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Comparing deliantra/server/server/player.C (file contents):
Revision 1.15 by root, Mon Sep 4 11:08:00 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 1.15 2006/09/04 11:08:00 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 ob->remove ();
200 ob->map = 0;
195 201
196/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 204
208 if (!p) 205 players.erase (this);
209 { 206}
210 p = new player;
211 207
212 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
213 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
214 * end of the list - there is in fact no compelling reason that 210void
215 * that needs to be done except for things like output of 211player::connect (client *ns)
216 * 'who'. 212{
217 */ 213 this->ns = ns;
218 player *tmp = first_player; 214 ns->pl = this;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 215
226 p->next = NULL; 216 run_on = 0;
227 } 217 fire_on = 0;
218 ob->container = 0; //TODO: client-specific
228 219
229 /* Clears basically the entire player structure except 220 ns->update_look = 0;
230 * 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.
231 */ 247 */
232 memset (static_cast<player_pod *>(p), 0, sizeof (player_pod)); 248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
233 p->attachable_clear (); 249 SET_FLAG (ob, FLAG_USE_SHIELD);
234 250
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{
235 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 328 * we deal with that below this point.
237 */ 329 */
238 p->party = NULL;
239 p->outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 333
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
249 335
250 op->contr = p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left = 0.5;
253 op->speed = 1.0;
254 op->direction = 5; /* So player faces south */
255 op->stats.wc = 2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats (op);
260 p->state = ST_ROLL_STAT;
261 clear_los (op);
262
263 p->gen_sp_armour = 10; 336 gen_sp_armour = 10;
264 p->last_speed = -1;
265 p->shoottype = range_none; 337 shoottype = range_none;
266 p->bowtype = bow_normal; 338 bowtype = bow_normal;
267 p->petmode = pet_normal; 339 petmode = pet_normal;
268 p->listening = 10; 340 listening = 10;
269 p->usekeys = containers; 341 usekeys = containers;
270 p->last_weapon_sp = -1;
271 p->peaceful = 1; /* default peaceful */ 342 peaceful = 1; /* default peaceful */
272 p->do_los = 1; 343 do_los = 1;
273 p->explore = 0; 344}
274 p->no_shout = 0; /* default can shout */
275 345
276 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 346void
277 p->title[sizeof (p->title) - 1] = '\0'; 347player::do_destroy ()
278 op->race = op->arch->clone.race; 348{
349 disconnect ();
279 350
280 CLEAR_FLAG (op, FLAG_READY_SKILL); 351 attachable::do_destroy ();
281 352
282 /* we need to clear these to -1 and not zero - otherwise, 353 if (ob)
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i = 0; i < NUM_SKILLS; i++)
288 {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 } 354 {
292 for (i = 0; i < NROFATTACKS; i++) 355 ob->destroy_inv (false);
356 ob->destroy ();
293 { 357 }
294 p->last_resist[i] = -1;
295 }
296 p->last_stats.exp = -1;
297 p->last_weight = (uint32) - 1;
298
299 p->socket.update_look = 0;
300 p->socket.look_position = 0;
301 return p;
302} 358}
303 359
304/* This loads the first map an puts the player on it. */ 360player::~player ()
305static void set_first_map(object *op)
306{ 361{
307 strcpy(op->contr->maplevel, first_map_path); 362 /* Clear item stack */
308 op->x = -1; 363 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 364}
312 365
313/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
315 * mode. 368 * mode.
316 */ 369 */
370player *
371player::create ()
372{
373 player *pl = new player;
317 374
318int add_player(NewSocket *ns) { 375 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 376 set_first_map (pl->ob);
333 377
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 378 return pl;
341} 379}
342 380
343/* 381/*
344 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 384 * Note: there MUST be at least one player archetype!
347 */ 385 */
386archetype *
348archetype *get_player_archetype(archetype* at) 387get_player_archetype (archetype *at)
349{ 388{
350 archetype *start = at; 389 archetype *start = at;
390
351 for (;;) { 391 for (;;)
392 {
352 if (at==NULL || at->next==NULL) 393 if (at == NULL || at->next == NULL)
353 at=first_archetype; 394 at = first_archetype;
354 else 395 else
355 at=at->next; 396 at = at->next;
397
356 if(at->clone.type==PLAYER) 398 if (at->clone.type == PLAYER)
357 return at; 399 return at;
400
358 if (at == start) { 401 if (at == start)
402 {
359 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 404 exit (-1);
361 } 405 }
362 } 406 }
363} 407}
364 408
365 409object *
366object *get_nearest_player(object *mon) { 410get_nearest_player (object *mon)
411{
367 object *op = NULL; 412 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 413 objectlink *ol;
370 unsigned lastdist; 414 unsigned lastdist;
371 rv_vector rv; 415 rv_vector rv;
372 416
373 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 417 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
418 {
374 /* We should not find free objects on this friendly list, but it 419 /* We should not find free objects on this friendly list, but it
375 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
378 */ 423 */
379 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 424 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
425 {
380 object *tmp=ol->ob; 426 object *tmp = ol->ob;
381 427
382 /* Can't do much more other than log the fact, because the object 428 /* Can't do much more other than log the fact, because the object
383 * itself will have been cleared. 429 * itself will have been cleared.
384 */ 430 */
385 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 431 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
432 tmp->debug_desc ());
386 ol = ol->next; 433 ol = ol->next;
387 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
435 if (!ol)
388 if (!ol) return op; 436 return op;
389 } 437 }
390 438
391 /* Remove special check for player from this. First, it looks to cause 439 /* Remove special check for player from this. First, it looks to cause
392 * some crashes (ol->ob->contr not set properly?), but secondly, a more 440 * some crashes (ol->ob->contr not set properly?), but secondly, a more
393 * complicated method of state checking would be needed in any case - 441 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 442 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
397 */ 445 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 447 continue;
400 448
401 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
450 {
402 op=ol->ob; 451 op = ol->ob;
403 lastdist=rv.distance; 452 lastdist = rv.distance;
404 } 453 }
405 } 454 }
406 for (pl=first_player; pl != NULL; pl=pl->next) { 455
456 for_all_players (pl)
407 if (can_detect_enemy(mon, pl->ob,&rv)) { 457 if (can_detect_enemy (mon, pl->ob, &rv))
408
409 if(lastdist>rv.distance) { 458 if (lastdist > rv.distance)
410 op=pl->ob;
411 lastdist=rv.distance;
412 }
413 } 459 {
414 } 460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
415#if 0 464#if 0
416 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 465 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
417#endif 466#endif
418 return op; 467 return op;
419} 468}
420 469
421/* I believe this can safely go to 2, 3 is questionable, 4 will likely 470/* I believe this can safely go to 2, 3 is questionable, 4 will likely
422 * result in a monster paths backtracking. It basically determines how large a 471 * result in a monster paths backtracking. It basically determines how large a
423 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 488 * is probably not a good thing.
440 */ 489 */
441#define MAX_SPACES 50 490#define MAX_SPACES 50
442
443 491
444/* 492/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 508 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 509 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 510 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 511 * is blocking itself.
464 */ 512 */
513int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
466 rv_vector rv; 516 rv_vector rv;
467 sint16 x,y; 517 sint16 x, y;
468 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 518 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
469 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
470 520
471 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
472 522
473 if (rv.distance<mindiff) return 0; 523 if (rv.distance < mindiff)
524 return 0;
474 525
475 x=mon->x; 526 x = mon->x;
476 y=mon->y; 527 y = mon->y;
477 m=mon->map; 528 m = mon->map;
478 dir = rv.direction; 529 dir = rv.direction;
479 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 */
480 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);
481 /* 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. */
482 if (diff>max) return 0; 533 if (diff > max)
534 return 0;
483 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
484 lastx = x; 537 lastx = x;
485 lasty = y; 538 lasty = y;
486 lastmap = m; 539 lastmap = m;
487 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
489 542
490 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
492 545
493 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
494 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))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
496 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
498 */ 552 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
501 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
502 * the values so it will try again. 557 * the values so it will try again.
503 */ 558 */
504 x = lastx; 559 x = lastx;
505 y = lasty; 560 y = lasty;
506 m = lastmap; 561 m = lastmap;
507 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
508 } else { 564 else
565 {
509 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
510 * either the left or right. 567 * either the left or right.
511 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try 571 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth 572 * stepping back and forth
516 */ 573 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
518 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in 579 * since the direction that the creature should move in
521 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
525 * 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
526 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully 586 * the last direction the creature has successfully
528 * moved. 587 * moved.
529 */ 588 */
530 589
531 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
532 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
533 m = lastmap; 592 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
538 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
539 601
540 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
541 } 604 }
542 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
544 */ 607 */
545 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
546 return 0; 609 return 0;
547 diff--; 610 diff--;
548 lastdir=dir; 611 lastdir = dir;
549 max--; 612 max--;
550 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
551 } /* else check alternate directions */ 615 } /* else check alternate directions */
552 } /* if blocked */ 616 } /* if blocked */
553 else { 617 else
618 {
554 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
555 diff--; 620 diff--;
556 max--; 621 max--;
557 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
558 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626 if (diff <= 1)
559 } 627 {
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually 628 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance. 629 * headed toward player for entire distance.
563 */ 630 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
566 } 633 }
567 if (diff>max) return 0; 634 if (diff > max)
635 return 0;
568 } 636 }
569 /* 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 */
570 if (!max) return 0; 638 if (!max)
639 return 0;
571 640
572 return firstdir; 641 return firstdir;
573} 642}
574 643
644void
575void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist * items)
646{
576 object *op,*next=NULL; 647 object *op, *next = NULL;
577 648
578 if(pl->randomitems!=NULL) 649 if (pl->randomitems != NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
580 651
581 for (op=pl->inv; op; op=next) { 652 for (op = pl->inv; op; op = next)
653 {
582 next = op->below; 654 next = op->below;
583 655
584 /* Forces get applied per default, unless they have the 656 /* Forces get applied per default, unless they have the
585 * 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
586 */ 658 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED); 660 SET_FLAG (op, FLAG_APPLIED);
589 661
590 /* we never give weapons/armour if these cannot be used 662 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions 663 * by this player due to race restrictions
592 */ 664 */
593 if (pl->type == PLAYER) { 665 if (pl->type == PLAYER)
666 {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) || 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 } 672 {
604 } 673 op->destroy ();
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 &tmp->name);
623 continue; 674 continue;
624 } 675 }
625 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)
626 } 685 {
686 object *tmp;
627 687
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
628 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
704 {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
630 } 706 }
631 707
632 /* Give starting characters identified, uncursed, and undamned 708 /* Give starting characters identified, uncursed, and undamned
633 * 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
634 * merged properly. 710 * merged properly.
