2022 sint16 nx, ny; 2013 sint16 nx, ny;
2023 int on_battleground; 2014 int on_battleground;
2024 mapstruct *m; 2015 maptile *m;
2025 2016
2026 nx=freearr_x[dir]+op->x; 2017 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2018 ny = freearr_y[dir] + op->y;
2028 2019
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2030 2021
2031 /* 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
2032 * 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
2033 * 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
2034 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2026 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2027 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2028 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2029 * move_ob uses.
2039 */ 2030 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2031 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2032 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2042 m = get_map_from_coord(op->map, &nx, &ny);
2043 if (!m) return; /* Don't think this should happen */
2044 } 2034 {
2035 m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2045 else m =op->map; 2040 m = op->map;
2046 2041
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2042 if (!(tmp = m->at (nx, ny).bot))
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2043 return;
2044
2045 mon = 0;
2046 /* Go through all the objects, and find ones of interest. Only stop if
2047 * we find a monster - that is something we know we want to attack.
2048 * if its a door or barrel (can roll) see if there may be monsters
2049 * on the space
2050 */
2051 while (tmp)
2052 {
2053 if (tmp == op)
2054 {
2055 tmp = tmp->above;
2056 continue;
2057 }
2058
2059 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2060 {
2061 mon = tmp;
2062 break;
2063 }
2064
2065 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2066 mon = tmp;
2067
2068 tmp = tmp->above;
2069 }
2070
2071 if (!mon) /* This happens anytime the player tries to move */
2072 return; /* into a wall */
2073
2074 if (mon->head)
2075 mon = mon->head;
2076
2077 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2078 if (player_attack_door (op, mon))
2079 return;
2080
2081 /* The following deals with possibly attacking peaceful
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */
2088
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type == PLAYER)
2094#if COZY_SERVER
2095 &&
2096 ((mon->owner && mon->owner->contr
2097 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2098#else
2099 && mon->owner == op
2100#endif
2101 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2102 {
2103 /* If we're braced, we don't want to switch places with it */
2104 if (op->contr->braced)
2049 return; 2105 return;
2050 }
2051 2106
2052 mon = NULL; 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2053 /* Go through all the objects, and find ones of interest. Only stop if 2108 (void) push_ob (mon, dir, op);
2054 * we find a monster - that is something we know we want to attack. 2109 if (op->contr->tmp_invis || op->hide)
2055 * if its a door or barrel (can roll) see if there may be monsters 2110 make_visible (op);
2056 * on the space 2111
2112 return;
2113 }
2114
2115 /* in certain circumstances, you shouldn't attack friendly
2116 * creatures. Note that if you are braced, you can't push
2117 * someone, but put it inside this loop so that you won't
2118 * attack them either.
2057 */ 2119 */
2058 while (tmp!=NULL) { 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2122#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2123 (op->contr->peaceful
2124 || (mon->type == PLAYER
2125 && mon->contr->
2126 peaceful)) &&
2127#else
2128 op->contr->peaceful &&
2129#endif
2130 !on_battleground))
2131 {
2132 if (!op->contr->braced)
2133 {
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 push_ob (mon, dir, op);
2062 } 2136 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2137 else
2064 mon = tmp; 2138 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2139
2140 if (op->contr->tmp_invis || op->hide)
2141 make_visible (op);
2142 }
2143
2144 /* If the object is a boulder or other rollable object, then
2145 * roll it if not braced. You can't roll it if you are braced.
2146 */
2147 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2148 {
2149 recursive_roll (mon, dir, op);
2150 if (action_makes_visible (op))
2151 make_visible (op);
2152 }
2153
2154 /* Any generic living creature. Including things like doors.
2155 * Way it works is like this: First, it must have some hit points
2156 * and be living. Then, it must be one of the following:
2157 * 1) Not a player, 2) A player, but of a different party. Note
2158 * that party_number -1 is no party, so attacks can still happen.
2159 */
2160 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2161 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2162 {
2163
2164 /* If the player hasn't hit something this tick, and does
2165 * so, give them speed boost based on weapon speed. Doing
2166 * it here is better than process_players2, which basically
2167 * incurred a 1 tick offset.
2168 */
2169 if (!op->contr->has_hit)
2170 {
2171 op->speed_left += op->speed / op->contr->weapon_sp;
2172
2173 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2174 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2175
2075 if(mon->head != NULL) 2176 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2177
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2178 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2179 * hitback, and doesn't loose luck either.
2080 2180 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2181 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2182 */
2088 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2184 {
2129 if (!op->contr->braced) { 2185 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2186
2131 (void) push_ob(mon,dir,op); 2187 mon->contr->has_hit = 1;
2132 } else { 2188 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2189 mon->stats.luck = luck;
2134 } 2190 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2191
2138 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2192 if (action_makes_visible (op))
2144 } 2193 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2194 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2195 } /* if player should attack something */
2185} 2196}
2186 2197
2198int
2187int move_player(object *op,int dir) { 2199move_player (object *op, int dir)
2200{
2188 int pick; 2201 int pick;
2189 2202
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 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;
2231} 2246}
2232 2247
2233/* 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
2234 * new client/server stuff. 2249 * new client/server stuff.
2235 * 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
2236 * the new speed values for commands. 2251 * the new speed values for commands.
2237 * 2252 *
2238 * Returns true if there are more actions we can do. 2253 * Returns true if there are more actions we can do.
2239 */ 2254 */
2255int
2240int handle_newcs_player(object *op) 2256handle_newcs_player (object *op)
2241{ 2257{
2242 if (op->contr->hidden) { 2258 if (op->contr->hidden)
2259 {
2243 op->invisible = 1000; 2260 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2261 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2262 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2263 * alternate it here for it to work correctly.
2247 */ 2264 */
2248 if (pticks & 2) op->invisible--; 2265 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2252 if(!op->invisible) { 2271 if (!op->invisible)
2272 {
2253 make_visible(op); 2273 make_visible (op);
2254 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.");
2255 } 2275 }
2256 } 2276 }
2257 2277
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2259 flee_player(op); 2280 flee_player (op);
2260 /* 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 */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2262 op->speed_left--; 2284 op->speed_left--;
2263 return 0; 2285 return 0;
2264 } 2286 }
2265 } 2287 }
2266 2288
2267 /* 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
2268 * 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
2269 * 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
2270 * 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.
