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Comparing deliantra/server/server/player.C (file contents):
Revision 1.16 by root, Tue Sep 5 18:18:09 2006 UTC vs.
Revision 1.97 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 1.16 2006/09/05 18:18:09 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 ob->remove ();
200 ob->map = 0;
195 201
196/* Redo this to do both get_player_ob and get_player. 202 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 203 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player *
203get_player (player * p)
204{
205 object *op = arch_to_object (get_player_archetype (NULL));
206 int i;
207 204
208 if (!p) 205 players.erase (this);
209 { 206}
210 p = new player;
211 207
212 /* This adds the player in the linked list. There is extra 208// connect the player with a specific client
213 * complexity here because we want to add the new player at the 209// also changed, rationalises, and fixes some incorrect settings
214 * end of the list - there is in fact no compelling reason that 210void
215 * that needs to be done except for things like output of 211player::connect (client *ns)
216 * 'who'. 212{
217 */ 213 this->ns = ns;
218 player *tmp = first_player; 214 ns->pl = this;
219 while (tmp != NULL && tmp->next != NULL)
220 tmp = tmp->next;
221 if (tmp != NULL)
222 tmp->next = p;
223 else
224 first_player = p;
225 215
226 p->next = NULL; 216 run_on = 0;
227 } 217 fire_on = 0;
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 p->clear (); 248 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
249 SET_FLAG (ob, FLAG_USE_SHIELD);
233 250
251 /* if it's a dragon player, set the correct title here */
252 if (is_dragon_pl (ob))
253 {
254 object *tmp, *abil = 0, *skin = 0;
255
256 shstr_cmp dragon_ability_force ("dragon_ability_force");
257 shstr_cmp dragon_skin_force ("dragon_skin_force");
258
259 for (tmp = ob->inv; tmp; tmp = tmp->below)
260 if (tmp->type == FORCE)
261 if (tmp->arch->name == dragon_ability_force)
262 abil = tmp;
263 else if (tmp->arch->name == dragon_skin_force)
264 skin = tmp;
265
266 set_dragon_name (ob, abil, skin);
267 }
268
269 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
270
271 esrv_new_player (this, ob->weight + ob->carrying);
272
273 ob->update_stats ();
274 ns->floorbox_update ();
275
276 esrv_send_inventory (ob, ob);
277 esrv_add_spells (this, 0);
278
279 activate ();
280
281 send_rules (ob);
282 send_news (ob);
283 display_motd (ob);
284
285 INVOKE_PLAYER (CONNECT, this);
286 INVOKE_PLAYER (LOGIN, this);
287}
288
289void
290player::disconnect ()
291{
292 if (ns)
293 {
294 if (active)
295 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
296
297 INVOKE_PLAYER (DISCONNECT, this);
298
299 ns->reset_stats ();
300 ns->pl = 0;
301 this->ns = 0;
302 }
303
304 ob->container = 0; //TODO: client-specific
305 deactivate ();
306}
307
308// the need for this function can be explained
309// by load_object not returning the object
310void
311player::set_object (object *op)
312{
313 ob = op;
314 ob->contr = this; /* this aren't yet in archetype */
315
316 ob->speed_left = 0.5;
317 ob->speed = 1.0;
318 ob->direction = 5; /* So player faces south */
319 ob->stats.wc = 2;
320 ob->run_away = 25; /* Then we panick... */
321
322 ob->roll_stats ();
323}
324
325player::player ()
326{
234 /* There are some elements we want initialized to non zero value - 327 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 328 * we deal with that below this point.
236 */ 329 */
237 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 330 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 331 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 332 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 333
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 334 savebed_map = first_map_path; /* Init. respawn position */
248 335
249 op->contr = p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left = 0.5;
252 op->speed = 1.0;
253 op->direction = 5; /* So player faces south */
254 op->stats.wc = 2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats (op);
259 p->state = ST_ROLL_STAT;
260 clear_los (op);
261
262 p->gen_sp_armour = 10; 336 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none; 337 shoottype = range_none;
265 p->bowtype = bow_normal; 338 bowtype = bow_normal;
266 p->petmode = pet_normal; 339 petmode = pet_normal;
267 p->listening = 10; 340 listening = 10;
268 p->usekeys = containers; 341 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 342 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 343 do_los = 1;
272 p->explore = 0; 344}
273 p->no_shout = 0; /* default can shout */
274 345
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 346void
276 p->title[sizeof (p->title) - 1] = '\0'; 347player::do_destroy ()
277 op->race = op->arch->clone.race; 348{
349 disconnect ();
278 350
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 351 attachable::do_destroy ();
280 352
281 /* we need to clear these to -1 and not zero - otherwise, 353 if (ob)
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i = 0; i < NUM_SKILLS; i++)
287 {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 } 354 {
291 for (i = 0; i < NROFATTACKS; i++) 355 ob->destroy_inv (false);
356 ob->destroy ();
292 { 357 }
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32) - 1;
297
298 p->socket.update_look = 0;
299 p->socket.look_position = 0;
300 return p;
301} 358}
302 359
303/* This loads the first map an puts the player on it. */ 360player::~player ()
304static void set_first_map(object *op)
305{ 361{
306 strcpy(op->contr->maplevel, first_map_path); 362 /* Clear item stack */
307 op->x = -1; 363 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 364}
311 365
312/* Tries to add player on the connection passwd in ns. 366/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 367 * All we can really get in this is some settings like host and display
314 * mode. 368 * mode.
315 */ 369 */
370player *
371player::create ()
372{
373 player *pl = new player;
316 374
317int add_player(NewSocket *ns) { 375 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 376 set_first_map (pl->ob);
332 377
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 378 return pl;
340} 379}
341 380
342/* 381/*
343 * get_player_archetype() return next player archetype from archetype 382 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 383 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 384 * Note: there MUST be at least one player archetype!