635 */ 711 */
636 if (need_identify(op)) { 712 if (need_identify (op))
713 {
637 SET_FLAG(op, FLAG_IDENTIFIED); 714 SET_FLAG (op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
640 } 719 {
641 if(op->type==SPELL) { 720 op->destroy ();
642 remove_ob(op);
643 free_object(op);
644 continue; 721 continue;
722 }
723 else if (op->type == SKILL)
645 } 724 {
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0; 726 op->stats.exp = 0;
649 op->level = 1; 727 op->level = 1;
650 } 728 }
651 /* lock all 'normal items by default */ 729 /* lock all 'normal items by default */
730 else
652 else SET_FLAG(op, FLAG_INV_LOCKED); 731 SET_FLAG (op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */ 732 } /* for loop of objects in player inv */
654 733
655 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
656 link_player_skills(pl); 735 link_player_skills (pl);
657} 736}
658 737
659void get_name(object *op) { 738void
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 shstr name = op->name;
704
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 op->name = op->name_pl = 0;
712 /* Lets put a space in here */
713 new_draw_info(NDI_UNIQUE, 0, op, "\n");
714 get_name(op);
715 op->name = op->name_pl = name;
716 set_first_map(op);
717 } else {
718 /* user pressed something else so just ask again... */
719 play_again(op);
720 }
721 return 0;
722}
723
724void confirm_password(object *op) {
725
726 op->contr->write_buf[0]='\0';
727 op->contr->state=ST_CONFIRM_PASSWORD;
728 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
729}
730
731void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
732 if (party == NULL) { 741 if (party == NULL)
742 {
733 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);
734 return; 744 return;
735 } 745 }
746
736 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
737 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
738 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
739 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:");
740} 751}
741
742 752
743/* 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
744int roll_stat(void) { 755roll_stat (void)
756{
745 int a[4],i,j,k; 757 int a[4], i, j, k;
746 758
747 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
748 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
749 761
750 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
751 if(a[i]<k) 763 if (a[i] < k)
752 k=a[i],j=i; 764 k = a[i], j = i;
753 765
754 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
755 if(i!=j) 767 if (i != j)
756 k+=a[i]; 768 k += a[i];
757 } 769
758 return k; 770 return k;
759} 771}
760 772
761void roll_stats(object *op) { 773void
762 int sum=0; 774object::roll_stats ()
763 int i = 0, j = 0; 775{
764 int statsort[7]; 776 int statsort [7];
765 777
778 for (;;)
766 do { 779 {
767 op->stats.Str=roll_stat(); 780 int sum = 0;
768 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
769 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
770 op->stats.Con=roll_stat();
771 op->stats.Wis=roll_stat();
772 op->stats.Pow=roll_stat();
773 op->stats.Cha=roll_stat();
774 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
775 op->stats.Con+op->stats.Wis+op->stats.Pow+
776 op->stats.Cha;
777 } while(sum<82||sum>116);
778 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
779 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
780 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
781 statsort[1] = op->stats.Dex;
782 statsort[2] = op->stats.Int;
783 statsort[3] = op->stats.Con;
784 statsort[4] = op->stats.Wis;
785 statsort[5] = op->stats.Pow;
786 statsort[6] = op->stats.Cha;
787 790
788 /* a quick and dirty bubblesort? */
789 do {
790 if (statsort[i] < statsort[i + 1]) {
791 j = statsort[i];
792 statsort[i] = statsort[i + 1];
793 statsort[i + 1] = j;
794 i = 0;
795 } else {
796 i++;
797 }
798 } while (i < 6);
799
800 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
801 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
802 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
803 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
804 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
805 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
806 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
807 798
808
809 op->contr->orig_stats.Str=op->stats.Str;
810 op->contr->orig_stats.Dex=op->stats.Dex;
811 op->contr->orig_stats.Int=op->stats.Int;
812 op->contr->orig_stats.Con=op->stats.Con;
813 op->contr->orig_stats.Wis=op->stats.Wis;
814 op->contr->orig_stats.Pow=op->stats.Pow;
815 op->contr->orig_stats.Cha=op->stats.Cha;
816
817 op->level=1;
818 op->stats.exp=0; 799 stats.exp = 0;
819 op->stats.ac=0; 800 stats.ac = 0;
820 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
821 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
822 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
823 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
824 811
825 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
826 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
827 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
828 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
829 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
830} 851}
831 852
832void Roll_Again(object *op) 853static void
854start_info (object *op)
833{ 855{
834 esrv_new_player(op->contr, 0);
835 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)? ");
836}
837
838void Swap_Stat(object *op,int Swap_Second)
839{
840 signed char tmp;
841 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
842 857
843 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
844 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
845 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
846 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
847 return;
848 }
849
850 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
851
852 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
853 get_attr_value(&op->contr->orig_stats, Swap_Second));
854
855 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
856
857 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
858 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
859 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
860 op->stats.Dex = op->contr->orig_stats.Dex;
861 op->stats.Con = op->contr->orig_stats.Con;
862 op->stats.Int = op->contr->orig_stats.Int;
863 op->stats.Wis = op->contr->orig_stats.Wis;
864 op->stats.Pow = op->contr->orig_stats.Pow;
865 op->stats.Cha = op->contr->orig_stats.Cha;
866 op->stats.ac=0;
867
868 op->level=1;
869 op->stats.exp=0;
870 op->stats.ac=0;
871
872 op->contr->levhp[1] = 9;
873 op->contr->levsp[1] = 6;
874 op->contr->levgrace[1] = 3;
875
876 fix_player(op);
877 op->stats.hp = op->stats.maxhp;
878 op->stats.sp = op->stats.maxsp;
879 op->stats.grace = op->stats.maxgrace;
880 op->contr->orig_stats=op->stats;
881 op->contr->Swap_First=-1;
882}
883
884
885/* This code has been greatly reduced, because with set_attr_value
886 * and get_attr_value, the stats can be accessed just numeric
887 * ids. stat_trans is a table that translate the number entered
888 * into the actual stat. It is needed because the order the stats
889 * are displayed in the stat window is not the same as how
890 * the number's access that stat. The table does that translation.
891 */
892int key_roll_stat(object *op, char key)
893{
894 int keynum = key -'0';
895 char buf[MAX_BUF];
896 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
897
898 if (keynum>0 && keynum<=7) {
899 if (op->contr->Swap_First==-1) {
900 op->contr->Swap_First=stat_trans[keynum];
901 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
902 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
903 }
904 else
905 Swap_Stat(op,stat_trans[keynum]);
906
907 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
908 return 1;
909 }
910 switch (key) {
911 case 'n':
912 case 'N': {
913 SET_FLAG(op, FLAG_WIZ);
914 if(op->map==NULL) {
915 LOG(llevError,"Map == NULL in state 2\n");
916 break;
917 }
918
919#if 0
920 /* So that enter_exit will put us at startx/starty */
921 op->x= -1;
922
923 enter_exit(op,NULL);
924#endif
925 SET_ANIMATION(op, 2); /* So player faces south */
926 /* Enter exit adds a player otherwise */
927 add_statbonus(op);
928 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");
929 op->contr->state = ST_CHANGE_CLASS;
930 if (op->msg)
931 new_draw_info(NDI_BLUE, 0, op, op->msg);
932 return 0;
933 }
934 case 'y':
935 case 'Y':
936 roll_stats(op);
937 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
938 return 1;
939
940 case 'q':
941 case 'Q':
942 play_again(op);
943 return 1;
944
945 default:
946 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
947 return 0;
948 }
949 return 0;
950} 862}
951 863
952/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
953 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
954 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
955 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
956 * not the class. 868 * not the class.
957 */ 869 */
958 870int
959int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
960{ 872{
961 int tmp_loop; 873 int tmp_loop;
962 874
963 if(key=='q'||key=='Q') {
964 remove_ob(op);
965 play_again(op);
966 return 0;
967 }
968 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
969 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
970 878
971 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
972 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
973 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
974 881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
975 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
976 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
977 888
978 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
979 890
980 if (op->msg) 891 if (op->msg)
981 op->msg=NULL; 892 op->msg = NULL;
982 893
983 /* 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
984 * to save here. 895 * to save here.
985 */ 896 */
986 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
987 make_path_to_file(buf); 898 make_path_to_file (buf);
988 899
989#ifdef AUTOSAVE
990 op->contr->last_save_tick = pticks;
991#endif
992 start_info(op); 900 start_info (op);
993 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
994 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
995 link_player_skills(op); 903 link_player_skills (op);
996 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
997 fix_player(op); 905 op->update_stats ();
998 906
999 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
1000 * is one for this race 908 * is one for this race
1001 */ 909 */
1002 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
1003 object *tmp; 912 object *tmp;
1004 mapstruct *oldmap = op->map;
1005 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1006 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1007 first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1008 tmp=get_object(); 916 tmp = object::create ();
1009 EXIT_PATH(tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1010 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1011 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1012 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;
1013 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1014 * default initial map */ 922 * default initial map */
1015 free_object(tmp); 923 tmp->destroy ();
924 }
1016 } else { 925 else
1017 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1018 } 927
1019 return 0; 928 return 0;
1020 } 929 }
1021 930
1022 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1023 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1024 */ 933 */
1025 934
1026 tmp_loop = 0; 935 tmp_loop = 0;
1027 while(!tmp_loop) { 936 while (!tmp_loop)
937 {
1028 shstr name = op->name; 938 shstr name = op->name;
1029 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
940
1030 remove_statbonus(op); 941 op->remove_statbonus ();
1031 remove_ob (op); 942 op->remove ();
1032 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1033 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1034 op->instantiate (); 945 op->instantiate ();
1035 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1036 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1037 op->x = x; 948 op->x = x;
1038 op->y = y; 949 op->y = y;
1039 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1040 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1041 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1042 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1043 add_statbonus(op); 953 op->add_statbonus ();
1044 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1045 } 955 }
956
1046 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1047 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1048 fix_player(op); 959 op->update_stats ();
1049 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1050 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1051 op->stats.grace=0; 962 op->stats.grace = 0;
963
1052 if (op->msg) 964 if (op->msg)
1053 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1054 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");
1055 return 0; 968 return 0;
1056} 969}
1057 970
1058int key_confirm_quit(object *op, char key) 971void
1059{
1060 char buf[MAX_BUF];
1061
1062 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1063 op->contr->state=ST_PLAYING;
1064 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1065 return 1;
1066 }
1067
1068 INVOKE_PLAYER (LOGOUT, op->contr);
1069 INVOKE_PLAYER (QUIT , op->contr);
1070
1071 terminate_all_pets(op);
1072 leave_map(op);
1073 op->direction=0;
1074 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1075 "%s quits the game.", &op->name);
1076
1077 strcpy(op->contr->killer,"quit");
1078 check_score(op);
1079 op->contr->party=NULL;
1080 if (settings.set_title == TRUE)
1081 op->contr->own_title[0]='\0';
1082
1083 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1084 mapstruct *mp, *next;
1085
1086 /* We need to hunt for any per player unique maps in memory and
1087 * get rid of them. The trailing slash in the path is intentional,
1088 * so that players named 'Ab' won't match against players 'Abe' pathname
1089 */
1090 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1091 for (mp=first_map; mp!=NULL; mp=next) {
1092 next = mp->next;
1093 if (!strncmp(mp->path, buf, strlen(buf)))
1094 delete_map(mp);
1095 }
1096
1097 delete_character(op->name, 1);
1098 }
1099 play_again(op);
1100 return 1;
1101}
1102
1103void flee_player(object *op) { 972flee_player (object *op)
973{
1104 int dir,diff; 974 int dir, diff;
1105 rv_vector rv; 975 rv_vector rv;
1106 976
1107 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1108 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1109 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)))
1110 return; 1017 return;
1111 } 1018 }
1112 1019
1113 if(op->enemy==NULL) {
1114 LOG(llevDebug,"Fleeing player had no enemy.\n");
1115 CLEAR_FLAG(op, FLAG_SCARED);
1116 return;
1117 }
1118
1119 /* Seen some crashes here. Since we don't store an
1120 * op->enemy_count, it is possible that something destroys the
1121 * actual enemy, and the object is recycled.
1122 */
1123 if (op->enemy->map == NULL) {
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 op->enemy=NULL;
1126 return;
1127 }
1128
1129 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1130 op->enemy=NULL;
1131 CLEAR_FLAG(op, FLAG_SCARED);
1132 return;
1133 }
1134 get_rangevector(op, op->enemy, &rv, 0);
1135
1136 dir=absdir(4+rv.direction);
1137 for(diff=0;diff<3;diff++) {
1138 int m=1-(RANDOM()&2);
1139 if(move_ob(op,absdir(dir+diff*m),op)||
1140 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1141 return;
1142 }
1143 }
1144 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1145 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1146 op->enemy=NULL; 1022 op->enemy = NULL;
1147} 1023}
1148 1024
1149 1025
1150/* 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.
1151 * 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
1152 * stop. 1028 * stop.
1153 */ 1029 */
1030int
1154int check_pick(object *op) { 1031check_pick (object *op)
1032{
1155 object *tmp, *next; 1033 object *tmp, *next;
1156 tag_t next_tag=0, op_tag;
1157 int stop = 0; 1034 int stop = 0;
1158 int j, k, wvratio; 1035 int j, k, wvratio;
1159 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1160 1037
1161
1162 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1163 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1164 return 1; 1040 return 1;
1165 1041
1166 op_tag = op->count;
1167
1168 next = op->below; 1042 next = op->below;
1169 if (next)
1170 next_tag = next->count;
1171 1043
1172 /* 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
1173 * destroyed */ 1045 * destroyed */
1174 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1175 { 1047 {
1176 tmp = next; 1048 tmp = next;
1177 next = tmp->below; 1049 next = tmp->below;
1178 if (next)
1179 next_tag = next->count;
1180 1050
1181 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1182 return 0; 1052 return 0;
1183 1053
1184 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1185 continue; 1055 continue;
1186 1056
1187 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1188 { 1058 {
1189 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1190 pick_up (op, tmp); 1060 pick_up (op, tmp);
1191 continue; 1061 continue;
1192 } 1062 }
1193 1063
1194 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1195 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1196 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1068 {
1069 case 0:
1197 case 0: return 1; /* don't pick up */ 1070 return 1; /* don't pick up */
1071 case 1:
1198 case 1: pick_up (op, tmp); 1072 pick_up (op, tmp);
1199 return 1; 1073 return 1;
1074 case 2:
1200 case 2: pick_up (op, tmp); 1075 pick_up (op, tmp);
1201 return 0; 1076 return 0;
1077 case 3:
1202 case 3: return 0; /* stop before pickup */ 1078 return 0; /* stop before pickup */
1079 case 4:
1203 case 4: pick_up (op, tmp); 1080 pick_up (op, tmp);
1204 break; 1081 break;
1082 case 5:
1205 case 5: pick_up (op, tmp); 1083 pick_up (op, tmp);
1206 stop = 1; 1084 stop = 1;
1207 break; 1085 break;
1208 case 6: 1086 case 6:
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1210 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1211 pick_up(op, tmp); 1088 pick_up (op, tmp);
1212 break; 1089 break;
1213 1090
1214 case 7: 1091 case 7:
1215 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1216 pick_up(op, tmp); 1093 pick_up (op, tmp);
1217 break; 1094 break;
1218 1095
1219 default: 1096 default:
1220 /* use value density */ 1097 /* use value density */
1221 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1222 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1223 / (tmp->weight * MAX (tmp->nrof, 1)))
1224 >= op->contr->mode)
1225 pick_up(op,tmp); 1100 pick_up (op, tmp);
1226 }
1227 }
1228 else { /* old model */
1229 /* NEW pickup handling */
1230 if(op->contr->mode & PU_DEBUG)
1231 {
1232 /* some debugging code to figure out item information */
1233 if(tmp->name!=NULL)
1234 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1235 &tmp->name, tmp->type,
1236 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1237 else
1238 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1239 &tmp->arch->name, tmp->type,
1240 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1241 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1242
1243 sprintf(putstring,"...flags: ");
1244 for(k=0;k<4;k++)
1245 {
1246 for(j=0;j<32;j++)
1247 {
1248 if((tmp->flags[k]>>j)&0x01)
1249 {
1250 sprintf(tmpstr,"%d ",k*32+j);
1251 strcat(putstring, tmpstr);
1252 } 1101 }
1253 } 1102 }
1254 } 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
1255 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1256 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);
1257#if 0 1355#if 0
1258 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1259 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1260 { 1358 {
1261 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1262 for(j=0;j<32;j++) 1360 }
1263 { 1361 else
1264 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1265 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1266 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1267 fprintf(stderr," [%d]\n", k*32);
1268 }
1269#endif 1365#endif
1270 } 1366 continue;
1271 /* philosophy: 1367 }
1272 * It's easy to grab an item type from a pile, as long as it's
1273 * generic. This takes no game-time. For more detailed pickups
1274 * and selections, select-items shoul dbe used. This is a
1275 * grab-as-you-run type mode that's really useful for arrows for
1276 * example.