2271 */ 2293 */
2272 if (op->contr->ranges[range_golem] && 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2296
2279 /* 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
2280 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2299 * called, so we recheck it here.
2282 */ 2300 */
2283 HandleClient(&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2284 if (op->speed_left<0) return 0; 2302 return 1;
2285 2303
2304 if (op->speed_left > 0)
2305 {
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2287 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--; 2309 op->speed_left--;
2289 2310
2290 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2291 * 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
2292 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2293 */ 2314 */
2294 move_player(op, op->direction); 2315 move_player (op, op->direction);
2295 if (op->speed_left>0) return 1; 2316
2296 else return 0; 2317 return op->speed_left > 0;
2318 }
2297 } 2319 }
2320
2321 return 0;
2322}
2323
2324int
2325save_life (object *op)
2326{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2298 return 0; 2328 return 0;
2299}
2300 2329
2301int save_life(object *op) {
2302 object *tmp;
2303
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2305 return 0;
2306
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 {
2309 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);
2310 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));
2311 "Your %s vibrates violently, then evaporates.", 2335
2312 query_name(tmp));
2313 if (op->contr) 2336 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2315 remove_ob(tmp); 2338
2316 free_object(tmp); 2339 tmp->destroy ();
2317 CLEAR_FLAG(op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2318 if(op->stats.hp<0) 2342 if (op->stats.hp < 0)
2319 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2320 if(op->stats.food<0) 2345 if (op->stats.food < 0)
2321 op->stats.food = 999; 2346 op->stats.food = 999;
2322 fix_player(op); 2347
2348 op->update_stats ();
2323 return 1; 2349 return 1;
2324 } 2350 }
2351
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2327 enter_player_savebed(op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2328 return 0; 2355 return 0;
2329} 2356}
2330 2357
2331/* 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
2332 * 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
2333 * 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
2334 * from. 2361 * from.
2335 */ 2362 */
2363void
2336void remove_unpaid_objects(object *op, object *env) 2364remove_unpaid_objects (object *op, object *env)
2337{ 2365{
2338 object *next; 2366 object *next;
2339 2367
2340 while (op) { 2368 while (op)
2369 {
2341 next=op->below; /* Make sure we have a good value, in case 2370 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2371
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2373 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2376
2377 op->insert_at (env);
2351 } 2378 }
2379 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2353 op=next; 2382 op = next;
2354 } 2383 }
2355} 2384}
2356
2357 2385
2358/* 2386/*
2359 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2390 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2391 * but there isn't one in the server directory.
2364 */ 2392 */
2393char *
2365char *gravestone_text (object *op) 2394gravestone_text (object *op)
2366{ 2395{
2367 static char buf2[MAX_BUF]; 2396 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2397 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2398 time_t now = time (NULL);
2370 2399
2371 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2403 else
2375 sprintf (buf, "%s\n", op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2407 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2379 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);
2380 else 2410 else
2381 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
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2414 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2415 if (op->type == PLAYER)
2416 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2419 strcat (buf2, buf);
2388 } 2420 }
2421
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2392 return buf2; 2426 return buf2;
2393} 2427}
2394 2428
2395 2429void
2396
2397void do_some_living(object *op) { 2430do_some_living (object *op)
2431{
2398 int last_food=op->stats.food; 2432 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2433 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2434 int over_hp, over_sp, over_grace;
2401 int i; 2435 int i;
2402 int rate_hp = 1200; 2436 int rate_hp = 1200;
2403 int rate_sp = 2500; 2437 int rate_sp = 2500;
2404 int rate_grace = 2000; 2438 int rate_grace = 2000;
2405 const int max_hp = 1; 2439 const int max_hp = 1;
2406 const int max_sp = 1; 2440 const int max_sp = 1;
2407 const int max_grace = 1; 2441 const int max_grace = 1;
2408 2442
2409 if (op->contr->outputs_sync) { 2443 if (op->contr->outputs_sync)
2444 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL &&
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2448 }
2415 2449
2416 if(op->contr->state==ST_PLAYING) { 2450 if (op->contr->ns->state == ST_PLAYING)
2417 2451 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2454 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2456 else
2457 {
2423 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2460 }
2461
2426 if(op->contr->gen_sp >= 0 ) 2462 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2464 else
2465 {
2429 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2468 }
2469
2432 if(op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2472 else
2473 {
2435 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2476 }
2438 2477
2439 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2441 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);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2482 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2483 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2484 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2485 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2486 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 {
2488 op->stats.food--;
2489 if (op->contr->digestion < 0)
2490 op->stats.food += op->contr->digestion;
2491 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food = last_food;
2463 } 2493 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 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 }
2487 } else { 2516 else
2517 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2518 }
2519
2520 /* Regenerate Grace */
2521 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2522 if (--op->last_grace < 0)
2523 {
2524 if (op->stats.grace < op->stats.maxgrace / 2)
2525 op->stats.grace++; /* no penalty in food for regaining grace */
2526
2527 if (max_grace > 1)
2528 {
2529 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2530 if (over_grace > 0)
2531 {
2532 op->stats.sp += over_grace
2533 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2534 op->last_grace = 0;
2535 }
2536 else
2537 {
2538 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2539 }
2540 }
2541 else
2542 {
2488 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);
2489 } 2544 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2545 /* wearing stuff doesn't detract from grace generation. */
2491 } 2546 }
2492 2547
2493 /* Regenerate Hit Points */ 2548 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2549 if (--op->last_heal < 0)
2550 {
2495 if(op->stats.hp<op->stats.maxhp) { 2551 if (op->stats.hp < op->stats.maxhp)
2552 {
2496 op->stats.hp++; 2553 op->stats.hp++;
2497 /* dms do not consume food */ 2554 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2556 {
2557 op->stats.food--;
2500 if(op->contr->digestion<0) 2558 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 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 }
2505 } 2582 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2583
2521 /* Digestion */ 2584 /* Digestion */
2522 if(--op->last_eat<0) { 2585 if (--op->last_eat < 0)
2586 {
2523#ifdef COZY_SERVER 2587#ifdef COZY_SERVER
2524 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;
2525 int bonus=dg>0?dg:0, 2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2590#else
2528 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;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2592#endif
2531 2593
2532 if(op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2533 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);
2534 else 2596 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2536 /* dms do not consume food */ 2599 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2601 op->stats.food--;
2539 } 2602 }
2540 2603
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2604 if (op->stats.food < 0 && op->stats.hp >= 0)
2605 {
2542 object *tmp, *flesh=NULL; 2606 object *tmp, *flesh = 0;
2543 2607
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2547 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.");
2548 manual_apply(op,tmp,0); 2615 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2617 break;
2551 } 2618 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2619 else if (tmp->type == FLESH)
2620 flesh = tmp;
2553 } /* End if paid for object */ 2621 } /* End if paid for object */
2554 } /* end of for loop */ 2622 } /* end of for loop */
2623
2555 /* 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
2556 * eat flesh instead. 2625 * eat flesh instead.