1277 * The drawback: right now it has no frontend, so you need to
1278 * stick the bits you want into a calculator in hex mode and then
1279 * convert to decimal and then 'pickup <#>
1280 */
1281
1282 /* the first two modes are exclusive: if NOTHING we return, if
1283 * STOP then we stop. All the rest are applied sequentially,
1284 * meaning if any test passes, the item gets picked up. */
1285
1286 /* if mode is set to pick nothing up, return */
1287
1288 if(op->contr->mode & PU_NOTHING) return 1;
1289
1290 /* if mode is set to stop when encountering objects, return */
1291 /* take STOP before INHIBIT since it doesn't actually pick
1292 * anything up */
1293
1294 if(op->contr->mode & PU_STOP) return 0;
1295
1296 /* useful for going into stores and not losing your settings... */
1297 /* and for battles wher you don't want to get loaded down while
1298 * fighting */
1299 if(op->contr->mode & PU_INHIBIT) return 1;
1300
1301 /* prevent us from turning into auto-thieves :) */
1302 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1303
1304 /* ignore known cursed objects */
1305 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1306
1307 /* all food and drink if desired */
1308 /* question: don't pick up known-poisonous stuff? */
1309 if(op->contr->mode & PU_FOOD)
1310 if (tmp->type == FOOD)
1311 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1312 if(op->contr->mode & PU_DRINK)
1313 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1314 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1315
1316 if(op->contr->mode & PU_POTION)
1317 if (tmp->type == POTION)
1318 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1319
1320 /* spellbooks, skillscrolls and normal books/scrolls */
1321 if(op->contr->mode & PU_SPELLBOOK)
1322 if (tmp->type == SPELLBOOK)
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1324 if(op->contr->mode & PU_SKILLSCROLL)
1325 if (tmp->type == SKILLSCROLL)
1326 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1327 if(op->contr->mode & PU_READABLES)
1328 if (tmp->type == BOOK || tmp->type == SCROLL)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1330
1331 /* wands/staves/rods/horns */
1332 if (op->contr->mode & PU_MAGIC_DEVICE)
1333 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1335
1336 /* pick up all magical items */
1337 if(op->contr->mode & PU_MAGICAL)
1338 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1340
1341 if(op->contr->mode & PU_VALUABLES)
1342 {
1343 if (tmp->type == MONEY || tmp->type == GEM)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1345 }
1346
1347 /* rings & amulets - talismans seems to be typed AMULET */
1348 if(op->contr->mode & PU_JEWELS)
1349 if (tmp->type == RING || tmp->type == AMULET)
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1351
1352 /* bows and arrows. Bows are good for selling! */
1353 if(op->contr->mode & PU_BOW)
1354 if (tmp->type == BOW)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1356 if(op->contr->mode & PU_ARROW)
1357 if (tmp->type == ARROW)
1358 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1359
1360 /* all kinds of armor etc. */
1361 if(op->contr->mode & PU_ARMOUR)
1362 if (tmp->type == ARMOUR)
1363 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1364 if(op->contr->mode & PU_HELMET)
1365 if (tmp->type == HELMET)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1367 if(op->contr->mode & PU_SHIELD)
1368 if (tmp->type == SHIELD)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1370 if(op->contr->mode & PU_BOOTS)
1371 if (tmp->type == BOOTS)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1373 if(op->contr->mode & PU_GLOVES)
1374 if (tmp->type == GLOVES)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1376 if(op->contr->mode & PU_CLOAK)
1377 if (tmp->type == CLOAK)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1379
1380 /* hoping to catch throwing daggers here */
1381 if(op->contr->mode & PU_MISSILEWEAPON)
1382 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1384
1385 /* careful: chairs and tables are weapons! */
1386 if(op->contr->mode & PU_ALLWEAPON)
1387 {
1388 if(tmp->type == WEAPON && tmp->name!=NULL)
1389 {
1390 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1391 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1393 }
1394 if(tmp->type == WEAPON && tmp->name==NULL)
1395 {
1396 if(strstr(tmp->arch->name,"table")==NULL &&
1397 strstr(tmp->arch->name,"chair")==NULL)
1398 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1399 }
1400 }
1401
1402 /* misc stuff that's useful */
1403 if(op->contr->mode & PU_KEY)
1404 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1405 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1406
1407 /* any of the last 4 bits set means we use the ratio for value
1408 * pickups */
1409 if(op->contr->mode & PU_RATIO)
1410 {
1411 /* use value density to decide what else to grab */
1412 /* >=7 was >= op->contr->mode */
1413 /* >=7 is the old standard setting. Now we take the last 4 bits
1414 * and multiply them by 5, giving 0..15*5== 5..75 */
1415 wvratio=(op->contr->mode & PU_RATIO) * 5;
1416 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1417 {
1418 pick_up(op, tmp);
1419#if 0
1420 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1421 if(tmp->name!=NULL) {
1422 fprintf(stderr,"%s", tmp->name);
1423 } 1368 }
1424 else fprintf(stderr,"%s",tmp->arch->name); 1369 } /* the new pickup model */
1425 fprintf(stderr,",%d] = ", tmp->type);
1426 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1427#endif
1428 continue;
1429 }
1430 } 1370 }
1431 } /* the new pickup model */ 1371
1432 }
1433 return ! stop; 1372 return !stop;
1434} 1373}
1435 1374
1436/* 1375/*
1437 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1438 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1439 * found object is returned. 1378 * found object is returned.
1440 */ 1379 */
1380object *
1441object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1442{ 1382{
1443 object *tmp = NULL; 1383 object *tmp = NULL;
1444 1384
1445 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1446 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1447 QUERY_FLAG(op,FLAG_APPLIED))
1448 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1449 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1450 return op; 1389 return op;
1451 return tmp; 1390 return tmp;
1452} 1391}
1453 1392
1454/* 1393/*
1455 * 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
1456 * 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
1457 * 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
1458 * 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.
1459 */ 1398 */
1460 1399
1400object *
1461object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1462{ 1402{
1463 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1464 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1465 1405
1466 if (!type) 1406 if (!type)
1467 return NULL; 1407 return NULL;
1468 1408
1469 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1470 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1471 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 {
1472 i = 0; 1413 i = 0;
1473 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1474 if (i > betterby) { 1415 if (i > betterby)
1416 {
1475 tmp = ntmp; 1417 tmp = ntmp;
1476 betterby = i; 1418 betterby = i;
1477 } 1419 }
1420 }
1478 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1479 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1480 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1481 strstr(arrow->slaying, target->race)) { 1425 {
1482 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1427 {
1483 *better = 100; 1428 *better = 100;
1484 return arrow; 1429 return arrow;
1485 } else {
1486 tmp = arrow;
1487 betterby = (arrow->magic + arrow->stats.dam) * 2;
1488 } 1430 }
1489 } else { 1431 else
1490 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1491 attacktype = 1<<attacknum;
1492 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1493 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1494 tmp = arrow;
1495 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1496 }
1497 } 1432 {
1498 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1499 tmp = arrow; 1433 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1503 tmp = arrow;
1504 betterby = 1 + arrow->magic + arrow->stats.dam;
1505 } 1435 }
1506 } 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 }
1507 } 1459 }
1460 }
1508 } 1461 }
1509 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1510 return find_arrow(op, type); 1463 return find_arrow (op, type);
1511 1464
1512 *better = betterby; 1465 *better = betterby;
1513 return tmp; 1466 return tmp;
1514} 1467}
1515 1468
1516/* 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
1517 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1518 * op = the shooter 1471 * op = the shooter
1519 * type = bow->race 1472 * type = bow->race
1520 * dir = fire direction 1473 * dir = fire direction
1521 */ 1474 */
1522 1475
1476object *
1523object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1524{ 1478{
1525 object *tmp = NULL; 1479 object *tmp = NULL;
1526 mapstruct *m; 1480 maptile *m;
1527 int i, mflags, found, number; 1481 int i, mflags, found, number;
1528 sint16 x, y; 1482 sint16 x, y;
1529 1483
1530 if (op->map == NULL) 1484 if (op->map == NULL)
1531 return find_arrow(op, type); 1485 return find_arrow (op, type);
1532 1486
1533 /* do a dex check */ 1487 /* do a dex check */
1534 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1535 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)))
1536 return find_arrow(op, type); 1490 return find_arrow (op, type);
1537 1491
1538 m = op->map; 1492 m = op->map;
1539 x = op->x; 1493 x = op->x;
1540 y = op->y; 1494 y = op->y;
1541 1495
1542 /* find the first target */ 1496 /* find the first target */
1543 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1544 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1545 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1546 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1547 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1548 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)
1549 break; 1524 break;
1550 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1551 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1552 * perhaps a bad assumption.
1553 */
1554 tmp = NULL;
1555 break;
1556 } 1525 }
1557 if (mflags & P_IS_ALIVE) {
1558 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1559 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1560 found++;
1561 break;
1562 }
1563 if (found)
1564 break;
1565 }
1566 } 1526 }
1567 if (tmp == NULL) 1527 if (tmp == NULL)
1568 return find_arrow(op, type); 1528 return find_arrow (op, type);
1569 1529
1570 if (tmp->head) 1530 if (tmp->head)
1571 tmp = tmp->head; 1531 tmp = tmp->head;
1572 1532
1573 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1574} 1534}
1575 1535
1576/* 1536/*
1577 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1578 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1581 * dir is the direction of fire. 1541 * dir is the direction of fire.
1582 * 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)
1583 * 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
1584 * player fire modes. 1544 * player fire modes.
1585 */ 1545 */
1546int
1586int 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)
1587 sint16 sx, sint16 sy)
1588{ 1548{
1589 object *left, *bow; 1549 object *left, *bow;
1590 tag_t left_tag, tag;
1591 int bowspeed, mflags; 1550 int bowspeed, mflags;
1592 mapstruct *m; 1551 maptile *m;
1593 1552
1594 if (!dir) { 1553 if (!dir)
1554 {
1595 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!");
1596 return 0; 1556 return 0;
1597 } 1557 }
1558
1598 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1599 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1600 else { 1561 else
1562 {
1601 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1602 /* 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
1603 * 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.
1604 */ 1566 */
1605 if(bow->type==BOW) 1567 if (bow->type == BOW)
1606 break; 1568 break;
1607 1569
1608 if (!bow) { 1570 if (!bow)
1571 {
1609 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1610 return 0; 1573 return 0;
1611 } 1574 }
1612 } 1575 }
1576
1613 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1614 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);
1615 return 0; 1580 return 0;
1616 } 1581 }
1617 1582
1618 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1619 1584
1620 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1621 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1622 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1623 if (bowspeed < 1) 1589 if (bowspeed < 1)
1624 bowspeed = 1; 1590 bowspeed = 1;
1625 1591
1626 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1627 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1628 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1629 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1630 "You have no %s left.", &bow->race);
1631 /* 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 */
1632 else 1599 else
1633 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1634 return 0; 1601 return 0;
1635 } 1602 }
1636 } 1603 }
1604
1637 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1638 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1639 return 0; 1607 return 0;
1640 } 1608
1641 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1642 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.");
1643 return 0; 1612 return 0;
1644 } 1613 }
1645 1614
1646 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1647 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1648 remove_ob(arrow); 1617 {
1649 free_object(arrow); 1618 arrow->destroy ();
1650 return 0; 1619 return 0;
1651 } 1620 }
1652 1621
1653 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1654 left_tag = left->count;
1655 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1656 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1657 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1626 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1658 return 0; 1627 return 0;
1659 } 1628 }
1660 set_owner(arrow, op); 1629
1630 arrow->set_owner (op);
1661 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1662
1663 arrow->direction=dir; 1632 arrow->direction = dir;
1664 arrow->x = sx;
1665 arrow->y = sy;
1666 1633
1667 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1668 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1669 fix_player(op); 1637 op->update_stats ();
1670 } 1638 }
1671 1639
1672 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1673 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1674 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1675 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1676 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1677 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1678 1646
1679 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1680 * 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.