2557 */ 2626 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 {
2559 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.");
2560 manual_apply(op,flesh,0); 2630 manual_apply (op, flesh, 0);
2561 } 2631 }
2562 } /* end if player is starving */ 2632 }
2563 2633
2564 while(op->stats.food<0&&op->stats.hp>0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2566 2636
2567 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))
2568 kill_player(op); 2638 kill_player (op);
2639 }
2569} 2640}
2570
2571
2572 2641
2573/* 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.
2574 * 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
2575 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2645 * file.
2577 */ 2646 */
2647void
2578void kill_player(object *op) 2648kill_player (object *op)
2579{ 2649{
2580 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2581 int x,y,i; 2651 int x, y;
2652
2653 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2654 maptile *map; /* this is for resurrection */
2655
2583 int z; 2656 /* int z;
2584 int num_stats_lose; 2657 int num_stats_lose;
2585 int lost_a_stat; 2658 int lost_a_stat;
2586 int lose_this_stat; 2659 int lose_this_stat;
2587 int this_stat; 2660 int this_stat; */
2588 int will_kill_again; 2661 int will_kill_again;
2589 archetype *at; 2662 archetype *at;
2590 object *tmp; 2663 object *tmp;
2591 2664
2592 if(save_life(op)) 2665 if (save_life (op))
2593 return; 2666 return;
2594 2667
2595 2668
2596 /* 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
2597 * 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.
2598 * Look at op_on_battleground() for more info --AndreasV 2671 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2672 */
2600 if (op_on_battleground(op, &x, &y)) { 2673 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2674 {
2602 "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 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...");
2604 "Local medics have saved your life..."); 2677
2605
2606 /* restore player */ 2678 /* restore player */
2607 at = find_archetype("poisoning"); 2679 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2681 {
2610 remove_ob(tmp); 2682 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2683 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2684 }
2685
2686 at = archetype::find ("confusion");
2687 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2688 {
2614 2689 tmp->destroy ();
2615 at = find_archetype("confusion");
2616 tmp=present_arch_in_ob(at,op);
2617 if (tmp) {
2618 remove_ob(tmp);
2619 free_object(tmp);
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2691 }
2622 2692
2623 cure_disease(op,0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2695 if (op->stats.food <= 0)
2626 2696 op->stats.food = 999;
2697
2627 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2700 {
2631 sprintf(buf,"%s's finger",op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2702 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2634 " 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",
2635 op->name, op->contr->title, (int)(op->level), 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2706 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2710 }
2711
2644 /* teleport defeated player to new destination*/ 2712 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2714 op->contr->braced = 0;
2647 return; 2715 return;
2648 } 2716 }
2649 2717
2650 INVOKE_PLAYER (DEATH, op->contr); 2718 INVOKE_PLAYER (DEATH, op->contr);
2651 2719
2652 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2653 2721
2654 if(op->stats.food<0) { 2722 if (op->stats.food < 0)
2655 if (op->contr->explore) { 2723 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2658 op->stats.food=999;
2659 return;
2660 }
2661 sprintf(buf,"%s starved to death.",op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2725 strcpy (op->contr->killer, "starvation");
2663 } 2726 }
2664 else { 2727 else
2665 if (op->contr->explore) {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp;
2669 return;
2670 }
2671 sprintf(buf,"%s died.",op->name); 2728 sprintf (buf, "%s died.", &op->name);
2672 } 2729
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2731
2675 /* save the map location for corpse, gravestone*/ 2732 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2733 x = op->x;
2734 y = op->y;
2735 map = op->map;
2677 2736
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * 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.
2682 * 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.
2683 */ 2740 */
2684 2741
2685 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2744 * of death.
2688 */ 2745 */
2689#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2747 if (settings.balanced_stat_loss)
2748 {
2691 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
2692 /* 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
2693 more if they do. */ 2751 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2754 little bit harder. */
2697 /* GD */ 2755 /* GD */
2698 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2757 num_stats_lose = 1;
2704 } 2758 else
2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
2762 num_stats_lose = 1;
2763
2705 lost_a_stat = 0; 2764 lost_a_stat = 0;
2706 2765
2707 for (z=0; z<num_stats_lose; z++) { 2766 for (z = 0; z < num_stats_lose; z++)
2767 {
2708 i = RANDOM() % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2709 2769
2710 if (settings.stat_loss_on_death) { 2770 if (settings.stat_loss_on_death)
2771 {
2711 /* 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
2712 * what he lost. 2773 * what he lost.
2713 */ 2774 */
2714 change_attr_value(&(op->stats), i,-1); 2775 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2776 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2780 lost_a_stat = 1;
2720 } else { 2781 }
2782 else
2783 {
2721 /* deplete a stat */ 2784 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2785 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2724 2790 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2791 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2792 insert_ob_in_ob (dep, op);
2729 } 2793 }
2730 lose_this_stat = 1; 2794 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2795 if (settings.balanced_stat_loss)
2796 {
2732 /* GD */ 2797 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2798 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2799 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2800 if (this_stat < 0)
2801 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2803 int keep_chance = this_stat * this_stat;
2804
2738 /* Yes, I am paranoid. Sue me. */ 2805 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2806 if (keep_chance < 1)
2740 keep_chance = 1; 2807 keep_chance = 1;
2741 2808
2742 /* There is a maximum depletion total per level. */ 2809 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 {
2744 lose_this_stat = 0; 2812 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2814 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2815 }
2756 } 2816 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2817 {
2766 if (this_stat>=-50) { 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 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"); */
2772 } 2823 }
2773 } 2824 }
2774 } 2825 }
2775 } 2826
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2827 if (lose_this_stat)
2828 {
2829 this_stat = get_attr_value (&(dep->stats), i);
2830 /* We could try to do something clever like find another
2831 * stat to reduce if this fails. But chances are, if
2832 * stats have been depleted to -50, all are pretty low
2833 * and should be roughly the same, so it shouldn't make a
2834 * difference.
2835 */
2836 if (this_stat >= -50)
2778 { 2837 {
2779 /* determine_god() seems to not work sometimes... why is this? 2838 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2839 SET_FLAG (dep, FLAG_APPLIED);
2781 const char *god = determine_god(op);
2782 if (god && (strcmp(god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2841 op->update_stats ();
2785 " you.", god); 2842 lost_a_stat = 1;
2786 else 2843 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2844 }
2845 }
2846 }
2847 /* If no stat lost, tell the player. */
2848 if (!lost_a_stat)
2849 {
2850 /* determine_god() seems to not work sometimes... why is this?
2851 Should I be using something else? GD */
2852 const char *god = determine_god (op);
2853
2854 if (god && (strcmp (god, "none")))
2855 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2856 else
2857 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
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.");
2790#endif 2861#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2862
2794 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2864 * exp loss on the stone.
2796 */ 2865 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2867 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2868 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2869 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2870 tmp->name_pl = buf;
2802 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);
2803 "who was killed\n" 2872 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2873 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2875
2811 /**************************************/ 2876 /**************************************/
2812 /* */ 2877 /* */
2813 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
2816 /* */ 2881 /* */
2817 /**************************************/ 2882 /**************************************/
2818 2883
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2884 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2885 /* restore player */
2821 at = find_archetype("poisoning"); 2886 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2887 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2888
2824 remove_ob(tmp); 2889 if (tmp)
2825 free_object(tmp); 2890 {
2891 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2893 }
2828 2894
2829 at = find_archetype("confusion"); 2895 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2897 if (tmp)
2832 remove_ob(tmp); 2898 {
2833 free_object(tmp); 2899 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2901 }
2902
2836 cure_disease(op,0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
2837 2904
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2906 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2912
2845 /* 2913 /*
2846 * 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
2847 * 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
2848 * in the map. 2916 * in the map.
2849 */ 2917 */
2850 2918
2851 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2919 if (is_in_shop (op))
2852 if (tmp->type == SHOP_FLOOR) {
2853 remove_unpaid_objects(op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
2854 break; 2921
2922 /****************************************/
2923 /* */
2924 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */
2926 /* */
2927 /****************************************/
2928
2929 enter_player_savebed (op);
2930
2931 op->contr->braced = 0;
2932
2933 /* it is possible that the player has blown something up
2934 * at his savebed location, and that can have long lasting
2935 * spell effects. So first see if there is a spell effect
2936 * on the space that might harm the player.
2937 */
2938 will_kill_again = 0;
2939 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2940 if (tmp->type == SPELL_EFFECT)
2941 will_kill_again |= tmp->attacktype;
2942
2943 if (will_kill_again)
2944 {
2945 object *force;
2946 int at;
2947
2948 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1;
2951 force->speed_left = -5.0;
2952 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100;
2956
2957 insert_ob_in_ob (force, op);
2958 op->update_stats ();
2959
2960 }
2961
2962 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2963}
2964
2965void
2966loot_object (object *op)
2967{ /* Grab and destroy some treasure */
2968 object *tmp, *tmp2, *next;
2969
2970 if (op->container)
2971 esrv_apply_container (op, op->container); /* close open sack first */
2972
2973 for (tmp = op->inv; tmp; tmp = next)
2974 {
2975 next = tmp->below;
2976
2977 if (tmp->invisible)
2978 continue;
2979
2980 tmp->remove ();
2981 tmp->x = op->x, tmp->y = op->y;
2982 if (tmp->type == CONTAINER)
2983 { /* empty container to ground */
2984 loot_object (tmp);
2985 }
2986 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
2987 {
2988 if (tmp->nrof > 1)
2989 {
2990 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2991 tmp2->destroy ();
2992 insert_ob_in_map (tmp, op->map, NULL, 0);
2855 } 2993 }
2856 }
2857
2858
2859 /****************************************/
2860 /* */
2861 /* Move player to his current respawn- */
2862 /* position (usually last savebed) */
2863 /* */
2864 /****************************************/
2865
2866 enter_player_savebed(op);
2867
2868 /* Save the player before inserting the force to reduce
2869 * chance of abuse.
2870 */
2871 op->contr->braced=0;
2872 save_player(op,1);
2873
2874 /* it is possible that the player has blown something up
2875 * at his savebed location, and that can have long lasting
2876 * spell effects. So first see if there is a spell effect
2877 * on the space that might harm the player.
2878 */
2879 will_kill_again=0;
2880 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) {
2881 if (tmp->type ==SPELL_EFFECT)
2882 will_kill_again|=tmp->attacktype;
2883 }
2884 if (will_kill_again) {
2885 object *force;
2886 int at;
2887
2888 force=get_archetype(FORCE_NAME);
2889 /* 50 ticks should be enough time for the spell to abate */
2890 force->speed=0.1;
2891 force->speed_left=-5.0;
2892 SET_FLAG(force, FLAG_APPLIED);
2893 for (at=0; at<NROFATTACKS; at++) {
2894 if (will_kill_again & (1 << at))
2895 force->resist[at] = 100;
2896 }
2897 insert_ob_in_ob(force, op);
2898 fix_player(op);
2899
2900 }
2901 /**************************************/
2902 /* */
2903 /* Repaint the characters inv, and */
2904 /* stats, and show a nasty message ;) */
2905 /* */
2906 /**************************************/
2907
2908 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2909 return;
2910 } /* NOT_PERMADETH */
2911 else {
2912 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2913 * should probably be embedded in an else statement.