1681 */ 1649 */
1682
1683 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1684 0 : dam_bonus[op->stats.Str]) +
1685 bow->stats.dam + bow->magic + arrow->magic;
1686 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
1687 /* update the speed */ 1653 /* update the speed */
1688 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1689 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;
1690 bow->magic + arrow->magic) / 5.0 +
1691 (float)bow->stats.dam / 7.0;
1692 1656
1693 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1694 arrow->speed = 1.0;
1695 update_ob_speed(arrow);
1696 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1697 1659
1698 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1699 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1700 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1701 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;
1702 arrow->stats.wc - bow->stats.wc + wc_mod;
1703 1665
1704 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1705 } else { 1667 }
1668 else
1669 {
1706 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;
1707 arrow->stats.wc + wc_mod;
1708
1709 arrow->level = op->level; 1671 arrow->level = op->level;
1710 } 1672 }
1673
1711 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1712 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1713 if (bow->slaying != NULL) 1677 if (bow->slaying)
1714 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1715 1679
1716 arrow->map = m;
1717 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1718 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1719 1682
1720 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);
1721 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1722 insert_ob_in_map(arrow, m, op, 0);
1723 1685
1724 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1725 move_arrow(arrow); 1687 move_arrow (arrow);
1726 1688
1727 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1728 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1729 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1730 else 1693 else
1731 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1732 } 1695 }
1696
1733 return 1; 1697 return 1;
1734} 1698}
1735 1699
1736/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1737 * account the special fire modes players can have 1701 * account the special fire modes players can have
1738 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1739 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1740 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1741 * hence the function name. 1705 * hence the function name.
1742 */ 1706 */
1707int
1743int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1744{ 1709{
1745 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1746 1711
1747 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1748 ret = fire_bow(op, op, 1713 {
1749 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);
1750 dir, 0, op->x, op->y); 1715 }
1751 } 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 {
1752 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1753 wcmod =-1; 1719 wcmod = -1;
1720
1754 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);
1755 op->x, op->y); 1722 }
1756 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1757 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);
1758 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)]);
1759 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 }
1760 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1761 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);
1762 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);
1763 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);
1764 1734
1765 } else { 1735 }
1736 else
1737 {
1766 /* Simple case */ 1738 /* Simple case */
1767 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);
1768 } 1740 }
1769 return ret; 1741 return ret;
1770} 1742}
1771 1743
1772 1744
1773/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1774 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1775 */ 1747 */
1748void
1776void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1777{ 1750{
1778 object *item; 1751 object *item;
1779 1752
1780 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1781 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.");
1782 return; 1756 return;
1783 } 1757 }
1784 1758
1785 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1786 if (!item->inv) { 1760 if (!item->inv)
1761 {
1787 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1788 return; 1763 return;
1789 } 1764 }
1790 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1791 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1792 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1793 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));
1794 return; 1771 return;
1795 } 1772 }
1773 }
1796 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1797 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 {
1798 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1799 if (item->type== ROD) 1779 if (item->type == ROD)
1800 new_draw_info_format(NDI_UNIQUE, 0,op,
1801 "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));
1802 else 1781 else
1803 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));
1804 "The %s needs more time to charge.", query_base_name(item,0));
1805 return; 1783 return;
1806 } 1784 }
1807 } 1785 }
1808 1786
1809 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1810 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 */
1811 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1812 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1793 {
1813 object *tmp; 1794 object *tmp;
1795
1814 if (item->arch) { 1796 if (item->arch)
1797 {
1815 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1816 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1817 item->speed = 0; 1800 item->set_speed (0);
1818 update_ob_speed(item);
1819 } 1801 }
1802
1820 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1821 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1822 } 1805 }
1823 } 1806 }
1824 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1825 drain_rod_charge(item); 1808 drain_rod_charge (item);
1826 }
1827 } 1809 }
1828} 1810}
1829 1811
1830/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1831 */ 1813 */
1814void
1832void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1833 int spellcost=0; 1817 int spellcost = 0;
1834 1818
1835 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1836 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1837 1822
1838 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1839 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.");
1840 return; 1855 return;
1841
1842 case range_bow:
1843 player_fire_bow(op, dir);
1844 return;
1845
1846 case range_magic: /* Casting spells */
1847 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1848 return;
1849
1850 case range_misc:
1851 fire_misc_object(op, dir);
1852 return;
1853
1854 case range_golem: /* Control summoned monsters from scrolls */
1855 if(op->contr->ranges[range_golem]==NULL ||
1856 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1857 op->contr->ranges[range_golem] = NULL;
1858 op->contr->shoottype=range_none;
1859 op->contr->golem_count = 0;
1860 } 1856 }
1861 else
1862 control_golem(op->contr->ranges[range_golem], dir);
1863 return;
1864 1857
1865 case range_skill:
1866 if(!op->chosen_skill) {
1867 if(op->type==PLAYER)
1868 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1869 return;
1870 }
1871 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1872 return;
1873 case range_builder:
1874 apply_map_builder( op, dir );
1875 return; 1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1876 default: 1863 default:
1877 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1878 return; 1865 return;
1879 } 1866 }
1880} 1867}
1881 1868
1882 1869
1883 1870
1890 * inv is the objects inventory to searched 1877 * inv is the objects inventory to searched
1891 * door is the door we are trying to match against. 1878 * door is the door we are trying to match against.
1892 * This function can be called recursively to search containers. 1879 * This function can be called recursively to search containers.
1893 */ 1880 */
1894 1881
1882object *
1895object * find_key(object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1896{ 1884{
1897 object *tmp,*key; 1885 object *tmp, *key;
1898 1886
1899 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1900 if (container->inv == NULL) return NULL; 1888 if (container->inv == NULL)
1889 return NULL;
1901 1890
1902 /* 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 */
1903 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1893 {
1904 if (door->type==DOOR && tmp->type==KEY) break; 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1905 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1906 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1907 */ 1898 */
1908 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1909 tmp->slaying==door->slaying) break; 1900 break;
1910 } 1901 }
1911 /* No key found - lets search inventories now */ 1902 /* No key found - lets search inventories now */
1912 /* 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.
1913 * 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
1914 * a key, return 1905 * a key, return
1915 */ 1906 */
1916 if (!tmp) { 1907 if (!tmp)
1908 {
1917 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1910 {
1918 /* No reason to search empty containers */ 1911 /* No reason to search empty containers */
1919 if (tmp->type==CONTAINER && tmp->inv) { 1912 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1920 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1914 if ((key = find_key (pl, tmp, door)) != NULL)
1915 return key;
1921 } 1916 }
1922 } 1917 }
1918 if (!tmp)
1923 if (!tmp) return NULL; 1919 return NULL;
1924 } 1920 }
1925 /* 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,
1926 * see if we actually want to use it 1922 * see if we actually want to use it
1927 */ 1923 */
1928 if (pl!=container) { 1924 if (pl != container)
1925 {
1929 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1930 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1931 /* cases where this fails: 1929 /* cases where this fails:
1932 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1933 * are not in the players inventory. 1931 * are not in the players inventory.
1934 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1935 * containers can be used. 1933 * containers can be used.
1936 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1937 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1938 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1939 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1940 * 1938 *
1941 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1942 * all the others. 1940 * all the others.
1943 */ 1941 */
1944 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1945 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1946 (pl->contr->usekeys == keyrings &&
1947 (!container->race || strcmp(container->race, "keys"))) 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1948 ) { 1945 {
1949 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1950 "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));
1951 query_name(tmp), query_name(container));
1952 return NULL; 1948 return NULL;
1953 } 1949 }
1954 } 1950 }
1955 return tmp; 1951 return tmp;
1956} 1952}
1957 1953
1958/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1959 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1960 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1961 * 0 otherwise 1957 * 0 otherwise
1962 */ 1958 */
1959static int
1963static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1964{ 1961{
1965
1966 /* 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,
1967 * 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 -
1968 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1969 */ 1965 */
1970 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1971 1967
1972 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1973 if (key) { 1969 if (key)
1970 {
1974 object *container=key->env; 1971 object *container = key->env;
1975 1972
1976 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);
1977 if(action_makes_visible(op)) make_visible(op); 1974 if (action_makes_visible (op))
1975 make_visible (op);
1978 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);
1979 if (door->type == DOOR) { 1978 if (door->type == DOOR)
1979 {
1980 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 */
1981 } 1981 }
1982 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1983 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1984 "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));
1985 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1986 } 1986 }
1987 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1988 decrease_ob(key); /* Use up one of the keys */ 1988 decrease_ob (key); /* Use up one of the keys */
1989 /* Need to update the weight the container the key was in */ 1989 /* Need to update the weight the container the key was in */
1990 if (container != op) 1990 if (container != op)
1991 esrv_update_item(UPD_WEIGHT, op, container); 1991 esrv_update_item (UPD_WEIGHT, op, container);
1992 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
1993 }
1993 } else if (door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1995 {
1994 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
1995 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1996 return 1; 1998 return 1;
1997 } 1999 }
1998 return 0; 2000 return 0;
1999} 2001}
2000 2002
2001/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2002 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2003 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2004 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2005 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2006 */ 2008 */
2007 2009void
2008void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2009{ 2011{
2010 object *tmp, *mon; 2012 object *tmp, *mon;
2011 sint16 nx, ny; 2013 sint16 nx, ny;
2012 int on_battleground; 2014 int on_battleground;
2013 mapstruct *m; 2015 maptile *m;
2014 2016
2015 nx=freearr_x[dir]+op->x; 2017 nx = freearr_x[dir] + op->x;
2016 ny=freearr_y[dir]+op->y; 2018 ny = freearr_y[dir] + op->y;
2017 2019
2018 on_battleground = op_on_battleground(op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2019 2021
2020 /* 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
2021 * 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
2022 * 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
2023 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2024 * 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
2025 * 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
2026 * 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
2027 * move_ob uses. 2029 * move_ob uses.
2028 */ 2030 */
2029 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 {
2030 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2031 m = get_map_from_coord(op->map, &nx, &ny);
2032 if (!m) return; /* Don't think this should happen */
2033 } 2034 {
2035 m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2034 else m =op->map; 2040 m = op->map;
2035 2041
2036 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2042 if (!(tmp = m->at (nx, ny).bot))
2037 /* 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)
2038 return; 2105 return;
2039 }
2040 2106
2041 mon = NULL; 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2042 /* Go through all the objects, and find ones of interest. Only stop if 2108 (void) push_ob (mon, dir, op);
2043 * we find a monster - that is something we know we want to attack. 2109 if (op->contr->tmp_invis || op->hide)
2044 * if its a door or barrel (can roll) see if there may be monsters 2110 make_visible (op);
2045 * 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.
2046 */ 2119 */
2047 while (tmp!=NULL) { 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2048 if (tmp == op) { 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2049 tmp=tmp->above; 2122#ifdef PROHIBIT_PLAYERKILL
2050 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);
2051 } 2136 }
2052 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2137 else
2053 mon = tmp; 2138 new_draw_info (0, 0, op, "You withhold your attack");
2054 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 */
2055 } 2174 }
2056 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2057 mon = tmp;
2058 tmp=tmp->above;
2059 }
2060
2061 if (mon==NULL) /* This happens anytime the player tries to move */
2062 return; /* into a wall */
2063 2175
2064 if(mon->head != NULL) 2176 skill_attack (mon, op, 0, 0, 0);
2065 mon = mon->head;
2066 2177
2067 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2178 /* If attacking another player, that player gets automatic
2068 if (player_attack_door(op, mon)) return; 2179 * hitback, and doesn't loose luck either.
2069 2180 * Disable hitback on the battleground or if the target is
2070 /* The following deals with possibly attacking peaceful 2181 * the wiz.
2071 * or frienddly creatures. Basically, all players are considered
2072 * unaggressive. If the moving player has peaceful set, then the
2073 * object should be pushed instead of attacked. It is assumed that
2074 * if you are braced, you will not attack friends accidently,
2075 * and thus will not push them.
2076 */ 2182 */
2077 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2078 /* If the creature is a pet, push it even if the player is not
2079 * peaceful. Our assumption is the creature is a pet if the
2080 * player owns it and it is either friendly or unagressive.
2081 */
2082 if ((op->type==PLAYER)
2083#if COZY_SERVER
2084 &&
2085 (
2086 (get_owner(mon) && get_owner(mon)->contr
2087 && same_party (get_owner(mon)->contr->party, op->contr->party))
2088 || get_owner(mon) == op
2089 )
2090#else
2091 && get_owner(mon)==op
2092#endif
2093 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2094 {
2095 /* If we're braced, we don't want to switch places with it */
2096 if (op->contr->braced) return;
2097 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2098 (void) push_ob(mon,dir,op);
2099 if(op->contr->tmp_invis||op->hide) make_visible(op);
2100 return;
2101 }
2102
2103 /* in certain circumstances, you shouldn't attack friendly
2104 * creatures. Note that if you are braced, you can't push
2105 * someone, but put it inside this loop so that you won't
2106 * attack them either.
2107 */
2108 if ((mon->type==PLAYER || mon->enemy != op) &&
2109 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2110 (
2111#ifdef PROHIBIT_PLAYERKILL
2112 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2113#else
2114 op->contr->peaceful &&
2115#endif
2116 !on_battleground
2117 )) { 2184 {
2118 if (!op->contr->braced) { 2185 short luck = mon->stats.luck;
2119 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2186
2120 (void) push_ob(mon,dir,op); 2187 mon->contr->has_hit = 1;
2121 } else { 2188 skill_attack (op, mon, 0, 0, 0);
2122 new_draw_info(0, 0,op,"You withhold your attack"); 2189 mon->stats.luck = luck;
2123 } 2190 }
2124 if(op->contr->tmp_invis||op->hide) make_visible(op);
2125 }
2126 2191
2127 /* If the object is a boulder or other rollable object, then
2128 * roll it if not braced. You can't roll it if you are braced.