2914 */
2915
2916 op->contr->party=NULL;
2917 if (settings.set_title == TRUE)
2918 op->contr->own_title[0]='\0';
2919 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2920 check_score(op);
2921 if(op->contr->ranges[range_golem]!=NULL) {
2922 remove_friendly_object(op->contr->ranges[range_golem]);
2923 remove_ob(op->contr->ranges[range_golem]);
2924 free_object(op->contr->ranges[range_golem]);
2925 op->contr->ranges[range_golem]=NULL;
2926 op->contr->golem_count=0;
2927 }
2928 loot_object(op); /* Remove some of the items for good */
2929 remove_ob(op);
2930 op->direction=0;
2931
2932 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2933 delete_character(op->name,0);
2934 if (settings.resurrection == TRUE) {
2935 /* save playerfile sans equipment when player dies
2936 ** then save it as player.pl.dead so that future resurrection
2937 ** type spells will work on them nicely
2938 */
2939 delete_character(op->name,0);
2940 op->stats.hp = op->stats.maxhp;
2941 op->stats.food = 999;
2942
2943 /* set the location of where the person will reappear when */
2944 /* maybe resurrection code should fix map also */
2945 strcpy(op->contr->maplevel, settings.emergency_mapname);
2946 if(op->map!=NULL)
2947 op->map = NULL;
2948 op->x = settings.emergency_x;
2949 op->y = settings.emergency_y;
2950 save_player(op,0);
2951 op->map = map;
2952 /* please see resurrection.c: peterm */
2953 dead_player(op);
2954 } else { 2994 else
2955 delete_character(op->name,1); 2995 tmp->destroy ();
2956 } 2996 }
2957 } 2997 else
2958 play_again(op);
2959
2960 /* peterm: added to create a corpse at deathsite. */
2961 tmp=arch_to_object(find_archetype("corpse_pl"));
2962 sprintf(buf,"%s", op->name);
2963 FREE_AND_COPY(tmp->name, buf);
2964 FREE_AND_COPY(tmp->name_pl, buf);
2965 tmp->level=op->level;
2966 tmp->x=x;tmp->y=y;
2967 if (tmp->msg)
2968 free_string(tmp->msg);
2969 tmp->msg = add_string (gravestone_text(op));
2970 SET_FLAG (tmp, FLAG_UNIQUE);
2971 insert_ob_in_map (tmp, map, NULL,0);
2972 }
2973}
2974
2975
2976void loot_object(object *op) { /* Grab and destroy some treasure */
2977 object *tmp,*tmp2,*next;
2978
2979 if (op->container) { /* close open sack first */
2980 esrv_apply_container (op, op->container);
2981 }
2982
2983 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2984 next=tmp->below;
2985 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2986 remove_ob(tmp);
2987 tmp->x=op->x,tmp->y=op->y;
2988 if (tmp->type == CONTAINER) { /* empty container to ground */
2989 loot_object(tmp);
2990 }
2991 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2992 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2993 if(tmp->nrof>1) {
2994 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2995 free_object(tmp2);
2996 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2997 } else
2998 free_object(tmp);
2999 } else
3000 insert_ob_in_map(tmp,op->map,NULL,0);
3001 } 2999 }
3002} 3000}
3003 3001
3004/* 3002/*
3005 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
3006 * 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
3007 * was changed. 3005 * was changed.
3008 */ 3006 */
3009 3007
3008void
3010void fix_weight(void) { 3009fix_weight (void)
3011 player *pl; 3010{
3012 for (pl = first_player; pl != NULL; pl = pl->next) { 3011 for_all_players (pl)
3012 {
3013 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3014
3014 if(old == sum) 3015 if (old == sum)
3015 continue; 3016 continue;
3016 fix_player(pl->ob); 3017 pl->ob->update_stats ();
3017 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3018 pl->ob->name, old, sum);
3019 } 3019 }
3020} 3020}
3021 3021
3022void
3022void fix_luck(void) { 3023fix_luck (void)
3023 player *pl; 3024{
3024 for (pl = first_player; pl != NULL; pl = pl->next) 3025 for_all_players (pl)
3025 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3026 change_luck(pl->ob, 0); 3027 pl->ob->change_luck (0);
3027} 3028}
3028
3029 3029
3030/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3031 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3032 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3033 */ 3033 */
3034
3035void 3034void
3036cast_dust (object * op, object * throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3037{ 3036{
3038 object *skop, *spob; 3037 object *skop, *spob;
3039 3038
3040 skop = find_skill_by_name (op, throw_ob->skill); 3039 skop = find_skill_by_name (op, throw_ob->skill);
3041 3040
3042 /* casting POTION 'dusts' is really a use_magic_item skill */ 3041 /* casting POTION 'dusts' is really a use_magic_item skill */
3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3042 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3044 { 3043 {
3045 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);
3046 op->name);
3047 return; 3045 return;
3048 } 3046 }
3049 3047
3050 spob = throw_ob->inv; 3048 spob = throw_ob->inv;
3051 3049
3052 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3050 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3053 // not pass NULL to cast_spell (which did indeed check itself, but 3051 // not pass NULL to cast_spell (which did indeed check itself, but
3054 // errors should be reported as early as possible IMHO) 3052 // errors should be reported as early as possible IMHO)
3055 if (!spob) 3053 if (!spob)
3056 { 3054 {
3057 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3055 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3058 throw_ob->name, op->name);
3059 return; 3056 return;
3060 } 3057 }
3061 3058
3062 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3063 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);
3064 3061
3065 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3066 3063
3067 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3068 remove_ob (throw_ob);
3069 free_object (throw_ob);
3070} 3065}
3071 3066
3067void
3072void make_visible (object *op) { 3068make_visible (object *op)
3069{
3073 op->hide = 0; 3070 op->hide = 0;
3074 op->invisible = 0; 3071 op->invisible = 0;
3075 if(op->type==PLAYER) { 3072 if (op->type == PLAYER)
3073 {
3076 op->contr->tmp_invis = 0; 3074 op->contr->tmp_invis = 0;
3077 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3075 op->contr->invis_race = 0;
3078 } 3076 }
3079 update_object(op,UP_OBJ_FACE); 3077 update_object (op, UP_OBJ_FACE);
3080} 3078}
3081 3079
3080int
3082int is_true_undead(object *op) { 3081is_true_undead (object *op)
3082{
3083 object *tmp=NULL; 3083 object *tmp = NULL;
3084 3084
3085 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1;
3086 3087
3087 if(op->type==PLAYER)
3088 for(tmp=op->inv;tmp;tmp=tmp->below)
3089 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3090 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3091 return 0; 3088 return 0;
3092} 3089}
3093 3090
3094/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3095 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3096 * indicate greater hideability. 3093 * indicate greater hideability.
3097 */ 3094 */
3098 3095
3096int
3099int hideability(object *ob) { 3097hideability (object *ob)
3098{
3100 int i,level=0, mflag; 3099 int i, level = 0, mflag;
3101 sint16 x,y; 3100 sint16 x, y;
3102 3101
3103 if(!ob||!ob->map) return 0; 3102 if (!ob || !ob->map)
3103 return 0;
3104 3104
3105 /* so, on normal lighted maps, its hard to hide */ 3105 /* so, on normal lighted maps, its hard to hide */
3106 level=ob->map->darkness - 2; 3106 level = ob->map->darkness - 2;
3107 3107
3108 /* this also picks up whether the object is glowing. 3108 /* this also picks up whether the object is glowing.
3109 * 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
3110 * as bad as carrying a light on a pitch dark map */ 3110 * as bad as carrying a light on a pitch dark map */
3111 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3111 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness));
3112 3113
3113 /* scan through all nearby squares for terrain to hide in */ 3114 /* scan through all nearby squares for terrain to hide in */
3114 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 {
3115 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3116 if (mflag & P_OUT_OF_MAP) { continue; } 3118 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue;
3121 }
3117 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3118 level += 2; 3123 level += 2;
3119 else /* open terrain! */ 3124 else /* open terrain! */
3120 level -= 1; 3125 level -= 1;
3121 } 3126 }
3122 3127
3123#if 0 3128#if 0
3124 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3129 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3125#endif 3130#endif
3126 return level; 3131 return level;
3127} 3132}
3128 3133
3129/* For Hidden creatures - a chance of becoming 'unhidden' 3134/* For Hidden creatures - a chance of becoming 'unhidden'
3130 * every time they move - as we subtract off 'invisibility' 3135 * every time they move - as we subtract off 'invisibility'
3131 * AND, for players, if they move into a ridiculously unhideable 3136 * AND, for players, if they move into a ridiculously unhideable
3132 * spot (surrounded by clear terrain in broad daylight). -b.t. 3137 * spot (surrounded by clear terrain in broad daylight). -b.t.
3133 */ 3138 */
3134 3139
3140void
3135void do_hidden_move (object *op) { 3141do_hidden_move (object *op)
3142{
3136 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3137 object *skop; 3144 object *skop;
3138 3145
3139 if(!op || !op->map) return; 3146 if (!op || !op->map)
3147 return;
3140 3148
3141 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3142 3150
3143 /* 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! */
3144 if(op->type==PLAYER && op->contr->run_on) { 3152 if (op->type == PLAYER && op->contr->run_on)
3145 if(!skop || num >= skop->level) { 3153 if (!skop || num >= skop->level)
3154 {
3146 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!");
3147 make_visible(op);
3148 return;
3149 } else num += 20;
3150 }
3151 num += op->map->difficulty;
3152 hide = hideability(op); /* modify by terrain hidden level */
3153 num -= hide;
3154 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3155 make_visible(op); 3156 make_visible (op);
3156 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3157 return;
3157 "You moved out of hiding! You are visible!");
3158 } 3158 }
3159 else
3160 num += 20;
3161
3162 num += op->map->difficulty;
3163 hide = hideability (op); /* modify by terrain hidden level */
3164 num -= hide;
3165
3166 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3167 {
3168 make_visible (op);
3169 if (op->type == PLAYER)
3170 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3171 }
3159 else if (op->type == PLAYER && skop) { 3172 else if (op->type == PLAYER && skop)
3160 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);
3161 }
3162} 3174}
3163 3175
3164/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3165 3177
3178int
3166int stand_near_hostile( object *who ) { 3179stand_near_hostile (object *who)
3180{
3167 object *tmp=NULL; 3181 object *tmp = NULL;
3168 int i,friendly=0,player=0, mflags; 3182 int i, friendly = 0, player = 0, mflags;
3169 mapstruct *m; 3183 maptile *m;
3170 sint16 x,y; 3184 sint16 x, y;
3171 3185
3172 if(!who) return 0; 3186 if (!who)
3187 return 0;
3173 3188
3174 if(who->type==PLAYER) player=1; 3189 if (who->type == PLAYER)
3190 player = 1;
3191
3192 else
3175 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3176 3194
3177 /* search adjacent squares */ 3195 /* search adjacent squares */
3178 for(i=1;i<9;i++) { 3196 for (i = 1; i < 9; i++)
3197 {
3179 x = who->x+freearr_x[i]; 3198 x = who->x + freearr_x[i];
3180 y = who->y+freearr_y[i]; 3199 y = who->y + freearr_y[i];
3181 m = who->map; 3200 m = who->map;
3182 mflags = get_map_flags(m, &m, x, y, &x, &y); 3201 mflags = get_map_flags (m, &m, x, y, &x, &y);
3183 /* space must be blocked if there is a monster. If not 3202 /* space must be blocked if there is a monster. If not
3184 * blocked, don't need to check this space. 3203 * blocked, don't need to check this space.
3185 */ 3204 */
3186 if (mflags & P_OUT_OF_MAP) continue; 3205 if (mflags & P_OUT_OF_MAP)
3206 continue;
3187 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3207 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3188 3208 continue;
3189 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3209
3190 if((player||friendly) 3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 {
3191 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 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)
3192 return 1; 3218 return 1;
3193 else if(tmp->type==PLAYER)
3194 {
3195 /*don't let a hidden DM prevent you from hiding*/
3196 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3197 return 1;
3198 } 3219 }
3199 } 3220 }
3200 } 3221 }
3201 return 0; 3222 return 0;
3202} 3223}
3203 3224
3204/* check the player los field for viewability of the 3225/* check the player los field for viewability of the
3205 * object op. This function works fine for monsters, 3226 * object op. This function works fine for monsters,
3206 * 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
3213 * 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.
3214 * -b.t. 3235 * -b.t.
3215 * This function is now map tiling safe. 3236 * This function is now map tiling safe.
3216 */ 3237 */
3217 3238
3239int
3218int player_can_view (object *pl,object *op) { 3240player_can_view (object *pl, object *op)
3241{
3219 rv_vector rv; 3242 rv_vector rv;
3220 int dx,dy; 3243 int dx, dy;
3221 3244
3222 if(pl->type!=PLAYER) { 3245 if (pl->type != PLAYER)
3246 {
3223 LOG(llevError,"player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3224 return -1; 3248 return -1;
3225 } 3249 }
3226 if (!pl || !op) return 0;
3227 3250
3228 if(op->head) { op = op->head; } 3251 if (!pl || !op)
3229 get_rangevector(pl, op, &rv, 0x1);
3230
3231 /* starting with the 'head' part, lets loop
3232 * through the object and find if it has any
3233 * part that is in the los array but isnt on
3234 * a blocked los square.