2129 */
2130 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2131 recursive_roll(mon,dir,op);
2132 if(action_makes_visible(op)) make_visible(op); 2192 if (action_makes_visible (op))
2133 } 2193 make_visible (op);
2134
2135 /* Any generic living creature. Including things like doors.
2136 * Way it works is like this: First, it must have some hit points
2137 * and be living. Then, it must be one of the following:
2138 * 1) Not a player, 2) A player, but of a different party. Note
2139 * that party_number -1 is no party, so attacks can still happen.
2140 */
2141
2142 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2143 ((mon->type!=PLAYER || op->contr->party==NULL ||
2144 op->contr->party!=mon->contr->party))) {
2145
2146 /* If the player hasn't hit something this tick, and does
2147 * so, give them speed boost based on weapon speed. Doing
2148 * it here is better than process_players2, which basically
2149 * incurred a 1 tick offset.
2150 */
2151 if (!op->contr->has_hit) {
2152 op->speed_left += op->speed / op->contr->weapon_sp;
2153
2154 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2155 } 2194 }
2156
2157 skill_attack(mon, op, 0, NULL, NULL);
2158
2159 /* If attacking another player, that player gets automatic
2160 * hitback, and doesn't loose luck either.
2161 * Disable hitback on the battleground or if the target is
2162 * the wiz.
2163 */
2164 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2165 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2166 short luck = mon->stats.luck;
2167 mon->contr->has_hit = 1;
2168 skill_attack(op, mon, 0, NULL, NULL);
2169 mon->stats.luck = luck;
2170 }
2171 if(action_makes_visible(op)) make_visible(op);
2172 }
2173 } /* if player should attack something */ 2195 } /* if player should attack something */
2174} 2196}
2175 2197
2198int
2176int move_player(object *op,int dir) { 2199move_player (object *op, int dir)
2200{
2177 int pick; 2201 int pick;
2178 2202
2179 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2180 return 0;
2181
2182 /* Sanity check: make sure dir is valid */
2183 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2184 LOG( llevError, "move_player: invalid direction %d\n", dir);
2185 return 0;
2186 }
2187
2188 /* peterm: added following line */
2189 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2190 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2191
2192 op->facing = dir;
2193
2194 if(op->hide) do_hidden_move(op);
2195
2196 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2197 /*nop*/;
2198 else if (op->contr->fire_on)
2199 fire (op, dir);
2200 else
2201 {
2202 move_player_attack (op, dir);
2203 pick = check_pick(op);
2204 }
2205
2206 /* Add special check for newcs players and fire on - this way, the
2207 * server can handle repeat firing.
2208 */
2209 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2210 op->direction = dir;
2211 } else {
2212 op->direction=0;
2213 }
2214 /* Update how the player looks. Use the facing, so direction may
2215 * get reset to zero. This allows for full animation capabilities
2216 * for players.
2217 */
2218 animate_object(op, op->facing);
2219 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;
2220} 2246}
2221 2247
2222/* 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
2223 * new client/server stuff. 2249 * new client/server stuff.
2224 * 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
2225 * the new speed values for commands. 2251 * the new speed values for commands.
2226 * 2252 *
2227 * Returns true if there are more actions we can do. 2253 * Returns true if there are more actions we can do.
2228 */ 2254 */
2255int
2229int handle_newcs_player(object *op) 2256handle_newcs_player (object *op)
2230{ 2257{
2231 if (op->contr->hidden) { 2258 if (op->contr->hidden)
2259 {
2232 op->invisible = 1000; 2260 op->invisible = 1000;
2233 /* the socket code flashes the player visible/invisible 2261 /* the socket code flashes the player visible/invisible
2234 * depending on the value of invisible, so we need to 2262 * depending on the value of invisible, so we need to
2235 * alternate it here for it to work correctly. 2263 * alternate it here for it to work correctly.
2236 */ 2264 */
2237 if (pticks & 2) op->invisible--; 2265 if (pticks & 2)
2238 }
2239 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2240 op->invisible--; 2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2241 if(!op->invisible) { 2271 if (!op->invisible)
2272 {
2242 make_visible(op); 2273 make_visible (op);
2243 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.");
2244 } 2275 }
2245 } 2276 }
2246 2277
2247 if (QUERY_FLAG(op, FLAG_SCARED)) { 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2248 flee_player(op); 2280 flee_player (op);
2249 /* 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 */
2250 if (QUERY_FLAG(op, FLAG_SCARED)) { 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2251 op->speed_left--; 2284 op->speed_left--;
2252 return 0; 2285 return 0;
2253 } 2286 }
2254 } 2287 }
2255 2288
2256 /* 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
2257 * 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
2258 * 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
2259 * 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.
2260 */ 2293 */
2261 if (op->contr->ranges[range_golem] && 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2262 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2263 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2264 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2265 op->contr->golem_count = 0;
2266 }
2267 2296
2268 /* 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
2269 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2270 * called, so we recheck it here. 2299 * called, so we recheck it here.
2271 */ 2300 */
2272 HandleClient(&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2273 if (op->speed_left<0) return 0; 2302 return 1;
2274 2303
2304 if (op->speed_left > 0)
2305 {
2275 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2276 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2277 op->speed_left--; 2309 op->speed_left--;
2278 2310
2279 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2280 * 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
2281 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2282 */ 2314 */
2283 move_player(op, op->direction); 2315 move_player (op, op->direction);
2284 if (op->speed_left>0) return 1; 2316
2285 else return 0; 2317 return op->speed_left > 0;
2318 }
2286 } 2319 }
2320
2321 return 0;
2322}
2323
2324int
2325save_life (object *op)
2326{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2287 return 0; 2328 return 0;
2288}
2289 2329
2290int save_life(object *op) {
2291 object *tmp;
2292
2293 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2294 return 0;
2295
2296 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2297 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 {
2298 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);
2299 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));
2300 "Your %s vibrates violently, then evaporates.", 2335
2301 query_name(tmp));
2302 if (op->contr) 2336 if (op->contr)
2303 esrv_del_item(op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2304 remove_ob(tmp); 2338
2305 free_object(tmp); 2339 tmp->destroy ();
2306 CLEAR_FLAG(op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2307 if(op->stats.hp<0) 2342 if (op->stats.hp < 0)
2308 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2309 if(op->stats.food<0) 2345 if (op->stats.food < 0)
2310 op->stats.food = 999; 2346 op->stats.food = 999;
2311 fix_player(op); 2347
2348 op->update_stats ();
2312 return 1; 2349 return 1;
2313 } 2350 }
2351
2314 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2315 CLEAR_FLAG(op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2316 enter_player_savebed(op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2317 return 0; 2355 return 0;
2318} 2356}
2319 2357
2320/* 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
2321 * 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
2322 * 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
2323 * from. 2361 * from.
2324 */ 2362 */
2363void
2325void remove_unpaid_objects(object *op, object *env) 2364remove_unpaid_objects (object *op, object *env)
2326{ 2365{
2327 object *next; 2366 object *next;
2328 2367
2329 while (op) { 2368 while (op)
2369 {
2330 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' */
2331 * we remove object 'op' 2371
2332 */
2333 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2334 remove_ob(op); 2373 {
2335 op->x = env->x;
2336 op->y = env->y;
2337 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2338 esrv_del_item(env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2339 insert_ob_in_map(op, env->map, NULL,0); 2376
2377 op->insert_at (env);
2340 } 2378 }
2379 else if (op->inv)
2341 else if (op->inv) remove_unpaid_objects(op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2342 op=next; 2382 op = next;
2343 } 2383 }
2344} 2384}
2345
2346 2385
2347/* 2386/*
2348 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better, 2390 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory. 2391 * but there isn't one in the server directory.
2353 */ 2392 */
2393char *
2354char *gravestone_text (object *op) 2394gravestone_text (object *op)
2355{ 2395{
2356 static char buf2[MAX_BUF]; 2396 static char buf2[MAX_BUF];
2357 char buf[MAX_BUF]; 2397 char buf[MAX_BUF];
2358 time_t now = time (NULL); 2398 time_t now = time (NULL);
2359 2399
2360 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2361 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2362 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2363 else 2403 else
2364 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2365 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2366 strcat (buf2, buf); 2407 strcat (buf2, buf);
2367 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2368 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);
2369 else 2410 else
2370 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
2371 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2372 strcat (buf2, buf); 2414 strcat (buf2, buf);
2373 if (op->type == PLAYER) { 2415 if (op->type == PLAYER)
2416 {
2374 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2375 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2376 strcat (buf2, buf); 2419 strcat (buf2, buf);
2377 } 2420 }
2421
2378 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2379 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2380 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2381 return buf2; 2426 return buf2;
2382} 2427}
2383 2428
2384 2429void
2385
2386void do_some_living(object *op) { 2430do_some_living (object *op)
2431{
2387 int last_food=op->stats.food; 2432 int last_food = op->stats.food;
2388 int gen_hp, gen_sp, gen_grace; 2433 int gen_hp, gen_sp, gen_grace;
2389 int over_hp, over_sp, over_grace; 2434 int over_hp, over_sp, over_grace;
2390 int i; 2435 int i;
2391 int rate_hp = 1200; 2436 int rate_hp = 1200;
2392 int rate_sp = 2500; 2437 int rate_sp = 2500;
2393 int rate_grace = 2000; 2438 int rate_grace = 2000;
2394 const int max_hp = 1; 2439 const int max_hp = 1;
2395 const int max_sp = 1; 2440 const int max_sp = 1;
2396 const int max_grace = 1; 2441 const int max_grace = 1;
2397 2442
2398 if (op->contr->outputs_sync) { 2443 if (op->contr->outputs_sync)
2444 {
2399 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2400 if (op->contr->outputs[i].buf!=NULL &&
2401 (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)
2402 flush_output_element(op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2403 } 2448 }
2404 2449
2405 if(op->contr->state==ST_PLAYING) { 2450 if (op->contr->ns->state == ST_PLAYING)
2406 2451 {
2407 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2408 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2409 if(op->contr->gen_hp >= 0 ) 2454 if (op->contr->gen_hp >= 0)
2410 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2411 else { 2456 else
2457 {
2412 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2413 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2414 } 2460 }
2461
2415 if(op->contr->gen_sp >= 0 ) 2462 if (op->contr->gen_sp >= 0)
2416 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2417 else { 2464 else
2465 {
2418 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2419 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2420 } 2468 }
2469
2421 if(op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2422 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2423 else { 2472 else
2473 {
2424 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2425 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2426 } 2476 }
2427 2477
2428 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2429 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2430 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);
2431 if(op->stats.sp<op->stats.maxsp) {
2432 op->stats.sp++;
2433 /* dms do not consume food */
2434 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2435 op->stats.food--;
2436 if(op->contr->digestion<0)
2437 op->stats.food+=op->contr->digestion;
2438 else if(op->contr->digestion>0 &&
2439 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2440 op->stats.food=last_food;
2441 }
2442 }
2443 if (max_sp>1) {
2444 over_sp = (gen_sp+10)/rate_sp;
2445 if (over_sp > 0) {
2446 if(op->stats.sp<op->stats.maxsp) { 2482 if (op->stats.sp < op->stats.maxsp)
2447 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2483 {
2448 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2449 op->stats.sp--; 2484 op->stats.sp++;
2450 if(op->stats.sp>op->stats.maxsp) 2485 /* dms do not consume food */
2451 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;
2452 } 2493 }
2453 op->last_sp=0;
2454 } else {
2455 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2456 }
2457 } else {
2458 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2459 }
2460 }
2461
2462 /* Regenerate Grace */
2463 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2464 if(--op->last_grace<0) {
2465 if(op->stats.grace<op->stats.maxgrace/2)
2466 op->stats.grace++; /* no penalty in food for regaining grace */
2467 if(max_grace>1) {
2468 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2469 if (over_grace > 0) {
2470 op->stats.sp += over_grace
2471 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2472 op->last_grace=0;
2473 } else {
2474 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2475 } 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 }
2476 } 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 {
2477 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);
2478 } 2544 }
2479 /* wearing stuff doesn't detract from grace generation. */ 2545 /* wearing stuff doesn't detract from grace generation. */
2480 } 2546 }
2481 2547
2482 /* Regenerate Hit Points */ 2548 /* Regenerate Hit Points */
2483 if(--op->last_heal<0) { 2549 if (--op->last_heal < 0)
2550 {
2484 if(op->stats.hp<op->stats.maxhp) { 2551 if (op->stats.hp < op->stats.maxhp)
2552 {
2485 op->stats.hp++; 2553 op->stats.hp++;
2486 /* dms do not consume food */ 2554 /* dms do not consume food */
2487 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 op->stats.food--; 2556 {
2557 op->stats.food--;
2489 if(op->contr->digestion<0) 2558 if (op->contr->digestion < 0)
2490 op->stats.food+=op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2491 else if(op->contr->digestion>0 && 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2492 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2493 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 }
2494 } 2582 }
2495 }
2496 if(max_hp>1) {
2497 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2498 if (over_hp > 0) {
2499 op->stats.sp += over_hp
2500 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2501 op->last_heal=0;
2502 } else {
2503 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2504 }
2505 } else {
2506 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2507 }
2508 }
2509 2583
2510 /* Digestion */ 2584 /* Digestion */
2511 if(--op->last_eat<0) { 2585 if (--op->last_eat < 0)
2586 {
2512#ifdef COZY_SERVER 2587#ifdef COZY_SERVER
2513 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;
2514 int bonus=dg>0?dg:0, 2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2515 penalty=dg<0?-dg:0;
2516#else 2590#else
2517 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;
2518 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2519#endif 2592#endif
2520 2593
2521 if(op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2522 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);
2523 else 2596 else
2524 op->last_eat=25*(1+bonus)/(penalty +1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2525 /* dms do not consume food */ 2599 /* dms do not consume food */
2526 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2527 } 2601 op->stats.food--;
2528 } 2602 }
2529 2603
2530 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 {
2531 object *tmp, *flesh=NULL; 2606 object *tmp, *flesh = 0;
2532 2607
2533 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 {
2534 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 {
2535 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2536 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.");
2537 manual_apply(op,tmp,0); 2615 manual_apply (op, tmp, 0);
2538 if(op->stats.food>=0||op->stats.hp<0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2539 break; 2617 break;
2540 } 2618 }
2541 else if (tmp->type==FLESH) flesh=tmp; 2619 else if (tmp->type == FLESH)
2620 flesh = tmp;
2542 } /* End if paid for object */ 2621 } /* End if paid for object */
2543 } /* end of for loop */ 2622 } /* end of for loop */
2623
2544 /* 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
2545 * eat flesh instead. 2625 * eat flesh instead.