3235 * we use the archetype to figure out offsets.
3236 */
3237 while(op) {
3238 dx = rv.distance_x + op->arch->clone.x;
3239 dy = rv.distance_y + op->arch->clone.y;
3240
3241 /* only the viewable area the player sees is updated by LOS
3242 * code, so we need to restrict ourselves to that range of values
3243 * for any meaningful values.
3244 */
3245 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3246 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3247 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3248 return 1;
3249 op = op->more;
3250 }
3251 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;
3252} 3280}
3253 3281
3254/* routine for both players and monsters. We call this when 3282/* routine for both players and monsters. We call this when
3255 * there is a possibility for our action distrubing our hiding 3283 * there is a possibility for our action distrubing our hiding
3256 * place or invisiblity spell. Artefact invisiblity is not 3284 * place or invisiblity spell. Artefact invisiblity is not
3257 * effected by this. If we arent invisible to begin with, we 3285 * effected by this. If we arent invisible to begin with, we
3258 * return 0. 3286 * return 0.
3259 */ 3287 */
3288int
3260int action_makes_visible (object *op) { 3289action_makes_visible (object *op)
3290{
3261 3291
3262 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3263 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3264 return 0; 3295 return 0;
3265 3296
3266 if (op->contr && op->contr->tmp_invis == 0) return 0; 3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3267 3299
3268 /* If monsters, they should become visible */ 3300 /* If monsters, they should become visible */
3269 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3270 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");
3271 return 1; 3304 return 1;
3272 } 3305 }
3273 } 3306 }
3274 return 0; 3307 return 0;
3275} 3308}
3276 3309
3277/* op_on_battleground - checks if the given object op (usually 3310/* op_on_battleground - checks if the given object op (usually
3278 * a player) is standing on a valid battleground-tile, 3311 * a player) is standing on a valid battleground-tile,
3279 * function returns TRUE/FALSE. If true x, y returns the battleground 3312 * function returns TRUE/FALSE. If true x, y returns the battleground
3280 * -exit-coord. (and if x, y not NULL) 3313 * -exit-coord. (and if x, y not NULL)
3281 * 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
3282 * 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
3283 * 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
3284 */ 3317 */
3318int
3285int op_on_battleground (object *op, int *x, int *y) { 3319op_on_battleground (object *op, int *x, int *y)
3320{
3286 object *tmp; 3321 object *tmp;
3287 3322
3288 /* A battleground-tile needs the following attributes to be valid: 3323 /* A battleground-tile needs the following attributes to be valid:
3289 * 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),
3290 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3291 * and the exit-coordinates sp/hp must both be > 0. 3326 * and the exit-coordinates sp/hp must both be > 0.
3292 * => The intention here is to prevent abuse of the battleground- 3327 * => The intention here is to prevent abuse of the battleground-
3293 * feature (like pickable or hidden battleground tiles). */ 3328 * feature (like pickable or hidden battleground tiles). */
3294 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3330 {
3295 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 {
3296 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3297 strcmp(tmp->name, "battleground")==0 && 3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3298 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3335 {
3299 /*before we assign the exit, check if this is a teambattle*/ 3336 /*before we assign the exit, check if this is a teambattle */
3300 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 {
3301 object *invtmp; 3339 object *invtmp;
3340
3302 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3303 if(invtmp->type==FORCE && invtmp->slaying && 3342 {
3304 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3305 if (x != NULL && y != NULL) 3345 if (x != NULL && y != NULL)
3306 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3307 return 1; 3347 return 1;
3348 }
3308 } 3349 }
3309 } 3350 }
3310 }
3311 if (x != NULL && y != NULL) 3351 if (x != NULL && y != NULL)
3312 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3313 return 1; 3353 return 1;
3354 }
3314 } 3355 }
3315 }
3316 } 3356 }
3317 /* If we got here, did not find a battleground */ 3357 /* If we got here, did not find a battleground */
3318 return 0; 3358 return 0;
3319} 3359}
3320 3360
3321/* 3361/*
3325 * attributes: 3365 * attributes:
3326 * object *who the dragon player 3366 * object *who the dragon player
3327 * int atnr the attack-number of the ability focus 3367 * int atnr the attack-number of the ability focus
3328 * int level ability level 3368 * int level ability level
3329 */ 3369 */
3370void
3330void dragon_ability_gain(object *who, int atnr, int level) { 3371dragon_ability_gain (object *who, int atnr, int level)
3372{
3331 treasurelist *trlist = NULL; /* treasurelist */ 3373 treasurelist *trlist = NULL; /* treasurelist */
3332 treasure *tr; /* treasure */ 3374 treasure *tr; /* treasure */
3333 object *tmp,*skop; /* tmp. object */ 3375 object *tmp, *skop; /* tmp. object */
3334 object *item; /* treasure object */ 3376 object *item; /* treasure object */
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3377 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i=0, j=0; 3378 int i = 0, j = 0;
3337 3379
3338 /* get the appropriate treasurelist */ 3380 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3381 if (atnr == ATNR_FIRE)
3340 trlist = find_treasurelist("dragon_ability_fire"); 3382 trlist = find_treasurelist ("dragon_ability_fire");
3341 else if (atnr == ATNR_COLD) 3383 else if (atnr == ATNR_COLD)
3342 trlist = find_treasurelist("dragon_ability_cold"); 3384 trlist = find_treasurelist ("dragon_ability_cold");
3343 else if (atnr == ATNR_ELECTRICITY) 3385 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = find_treasurelist("dragon_ability_elec"); 3386 trlist = find_treasurelist ("dragon_ability_elec");
3345 else if (atnr == ATNR_POISON) 3387 else if (atnr == ATNR_POISON)
3346 trlist = find_treasurelist("dragon_ability_poison"); 3388 trlist = find_treasurelist ("dragon_ability_poison");
3347 3389
3348 if (trlist == NULL || who->type != PLAYER) 3390 if (trlist == NULL || who->type != PLAYER)
3391 return;
3392
3393 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3394
3395 if (!tr || !tr->item)
3396 {
3397 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3398 return;
3399 }
3400
3401 /* everything seems okay - now bring on the gift: */
3402 item = &(tr->item->clone);
3403
3404 if (item->type == SPELL)
3405 {
3406 if (check_spell_known (who, item->name))
3349 return; 3407 return;
3350 3408
3351 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3409 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3352 tr = tr->next, i++); 3410 do_learn_spell (who, item, 0);
3353 3411 return;
3354 if (tr == NULL || tr->item == NULL) { 3412 }
3355 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3413
3414 /* grant direct spell */
3415 if (item->type == SPELLBOOK)
3416 {
3417 if (!item->inv)
3418 {
3419 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3420 return;
3421 }
3422 if (check_spell_known (who, item->inv->name))
3356 return; 3423 return;
3357 }
3358
3359 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone);
3361
3362 if (item->type == SPELL) {
3363 if (check_spell_known (who, item->name))
3364 return;
3365
3366 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3367 do_learn_spell (who, item, 0);
3368 return;
3369 }
3370
3371 /* grant direct spell */
3372 if (item->type == SPELLBOOK) {
3373 if (!item->inv) {
3374 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3375 item->name);
3376 return;
3377 }
3378 if (check_spell_known (who, item->inv->name))
3379 return;
3380 if (item->invisible) { 3424 if (item->invisible)
3425 {
3381 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);
3382 do_learn_spell (who, item->inv, 0); 3427 do_learn_spell (who, item->inv, 0);
3383 return; 3428 return;
3384 } 3429 }
3385 } 3430 }
3386 else if (item->type == SKILL_TOOL && item->invisible) { 3431 else if (item->type == SKILL_TOOL && item->invisible)
3432 {
3387 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 {
3388 3435
3389 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3436 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3390 * 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
3391 * 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,
3392 * but not all of them, he gets nothing. 3439 * but not all of them, he gets nothing.
3393 */ 3440 */
3394 if (!(skop->attacktype & item->attacktype)) { 3441 if (!(skop->attacktype & item->attacktype))
3442 {
3395 /* Give new attacktype */ 3443 /* Give new attacktype */
3396 skop->attacktype |= item->attacktype; 3444 skop->attacktype |= item->attacktype;
3397 3445
3398 /* always add physical if there's none */ 3446 /* always add physical if there's none */
3399 skop->attacktype |= AT_PHYSICAL; 3447 skop->attacktype |= AT_PHYSICAL;
3400 3448
3401 if (item->msg != NULL) 3449 if (item->msg != NULL)
3402 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3403 3451
3404 /* Give player new face */ 3452 /* Give player new face */
3405 if (item->animation_id) { 3453 if (item->animation_id)
3454 {
3406 who->face = skop->face; 3455 who->face = skop->face;
3407 who->animation_id = item->animation_id; 3456 who->animation_id = item->animation_id;
3408 who->anim_speed = item->anim_speed; 3457 who->anim_speed = item->anim_speed;
3409 who->last_anim = 0; 3458 who->last_anim = 0;
3410 who->state = 0; 3459 who->state = 0;
3411 animate_object(who, who->direction); 3460 animate_object (who, who->direction);
3412 } 3461 }
3413 } 3462 }
3414 } 3463 }
3415 } 3464 }
3416 else if (item->type == FORCE) { 3465 else if (item->type == FORCE)
3466 {
3417 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3418 object *skin; 3468 object *skin;
3469
3419 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3420 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3421 skin=skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3422 if (skin == NULL) return; 3473 ;
3423 3474
3475 if (!skin)
3476 return;
3477
3424 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3425 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3480 {
3426 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3481 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3427 3482
3428 /* print message */ 3483 /* print message */
3429 sprintf(buf, "You feel attuned to "); 3484 sprintf (buf, "You feel attuned to ");
3430 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3485 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3486 {
3431 if(item->path_attuned & (1<<i)) { 3487 if (item->path_attuned & (1 << i))
3488 {
3432 if (j) 3489 if (j)
3433 strcat(buf," and "); 3490 strcat (buf, " and ");
3434 else 3491 else
3435 j = 1; 3492 j = 1;
3436 strcat(buf, spellpathnames[i]); 3493 strcat (buf, spellpathnames[i]);
3437 } 3494 }
3438 } 3495 }
3439 strcat(buf,"."); 3496 strcat (buf, ".");
3440 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3441 } 3498 }
3442 3499
3443 /* evtl. adding flags: */ 3500 /* evtl. adding flags: */
3444 if(QUERY_FLAG(item, FLAG_XRAYS)) 3501 if (QUERY_FLAG (item, FLAG_XRAYS))
3445 SET_FLAG(skin, FLAG_XRAYS); 3502 SET_FLAG (skin, FLAG_XRAYS);
3446 if(QUERY_FLAG(item, FLAG_STEALTH)) 3503 if (QUERY_FLAG (item, FLAG_STEALTH))
3447 SET_FLAG(skin, FLAG_STEALTH); 3504 SET_FLAG (skin, FLAG_STEALTH);
3448 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3449 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3506 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3450 3507
3451 /* print message if there is one */ 3508 /* print message if there is one */
3452 if (item->msg != NULL) 3509 if (item->msg != NULL)
3453 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
3454 } 3513 {
3455 else {
3456 /* generate misc. treasure */ 3514 /* generate misc. treasure */
3457 tmp = arch_to_object (tr->item); 3515 tmp = arch_to_object (tr->item);
3458 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));
3459 tmp = insert_ob_in_ob (tmp, who); 3517 tmp = insert_ob_in_ob (tmp, who);
3460 if (who->type == PLAYER) 3518 if (who->type == PLAYER)
3461 esrv_send_item(who, tmp); 3519 esrv_send_item (who, tmp);
3462 } 3520 }
3463} 3521}
3464 3522
3465/** 3523/**
3466 * 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
3467 * not readied. 3525 * not readied.
3468 */ 3526 */
3527void
3469void player_unready_range_ob(player *pl, object *ob) { 3528player_unready_range_ob (player *pl, object *ob)
3470 rangetype i; 3529{
3471
3472 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))
3473 if (pl->ranges[i] == ob) { 3531 if (pl->ranges[i] == ob)
3532 {
3474 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3475 if (pl->shoottype == i) { 3534 if (pl->shoottype == i)
3476 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3477 }
3478 } 3536 }
3479 }
3480} 3537}

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