2546 */ 2626 */
2547 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 {
2548 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.");
2549 manual_apply(op,flesh,0); 2630 manual_apply (op, flesh, 0);
2550 } 2631 }
2551 } /* end if player is starving */ 2632 }
2552 2633
2553 while(op->stats.food<0&&op->stats.hp>0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2554 op->stats.food++,op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2555 2636
2556 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))
2557 kill_player(op); 2638 kill_player (op);
2639 }
2558} 2640}
2559
2560
2561 2641
2562/* 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.
2563 * 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
2564 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2565 * file. 2645 * file.
2566 */ 2646 */
2647void
2567void kill_player(object *op) 2648kill_player (object *op)
2568{ 2649{
2569 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2570 int x,y,i; 2651 int x, y;
2652
2653 //int i;
2571 mapstruct *map; /* this is for resurrection */ 2654 maptile *map; /* this is for resurrection */
2655
2572 int z; 2656 /* int z;
2573 int num_stats_lose; 2657 int num_stats_lose;
2574 int lost_a_stat; 2658 int lost_a_stat;
2575 int lose_this_stat; 2659 int lose_this_stat;
2576 int this_stat; 2660 int this_stat; */
2577 int will_kill_again; 2661 int will_kill_again;
2578 archetype *at; 2662 archetype *at;
2579 object *tmp; 2663 object *tmp;
2580 2664
2581 if(save_life(op)) 2665 if (save_life (op))
2582 return; 2666 return;
2583 2667
2584 2668
2585 /* 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
2586 * 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.
2587 * Look at op_on_battleground() for more info --AndreasV 2671 * Look at op_on_battleground() for more info --AndreasV
2588 */ 2672 */
2589 if (op_on_battleground(op, &x, &y)) { 2673 if (op_on_battleground (op, &x, &y))
2590 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2674 {
2591 "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2592 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...");
2593 "Local medics have saved your life..."); 2677
2594
2595 /* restore player */ 2678 /* restore player */
2596 at = find_archetype("poisoning"); 2679 at = archetype::find ("poisoning");
2597 tmp=present_arch_in_ob(at,op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2598 if (tmp) { 2681 {
2599 remove_ob(tmp); 2682 tmp->destroy ();
2600 free_object(tmp);
2601 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))
2602 } 2688 {
2603 2689 tmp->destroy ();
2604 at = find_archetype("confusion");
2605 tmp=present_arch_in_ob(at,op);
2606 if (tmp) {
2607 remove_ob(tmp);
2608 free_object(tmp);
2609 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2610 } 2691 }
2611 2692
2612 cure_disease(op,0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2613 op->stats.hp=op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2614 if (op->stats.food<=0) op->stats.food=999; 2695 if (op->stats.food <= 0)
2615 2696 op->stats.food = 999;
2697
2616 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2617 tmp=arch_to_object(find_archetype("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2618 if (tmp != NULL)
2619 { 2700 {
2620 sprintf(buf,"%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2621 tmp->name = buf; 2702 tmp->name = buf;
2622 sprintf(buf," This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2623 " 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",
2624 &op->name, op->contr->title, (int)(op->level), 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2625 op->contr->killer);
2626 tmp->msg=buf; 2706 tmp->msg = buf;
2627 tmp->value=0, tmp->material=0, tmp->type=0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2628 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2629 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2630 insert_ob_in_map(tmp,op->map,op,0);
2631 }
2632 2710 }
2711
2633 /* teleport defeated player to new destination*/ 2712 /* teleport defeated player to new destination */
2634 transfer_ob(op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2635 op->contr->braced=0; 2714 op->contr->braced = 0;
2636 return; 2715 return;
2637 } 2716 }
2638 2717
2639 INVOKE_PLAYER (DEATH, op->contr); 2718 INVOKE_PLAYER (DEATH, op->contr);
2640 2719
2641 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2642 2721
2643 if(op->stats.food<0) { 2722 if (op->stats.food < 0)
2644 if (op->contr->explore) { 2723 {
2645 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2646 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2647 op->stats.food=999;
2648 return;
2649 }
2650 sprintf(buf,"%s starved to death.",&op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2651 strcpy(op->contr->killer,"starvation"); 2725 strcpy (op->contr->killer, "starvation");
2652 } 2726 }
2653 else { 2727 else
2654 if (op->contr->explore) {
2655 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2656 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2657 op->stats.hp=op->stats.maxhp;
2658 return;
2659 }
2660 sprintf(buf,"%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2661 } 2729
2662 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2663 2731
2664 /* save the map location for corpse, gravestone*/ 2732 /* save the map location for corpse, gravestone */
2665 x=op->x;y=op->y;map=op->map; 2733 x = op->x;
2734 y = op->y;
2735 map = op->map;
2666 2736
2667
2668 if (settings.not_permadeth == TRUE) {
2669 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2670 * 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.
2671 * 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.
2672 */ 2740 */
2673 2741
2674 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
2675 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
2676 * of death. 2744 * of death.
2677 */ 2745 */
2678#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
2679 if (settings.balanced_stat_loss) { 2747 if (settings.balanced_stat_loss)
2748 {
2680 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
2681 /* 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
2682 more if they do. */ 2751 more if they do. */
2683 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
2684 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
2685 little bit harder. */ 2754 little bit harder. */
2686 /* GD */ 2755 /* GD */
2687 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
2688 num_stats_lose = 1;
2689 else
2690 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2691 } else {
2692 num_stats_lose = 1; 2757 num_stats_lose = 1;
2693 } 2758 else
2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
2762 num_stats_lose = 1;
2763
2694 lost_a_stat = 0; 2764 lost_a_stat = 0;
2695 2765
2696 for (z=0; z<num_stats_lose; z++) { 2766 for (z = 0; z < num_stats_lose; z++)
2767 {
2697 i = RANDOM() % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2698 2769
2699 if (settings.stat_loss_on_death) { 2770 if (settings.stat_loss_on_death)
2771 {
2700 /* 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
2701 * what he lost. 2773 * what he lost.
2702 */ 2774 */
2703 change_attr_value(&(op->stats), i,-1); 2775 change_attr_value (&(op->stats), i, -1);
2704 check_stat_bounds(&(op->stats)); 2776 check_stat_bounds (&(op->stats));
2705 change_attr_value(&(op->contr->orig_stats), i,-1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
2706 check_stat_bounds(&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
2707 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2708 lost_a_stat = 1; 2780 lost_a_stat = 1;
2709 } else { 2781 }
2782 else
2783 {
2710 /* deplete a stat */ 2784 /* deplete a stat */
2711 archetype *deparch=find_archetype("depletion"); 2785 archetype *deparch = archetype::find ("depletion");
2712 object *dep; 2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2713 2790 {
2714 dep = present_arch_in_ob(deparch,op);
2715 if(!dep) {
2716 dep = arch_to_object(deparch); 2791 dep = arch_to_object (deparch);
2717 insert_ob_in_ob(dep, op); 2792 insert_ob_in_ob (dep, op);
2718 } 2793 }
2719 lose_this_stat = 1; 2794 lose_this_stat = 1;
2720 if (settings.balanced_stat_loss) { 2795 if (settings.balanced_stat_loss)
2796 {
2721 /* GD */ 2797 /* GD */
2722 /* Get the stat that we're about to deplete. */ 2798 /* Get the stat that we're about to deplete. */
2723 this_stat = get_attr_value(&(dep->stats), i); 2799 this_stat = get_attr_value (&(dep->stats), i);
2724 if (this_stat < 0) { 2800 if (this_stat < 0)
2801 {
2725 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2726 int keep_chance = this_stat * this_stat; 2803 int keep_chance = this_stat * this_stat;
2804
2727 /* Yes, I am paranoid. Sue me. */ 2805 /* Yes, I am paranoid. Sue me. */
2728 if (keep_chance < 1) 2806 if (keep_chance < 1)
2729 keep_chance = 1; 2807 keep_chance = 1;
2730 2808
2731 /* There is a maximum depletion total per level. */ 2809 /* There is a maximum depletion total per level. */
2732 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 {
2733 lose_this_stat = 0; 2812 lose_this_stat = 0;
2734 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
2735 retain the stat. */ 2814 retain the stat. */
2736 } else {
2737 if (random_roll(0, loss_chance + keep_chance-1,
2738 op, PREFER_LOW) < keep_chance)
2739 lose_this_stat = 0;
2740 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2741 this_stat, keep_chance, loss_chance,
2742 lose_this_stat?"LOSE":"KEEP"); */
2743 }
2744 } 2815 }
2745 } 2816 else
2746
2747 if (lose_this_stat) {
2748 this_stat = get_attr_value(&(dep->stats), i);
2749 /* We could try to do something clever like find another
2750 * stat to reduce if this fails. But chances are, if
2751 * stats have been depleted to -50, all are pretty low
2752 * and should be roughly the same, so it shouldn't make a
2753 * difference.
2754 */ 2817 {
2755 if (this_stat>=-50) { 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2756 change_attr_value(&(dep->stats), i, -1);
2757 SET_FLAG(dep, FLAG_APPLIED);
2758 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2759 fix_player(op);
2760 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"); */
2761 } 2823 }
2762 } 2824 }
2763 } 2825 }
2764 } 2826
2765 /* If no stat lost, tell the player. */
2766 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)
2767 { 2837 {
2768 /* determine_god() seems to not work sometimes... why is this? 2838 change_attr_value (&(dep->stats), i, -1);
2769 Should I be using something else? GD */ 2839 SET_FLAG (dep, FLAG_APPLIED);
2770 const char *god = determine_god(op);
2771 if (god && (strcmp(god, "none")))
2772 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2773 "moment you feel the holy presence of %s protecting" 2841 op->update_stats ();
2774 " you.", god); 2842 lost_a_stat = 1;
2775 else 2843 }
2776 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2777 " feel a holy presence protecting you.");
2778 } 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.");
2779#endif 2861#endif
2780 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2781 " feel a holy presence protecting you from losing yourself completely.");
2782 2862
2783 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
2784 * exp loss on the stone. 2864 * exp loss on the stone.
2785 */ 2865 */
2786 tmp=arch_to_object(find_archetype("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
2787 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2867 sprintf (buf, "%s's gravestone", &op->name);
2868 tmp->name = buf;
2788 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2869 sprintf (buf, "%s's gravestones", &op->name);
2789 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2870 tmp->name_pl = buf;
2790 "who was killed\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);
2791 "by %s.\n",
2792 &op->name, op->contr->title,
2793 op->contr->killer);
2794 tmp->msg = buf; 2872 tmp->msg = buf;
2795 tmp->x=op->x,tmp->y=op->y; 2873 tmp->x = op->x, tmp->y = op->y;
2796 insert_ob_in_map (tmp, op->map, NULL,0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
2797 2875
2798 /**************************************/ 2876 /**************************************/
2799 /* */ 2877 /* */
2800 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
2801 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
2802 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
2803 /* */ 2881 /* */
2804 /**************************************/ 2882 /**************************************/
2805 2883
2806 /* remove any poisoning and confusion the character may be suffering.*/ 2884 /* remove any poisoning and confusion the character may be suffering. */
2807 /* restore player */ 2885 /* restore player */
2808 at = find_archetype("poisoning"); 2886 at = archetype::find ("poisoning");
2809 tmp=present_arch_in_ob(at,op); 2887 tmp = present_arch_in_ob (at, op);
2810 if (tmp) { 2888
2811 remove_ob(tmp); 2889 if (tmp)
2812 free_object(tmp); 2890 {
2891 tmp->destroy ();
2813 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2814 } 2893 }
2815 2894
2816 at = find_archetype("confusion"); 2895 at = archetype::find ("confusion");
2817 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2818 if (tmp) { 2897 if (tmp)
2819 remove_ob(tmp); 2898 {
2820 free_object(tmp); 2899 tmp->destroy ();
2821 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2822 } 2901 }
2902
2823 cure_disease(op,0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
2824 2904
2825 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
2826 apply_death_exp_penalty(op); 2906 apply_death_exp_penalty (op);
2827 if(op->stats.food < 100) op->stats.food = 900; 2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2828 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
2829 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2830 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2831 2912
2832 /* 2913 /*
2833 * 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
2834 * 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
2835 * in the map. 2916 * in the map.
2836 */ 2917 */
2837 2918
2838 if (is_in_shop (op)) 2919 if (is_in_shop (op))
2839 remove_unpaid_objects(op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
2840 2921
2841 /****************************************/ 2922 /****************************************/
2842 /* */ 2923 /* */
2843 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
2844 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
2845 /* */ 2926 /* */
2846 /****************************************/ 2927 /****************************************/
2847 2928
2848 enter_player_savebed(op); 2929 enter_player_savebed (op);
2849 2930
2850 /* Save the player before inserting the force to reduce
2851 * chance of abuse.
2852 */
2853 op->contr->braced=0; 2931 op->contr->braced = 0;
2854 save_player(op,1);
2855 2932
2856 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
2857 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
2858 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
2859 * on the space that might harm the player. 2936 * on the space that might harm the player.
2860 */ 2937 */
2861 will_kill_again=0; 2938 will_kill_again = 0;
2862 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2939 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2863 if (tmp->type ==SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
2864 will_kill_again|=tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
2865 } 2942
2866 if (will_kill_again) { 2943 if (will_kill_again)
2944 {
2867 object *force; 2945 object *force;
2868 int at; 2946 int at;
2869 2947
2870 force=get_archetype(FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
2871 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
2872 force->speed=0.1; 2950 force->speed = 0.1;
2873 force->speed_left=-5.0; 2951 force->speed_left = -5.0;
2874 SET_FLAG(force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
2875 for (at=0; at<NROFATTACKS; at++) { 2953 for (at = 0; at < NROFATTACKS; at++)
2876 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
2877 force->resist[at] = 100; 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);
2878 } 2993 }
2879 insert_ob_in_ob(force, op);
2880 fix_player(op);
2881
2882 }
2883 /**************************************/
2884 /* */
2885 /* Repaint the characters inv, and */
2886 /* stats, and show a nasty message ;) */
2887 /* */
2888 /**************************************/
2889
2890 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2891 return;
2892 } /* NOT_PERMADETH */
2893 else {
2894 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2895 * should probably be embedded in an else statement.
2896 */
2897
2898 op->contr->party=NULL;
2899 if (settings.set_title == TRUE)
2900 op->contr->own_title[0]='\0';
2901 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2902 check_score(op);
2903 if(op->contr->ranges[range_golem]!=NULL) {
2904 remove_friendly_object(op->contr->ranges[range_golem]);
2905 remove_ob(op->contr->ranges[range_golem]);
2906 free_object(op->contr->ranges[range_golem]);
2907 op->contr->ranges[range_golem]=NULL;
2908 op->contr->golem_count=0;
2909 }
2910 loot_object(op); /* Remove some of the items for good */
2911 remove_ob(op);
2912 op->direction=0;
2913
2914 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2915 delete_character(op->name,0);
2916 if (settings.resurrection == TRUE) {
2917 /* save playerfile sans equipment when player dies
2918 ** then save it as player.pl.dead so that future resurrection
2919 ** type spells will work on them nicely
2920 */
2921 delete_character(op->name,0);
2922 op->stats.hp = op->stats.maxhp;
2923 op->stats.food = 999;
2924
2925 /* set the location of where the person will reappear when */
2926 /* maybe resurrection code should fix map also */
2927 strcpy(op->contr->maplevel, settings.emergency_mapname);
2928 if(op->map!=NULL)
2929 op->map = NULL;
2930 op->x = settings.emergency_x;
2931 op->y = settings.emergency_y;
2932 save_player(op,0);
2933 op->map = map;
2934 /* please see resurrection.c: peterm */
2935 dead_player(op);
2936 } else { 2994 else
2937 delete_character(op->name,1); 2995 tmp->destroy ();
2938 } 2996 }
2939 } 2997 else
2940 play_again(op);
2941
2942 /* peterm: added to create a corpse at deathsite. */
2943 tmp=arch_to_object(find_archetype("corpse_pl"));
2944 sprintf(buf,"%s", &op->name);
2945 tmp->name = tmp->name_pl = buf;
2946 tmp->level=op->level;
2947 tmp->x=x;tmp->y=y;
2948 tmp->msg = gravestone_text(op);
2949 SET_FLAG (tmp, FLAG_UNIQUE);
2950 insert_ob_in_map (tmp, map, NULL,0);
2951 }
2952}
2953
2954
2955void loot_object(object *op) { /* Grab and destroy some treasure */
2956 object *tmp,*tmp2,*next;
2957
2958 if (op->container) { /* close open sack first */
2959 esrv_apply_container (op, op->container);
2960 }
2961
2962 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2963 next=tmp->below;
2964 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2965 remove_ob(tmp);
2966 tmp->x=op->x,tmp->y=op->y;
2967 if (tmp->type == CONTAINER) { /* empty container to ground */
2968 loot_object(tmp);
2969 }
2970 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2971 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2972 if(tmp->nrof>1) {
2973 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2974 free_object(tmp2);
2975 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2976 } else
2977 free_object(tmp);
2978 } else
2979 insert_ob_in_map(tmp,op->map,NULL,0);
2980 } 2999 }
2981} 3000}
2982 3001
2983/* 3002/*
2984 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
2985 * 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
2986 * was changed. 3005 * was changed.
2987 */ 3006 */
2988 3007
3008void
2989void fix_weight(void) { 3009fix_weight (void)
2990 player *pl; 3010{
2991 for (pl = first_player; pl != NULL; pl = pl->next) { 3011 for_all_players (pl)
3012 {
2992 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3014
2993 if(old == sum) 3015 if (old == sum)
2994 continue; 3016 continue;
2995 fix_player(pl->ob); 3017 pl->ob->update_stats ();
2996 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2997 &pl->ob->name, old, sum);
2998 } 3019 }
2999} 3020}
3000 3021
3022void
3001void fix_luck(void) { 3023fix_luck (void)
3002 player *pl; 3024{
3003 for (pl = first_player; pl != NULL; pl = pl->next) 3025 for_all_players (pl)
3004 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3005 change_luck(pl->ob, 0); 3027 pl->ob->change_luck (0);
3006} 3028}
3007
3008 3029
3009/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3010 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3011 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3012 */ 3033 */
3013
3014void 3034void
3015cast_dust (object * op, object * throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3016{ 3036{
3017 object *skop, *spob; 3037 object *skop, *spob;
3018 3038
3019 skop = find_skill_by_name (op, throw_ob->skill); 3039 skop = find_skill_by_name (op, throw_ob->skill);
3020 3040
3021 /* casting POTION 'dusts' is really a use_magic_item skill */ 3041 /* casting POTION 'dusts' is really a use_magic_item skill */
3022 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3042 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3023 { 3043 {
3024 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);
3025 &op->name);
3026 return; 3045 return;
3027 } 3046 }
3028 3047
3029 spob = throw_ob->inv; 3048 spob = throw_ob->inv;
3030 3049
3031 // 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
3032 // 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
3033 // errors should be reported as early as possible IMHO) 3052 // errors should be reported as early as possible IMHO)
3034 if (!spob) 3053 if (!spob)
3035 { 3054 {
3036 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);
3037 &throw_ob->name, &op->name);
3038 return; 3056 return;
3039 } 3057 }
3040 3058
3041 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3042 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);
3043 3061
3044 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3045 3063
3046 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3047 remove_ob (throw_ob);
3048 free_object (throw_ob);
3049} 3065}
3050 3066
3067void
3051void make_visible (object *op) { 3068make_visible (object *op)
3069{
3052 op->hide = 0; 3070 op->hide = 0;
3053 op->invisible = 0; 3071 op->invisible = 0;
3054 if(op->type==PLAYER) { 3072 if (op->type == PLAYER)
3073 {
3055 op->contr->tmp_invis = 0; 3074 op->contr->tmp_invis = 0;
3056 op->contr->invis_race = 0; 3075 op->contr->invis_race = 0;
3057 } 3076 }
3058 update_object(op,UP_OBJ_FACE); 3077 update_object (op, UP_OBJ_FACE);
3059} 3078}
3060 3079
3080int
3061int is_true_undead(object *op) { 3081is_true_undead (object *op)
3082{
3062 object *tmp=NULL; 3083 object *tmp = NULL;
3063 3084
3064 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1;
3065 3087
3066 if(op->type==PLAYER)
3067 for(tmp=op->inv;tmp;tmp=tmp->below)
3068 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3069 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3070 return 0; 3088 return 0;
3071} 3089}
3072 3090
3073/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3074 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3075 * indicate greater hideability. 3093 * indicate greater hideability.
3076 */ 3094 */
3077 3095
3096int
3078int hideability(object *ob) { 3097hideability (object *ob)
3098{
3079 int i,level=0, mflag; 3099 int i, level = 0, mflag;
3080 sint16 x,y; 3100 sint16 x, y;
3081 3101
3082 if(!ob||!ob->map) return 0; 3102 if (!ob || !ob->map)
3103 return 0;
3083 3104
3084 /* so, on normal lighted maps, its hard to hide */ 3105 /* so, on normal lighted maps, its hard to hide */
3085 level=ob->map->darkness - 2; 3106 level = ob->map->darkness - 2;
3086 3107
3087 /* this also picks up whether the object is glowing. 3108 /* this also picks up whether the object is glowing.
3088 * 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
3089 * as bad as carrying a light on a pitch dark map */ 3110 * as bad as carrying a light on a pitch dark map */
3090 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3111 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness));
3091 3113
3092 /* scan through all nearby squares for terrain to hide in */ 3114 /* scan through all nearby squares for terrain to hide in */
3093 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 {
3094 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3095 if (mflag & P_OUT_OF_MAP) { continue; } 3118 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue;
3121 }
3096 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3097 level += 2; 3123 level += 2;
3098 else /* open terrain! */ 3124 else /* open terrain! */
3099 level -= 1; 3125 level -= 1;
3100 } 3126 }
3101 3127
3102#if 0 3128#if 0
3103 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3129 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3104#endif 3130#endif
3105 return level; 3131 return level;
3106} 3132}
3107 3133
3108/* For Hidden creatures - a chance of becoming 'unhidden' 3134/* For Hidden creatures - a chance of becoming 'unhidden'
3109 * every time they move - as we subtract off 'invisibility' 3135 * every time they move - as we subtract off 'invisibility'
3110 * AND, for players, if they move into a ridiculously unhideable 3136 * AND, for players, if they move into a ridiculously unhideable
3111 * spot (surrounded by clear terrain in broad daylight). -b.t. 3137 * spot (surrounded by clear terrain in broad daylight). -b.t.
3112 */ 3138 */
3113 3139
3140void
3114void do_hidden_move (object *op) { 3141do_hidden_move (object *op)
3142{
3115 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3116 object *skop; 3144 object *skop;
3117 3145
3118 if(!op || !op->map) return; 3146 if (!op || !op->map)
3147 return;
3119 3148
3120 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3121 3150
3122 /* 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! */
3123 if(op->type==PLAYER && op->contr->run_on) { 3152 if (op->type == PLAYER && op->contr->run_on)
3124 if(!skop || num >= skop->level) { 3153 if (!skop || num >= skop->level)
3154 {
3125 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!");
3126 make_visible(op);
3127 return;
3128 } else num += 20;
3129 }
3130 num += op->map->difficulty;
3131 hide = hideability(op); /* modify by terrain hidden level */
3132 num -= hide;
3133 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3134 make_visible(op); 3156 make_visible (op);
3135 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3157 return;
3136 "You moved out of hiding! You are visible!");
3137 } 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 }
3138 else if (op->type == PLAYER && skop) { 3172 else if (op->type == PLAYER && skop)
3139 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);
3140 }
3141} 3174}
3142 3175
3143/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3144 3177
3178int
3145int stand_near_hostile( object *who ) { 3179stand_near_hostile (object *who)
3180{
3146 object *tmp=NULL; 3181 object *tmp = NULL;
3147 int i,friendly=0,player=0, mflags; 3182 int i, friendly = 0, player = 0, mflags;
3148 mapstruct *m; 3183 maptile *m;
3149 sint16 x,y; 3184 sint16 x, y;
3150 3185
3151 if(!who) return 0; 3186 if (!who)
3187 return 0;
3152 3188
3153 if(who->type==PLAYER) player=1; 3189 if (who->type == PLAYER)
3190 player = 1;
3191
3192 else
3154 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3155 3194
3156 /* search adjacent squares */ 3195 /* search adjacent squares */
3157 for(i=1;i<9;i++) { 3196 for (i = 1; i < 9; i++)
3197 {
3158 x = who->x+freearr_x[i]; 3198 x = who->x + freearr_x[i];
3159 y = who->y+freearr_y[i]; 3199 y = who->y + freearr_y[i];
3160 m = who->map; 3200 m = who->map;
3161 mflags = get_map_flags(m, &m, x, y, &x, &y); 3201 mflags = get_map_flags (m, &m, x, y, &x, &y);
3162 /* space must be blocked if there is a monster. If not 3202 /* space must be blocked if there is a monster. If not
3163 * blocked, don't need to check this space. 3203 * blocked, don't need to check this space.
3164 */ 3204 */
3165 if (mflags & P_OUT_OF_MAP) continue; 3205 if (mflags & P_OUT_OF_MAP)
3206 continue;
3166 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)))
3167 3208 continue;
3168 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3209
3169 if((player||friendly) 3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 {
3170 &&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)
3171 return 1; 3218 return 1;
3172 else if(tmp->type==PLAYER)
3173 {
3174 /*don't let a hidden DM prevent you from hiding*/
3175 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3176 return 1;
3177 } 3219 }
3178 } 3220 }
3179 } 3221 }
3180 return 0; 3222 return 0;
3181} 3223}
3182 3224
3183/* check the player los field for viewability of the 3225/* check the player los field for viewability of the
3184 * object op. This function works fine for monsters, 3226 * object op. This function works fine for monsters,
3185 * 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
3192 * 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.
3193 * -b.t. 3235 * -b.t.
3194 * This function is now map tiling safe. 3236 * This function is now map tiling safe.
3195 */ 3237 */
3196 3238
3239int
3197int player_can_view (object *pl,object *op) { 3240player_can_view (object *pl, object *op)
3241{
3198 rv_vector rv; 3242 rv_vector rv;
3199 int dx,dy; 3243 int dx, dy;
3200 3244
3201 if(pl->type!=PLAYER) { 3245 if (pl->type != PLAYER)
3246 {
3202 LOG(llevError,"player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3203 return -1; 3248 return -1;
3204 } 3249 }
3205 if (!pl || !op) return 0;
3206 3250
3207 if(op->head) { op = op->head; } 3251 if (!pl || !op)
3208 get_rangevector(pl, op, &rv, 0x1);
3209
3210 /* starting with the 'head' part, lets loop
3211 * through the object and find if it has any
3212 * part that is in the los array but isnt on
3213 * a blocked los square.
3214 * we use the archetype to figure out offsets.
3215 */
3216 while(op) {
3217 dx = rv.distance_x + op->arch->clone.x;
3218 dy = rv.distance_y + op->arch->clone.y;
3219
3220 /* only the viewable area the player sees is updated by LOS
3221 * code, so we need to restrict ourselves to that range of values
3222 * for any meaningful values.
3223 */
3224 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3225 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3226 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3227 return 1;
3228 op = op->more;
3229 }
3230 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;
3231} 3280}
3232 3281
3233/* routine for both players and monsters. We call this when 3282/* routine for both players and monsters. We call this when
3234 * there is a possibility for our action distrubing our hiding 3283 * there is a possibility for our action distrubing our hiding
3235 * place or invisiblity spell. Artefact invisiblity is not 3284 * place or invisiblity spell. Artefact invisiblity is not
3236 * effected by this. If we arent invisible to begin with, we 3285 * effected by this. If we arent invisible to begin with, we
3237 * return 0. 3286 * return 0.
3238 */ 3287 */
3288int
3239int action_makes_visible (object *op) { 3289action_makes_visible (object *op)
3290{
3240 3291
3241 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3242 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3243 return 0; 3295 return 0;
3244 3296
3245 if (op->contr && op->contr->tmp_invis == 0) return 0; 3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3246 3299
3247 /* If monsters, they should become visible */ 3300 /* If monsters, they should become visible */
3248 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3249 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");
3250 return 1; 3304 return 1;
3251 } 3305 }
3252 } 3306 }
3253 return 0; 3307 return 0;
3254} 3308}
3255 3309
3256/* op_on_battleground - checks if the given object op (usually 3310/* op_on_battleground - checks if the given object op (usually
3257 * a player) is standing on a valid battleground-tile, 3311 * a player) is standing on a valid battleground-tile,
3258 * function returns TRUE/FALSE. If true x, y returns the battleground 3312 * function returns TRUE/FALSE. If true x, y returns the battleground
3259 * -exit-coord. (and if x, y not NULL) 3313 * -exit-coord. (and if x, y not NULL)
3260 * 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
3261 * 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
3262 * 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
3263 */ 3317 */
3318int
3264int op_on_battleground (object *op, int *x, int *y) { 3319op_on_battleground (object *op, int *x, int *y)
3320{
3265 object *tmp; 3321 object *tmp;
3266 3322
3267 /* A battleground-tile needs the following attributes to be valid: 3323 /* A battleground-tile needs the following attributes to be valid:
3268 * 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),
3269 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3270 * and the exit-coordinates sp/hp must both be > 0. 3326 * and the exit-coordinates sp/hp must both be > 0.
3271 * => The intention here is to prevent abuse of the battleground- 3327 * => The intention here is to prevent abuse of the battleground-
3272 * feature (like pickable or hidden battleground tiles). */ 3328 * feature (like pickable or hidden battleground tiles). */
3273 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3330 {
3274 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 {
3275 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3276 strcmp(tmp->name, "battleground")==0 && 3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3277 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3335 {
3278 /*before we assign the exit, check if this is a teambattle*/ 3336 /*before we assign the exit, check if this is a teambattle */
3279 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 {
3280 object *invtmp; 3339 object *invtmp;
3340
3281 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3282 if(invtmp->type==FORCE && invtmp->slaying && 3342 {
3283 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3284 if (x != NULL && y != NULL) 3345 if (x != NULL && y != NULL)
3285 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3286 return 1; 3347 return 1;
3348 }
3287 } 3349 }
3288 } 3350 }
3289 }
3290 if (x != NULL && y != NULL) 3351 if (x != NULL && y != NULL)
3291 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3292 return 1; 3353 return 1;
3354 }
3293 } 3355 }
3294 }
3295 } 3356 }
3296 /* If we got here, did not find a battleground */ 3357 /* If we got here, did not find a battleground */
3297 return 0; 3358 return 0;
3298} 3359}
3299 3360
3300/* 3361/*
3304 * attributes: 3365 * attributes:
3305 * object *who the dragon player 3366 * object *who the dragon player
3306 * int atnr the attack-number of the ability focus 3367 * int atnr the attack-number of the ability focus
3307 * int level ability level 3368 * int level ability level
3308 */ 3369 */
3370void
3309void dragon_ability_gain(object *who, int atnr, int level) { 3371dragon_ability_gain (object *who, int atnr, int level)
3372{
3310 treasurelist *trlist = NULL; /* treasurelist */ 3373 treasurelist *trlist = NULL; /* treasurelist */
3311 treasure *tr; /* treasure */ 3374 treasure *tr; /* treasure */
3312 object *tmp,*skop; /* tmp. object */ 3375 object *tmp, *skop; /* tmp. object */
3313 object *item; /* treasure object */ 3376 object *item; /* treasure object */
3314 char buf[MAX_BUF]; /* tmp. string buffer */ 3377 char buf[MAX_BUF]; /* tmp. string buffer */
3315 int i=0, j=0; 3378 int i = 0, j = 0;
3316 3379
3317 /* get the appropriate treasurelist */ 3380 /* get the appropriate treasurelist */
3318 if (atnr == ATNR_FIRE) 3381 if (atnr == ATNR_FIRE)
3319 trlist = find_treasurelist("dragon_ability_fire"); 3382 trlist = find_treasurelist ("dragon_ability_fire");
3320 else if (atnr == ATNR_COLD) 3383 else if (atnr == ATNR_COLD)
3321 trlist = find_treasurelist("dragon_ability_cold"); 3384 trlist = find_treasurelist ("dragon_ability_cold");
3322 else if (atnr == ATNR_ELECTRICITY) 3385 else if (atnr == ATNR_ELECTRICITY)
3323 trlist = find_treasurelist("dragon_ability_elec"); 3386 trlist = find_treasurelist ("dragon_ability_elec");
3324 else if (atnr == ATNR_POISON) 3387 else if (atnr == ATNR_POISON)
3325 trlist = find_treasurelist("dragon_ability_poison"); 3388 trlist = find_treasurelist ("dragon_ability_poison");
3326 3389
3327 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))
3328 return; 3407 return;
3329 3408
3330 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);
3331 tr = tr->next, i++); 3410 do_learn_spell (who, item, 0);
3332 3411 return;
3333 if (tr == NULL || tr->item == NULL) { 3412 }
3334 /* 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))
3335 return; 3423 return;
3336 }
3337
3338 /* everything seems okay - now bring on the gift: */
3339 item = &(tr->item->clone);
3340
3341 if (item->type == SPELL) {
3342 if (check_spell_known (who, item->name))
3343 return;
3344
3345 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3346 do_learn_spell (who, item, 0);
3347 return;
3348 }
3349
3350 /* grant direct spell */
3351 if (item->type == SPELLBOOK) {
3352 if (!item->inv) {
3353 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3354 return;
3355 }
3356 if (check_spell_known (who, item->inv->name))
3357 return;
3358 if (item->invisible) { 3424 if (item->invisible)
3425 {
3359 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);
3360 do_learn_spell (who, item->inv, 0); 3427 do_learn_spell (who, item->inv, 0);
3361 return; 3428 return;
3362 } 3429 }
3363 } 3430 }
3364 else if (item->type == SKILL_TOOL && item->invisible) { 3431 else if (item->type == SKILL_TOOL && item->invisible)
3432 {
3365 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 {
3366 3435
3367 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3436 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3368 * 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
3369 * 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,
3370 * but not all of them, he gets nothing. 3439 * but not all of them, he gets nothing.
3371 */ 3440 */
3372 if (!(skop->attacktype & item->attacktype)) { 3441 if (!(skop->attacktype & item->attacktype))
3442 {
3373 /* Give new attacktype */ 3443 /* Give new attacktype */
3374 skop->attacktype |= item->attacktype; 3444 skop->attacktype |= item->attacktype;
3375 3445
3376 /* always add physical if there's none */ 3446 /* always add physical if there's none */
3377 skop->attacktype |= AT_PHYSICAL; 3447 skop->attacktype |= AT_PHYSICAL;
3378 3448
3379 if (item->msg != NULL) 3449 if (item->msg != NULL)
3380 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3381 3451
3382 /* Give player new face */ 3452 /* Give player new face */
3383 if (item->animation_id) { 3453 if (item->animation_id)
3454 {
3384 who->face = skop->face; 3455 who->face = skop->face;
3385 who->animation_id = item->animation_id; 3456 who->animation_id = item->animation_id;
3386 who->anim_speed = item->anim_speed; 3457 who->anim_speed = item->anim_speed;
3387 who->last_anim = 0; 3458 who->last_anim = 0;
3388 who->state = 0; 3459 who->state = 0;
3389 animate_object(who, who->direction); 3460 animate_object (who, who->direction);
3390 } 3461 }
3391 } 3462 }
3392 } 3463 }
3393 } 3464 }
3394 else if (item->type == FORCE) { 3465 else if (item->type == FORCE)
3466 {
3395 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3396 object *skin; 3468 object *skin;
3469
3397 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3398 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3399 skin=skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3400 if (skin == NULL) return; 3473 ;
3401 3474
3475 if (!skin)
3476 return;
3477
3402 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3403 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3480 {
3404 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3481 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3405 3482
3406 /* print message */ 3483 /* print message */
3407 sprintf(buf, "You feel attuned to "); 3484 sprintf (buf, "You feel attuned to ");
3408 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3485 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3486 {
3409 if(item->path_attuned & (1<<i)) { 3487 if (item->path_attuned & (1 << i))
3488 {
3410 if (j) 3489 if (j)
3411 strcat(buf," and "); 3490 strcat (buf, " and ");
3412 else 3491 else
3413 j = 1; 3492 j = 1;
3414 strcat(buf, spellpathnames[i]); 3493 strcat (buf, spellpathnames[i]);
3415 } 3494 }
3416 } 3495 }
3417 strcat(buf,"."); 3496 strcat (buf, ".");
3418 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3419 } 3498 }
3420 3499
3421 /* evtl. adding flags: */ 3500 /* evtl. adding flags: */
3422 if(QUERY_FLAG(item, FLAG_XRAYS)) 3501 if (QUERY_FLAG (item, FLAG_XRAYS))
3423 SET_FLAG(skin, FLAG_XRAYS); 3502 SET_FLAG (skin, FLAG_XRAYS);
3424 if(QUERY_FLAG(item, FLAG_STEALTH)) 3503 if (QUERY_FLAG (item, FLAG_STEALTH))
3425 SET_FLAG(skin, FLAG_STEALTH); 3504 SET_FLAG (skin, FLAG_STEALTH);
3426 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3427 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3506 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3428 3507
3429 /* print message if there is one */ 3508 /* print message if there is one */
3430 if (item->msg != NULL) 3509 if (item->msg != NULL)
3431 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
3432 } 3513 {
3433 else {
3434 /* generate misc. treasure */ 3514 /* generate misc. treasure */
3435 tmp = arch_to_object (tr->item); 3515 tmp = arch_to_object (tr->item);
3436 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));
3437 tmp = insert_ob_in_ob (tmp, who); 3517 tmp = insert_ob_in_ob (tmp, who);
3438 if (who->type == PLAYER) 3518 if (who->type == PLAYER)
3439 esrv_send_item(who, tmp); 3519 esrv_send_item (who, tmp);
3440 } 3520 }
3441} 3521}
3442 3522
3443/** 3523/**
3444 * 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
3445 * not readied. 3525 * not readied.
3446 */ 3526 */
3527void
3447void player_unready_range_ob(player *pl, object *ob) { 3528player_unready_range_ob (player *pl, object *ob)
3448 rangetype i; 3529{
3449
3450 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))
3451 if (pl->ranges[i] == ob) { 3531 if (pl->ranges[i] == ob)
3532 {
3452 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3453 if (pl->shoottype == i) { 3534 if (pl->shoottype == i)
3454 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3455 }
3456 } 3536 }
3457 }
3458} 3537}

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