346 */ 385 */
386archetype *
347archetype *get_player_archetype(archetype* at) 387get_player_archetype (archetype *at)
348{ 388{
349 archetype *start = at; 389 archetype *start = at;
390
350 for (;;) { 391 for (;;)
392 {
351 if (at==NULL || at->next==NULL) 393 if (at == NULL || at->next == NULL)
352 at=first_archetype; 394 at = first_archetype;
353 else 395 else
354 at=at->next; 396 at = at->next;
397
355 if(at->clone.type==PLAYER) 398 if (at->clone.type == PLAYER)
356 return at; 399 return at;
400
357 if (at == start) { 401 if (at == start)
402 {
358 LOG (llevError, "No Player archetypes\n"); 403 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 404 exit (-1);
360 } 405 }
361 } 406 }
362} 407}
363 408
364 409object *
365object *get_nearest_player(object *mon) { 410get_nearest_player (object *mon)
411{
366 object *op = NULL; 412 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 413 objectlink *ol;
369 unsigned lastdist; 414 unsigned lastdist;
370 rv_vector rv; 415 rv_vector rv;
371 416
372 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 {
373 /* 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
374 * does periodically happen. Given that, lets deal with it. 420 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 421 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 422 * list is also free, so encapsulate this in a while loop.
377 */ 423 */
378 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 {
379 object *tmp=ol->ob; 426 object *tmp = ol->ob;
380 427
381 /* 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
382 * itself will have been cleared. 429 * itself will have been cleared.
383 */ 430 */
384 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 ());
385 ol = ol->next; 433 ol = ol->next;
386 remove_friendly_object(tmp); 434 remove_friendly_object (tmp);
435 if (!ol)
387 if (!ol) return op; 436 return op;
388 } 437 }
389 438
390 /* 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
391 * 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
392 * complicated method of state checking would be needed in any case - 441 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 442 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 443 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 444 * on_same_map check, as can_detect_enemy also does this
396 */ 445 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 446 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 447 continue;
399 448
400 if(lastdist>rv.distance) { 449 if (lastdist > rv.distance)
450 {
401 op=ol->ob; 451 op = ol->ob;
402 lastdist=rv.distance; 452 lastdist = rv.distance;
403 } 453 }
404 } 454 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 455
456 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 457 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 458 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 459 {
413 } 460 op = pl->ob;
461 lastdist = rv.distance;
462 }
463
414#if 0 464#if 0
415 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)");
416#endif 466#endif
417 return op; 467 return op;
418} 468}
419 469
420/* 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
421 * 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
422 * detour a monster will take from the direction path when looking 472 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 486 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 487 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 488 * is probably not a good thing.
439 */ 489 */
440#define MAX_SPACES 50 490#define MAX_SPACES 50
441
442 491
443/* 492/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 493 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 494 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 495 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 508 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 509 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 510 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 511 * is blocking itself.
463 */ 512 */
513int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 514path_to_player (object *mon, object *pl, unsigned mindiff)
515{
465 rv_vector rv; 516 rv_vector rv;
466 sint16 x,y; 517 sint16 x, y;
467 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;
468 mapstruct *m ,*lastmap; 519 maptile *m, *lastmap;
469 520
470 get_rangevector(mon, pl, &rv, 0); 521 get_rangevector (mon, pl, &rv, 0);
471 522
472 if (rv.distance<mindiff) return 0; 523 if (rv.distance < mindiff)
524 return 0;
473 525
474 x=mon->x; 526 x = mon->x;
475 y=mon->y; 527 y = mon->y;
476 m=mon->map; 528 m = mon->map;
477 dir = rv.direction; 529 dir = rv.direction;
478 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 */
479 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);
480 /* 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. */
481 if (diff>max) return 0; 533 if (diff > max)
534 return 0;
482 while (diff >1 && max>0) { 535 while (diff > 1 && max > 0)
536 {
483 lastx = x; 537 lastx = x;
484 lasty = y; 538 lasty = y;
485 lastmap = m; 539 lastmap = m;
486 x = lastx + freearr_x[dir]; 540 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 541 y = lasty + freearr_y[dir];
488 542
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 543 mflags = get_map_flags (m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 544 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 545
492 /* Space is blocked - try changing direction a little */ 546 /* Space is blocked - try changing direction a little */
493 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))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) { 548 && (m == mon->map && blocked_link (mon, m, x, y))))
549 {
495 /* recalculate direction from last good location. Possible 550 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 551 * we were not traversing ideal location before.
497 */ 552 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 553 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 554 if (rv.direction != dir)
555 {
500 /* OK - says direction should be different - lets reset the 556 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 557 * the values so it will try again.
502 */ 558 */
503 x = lastx; 559 x = lastx;
504 y = lasty; 560 y = lasty;
505 m = lastmap; 561 m = lastmap;
506 dir = firstdir = rv.direction; 562 dir = firstdir = rv.direction;
563 }
507 } else { 564 else
565 {
508 /* direct path is blocked - try taking a side step to 566 /* direct path is blocked - try taking a side step to
509 * either the left or right. 567 * either the left or right.
510 * Note increase the values in the loop below to be 568 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 569 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 570 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try 571 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 572 * stepping back and forth
515 */ 573 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 574 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
575 {
576 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 577 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 578 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 579 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 580 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 581 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 582 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 583 * gets blocked, finds that it should move north,
524 * 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
525 * gets back to its original point. lastdir contains 585 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 586 * the last direction the creature has successfully
527 * moved. 587 * moved.
528 */ 588 */
529 589
530 x = lastx + freearr_x[absdir(lastdir+i)]; 590 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 591 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 592 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 593 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 594 if (mflags & P_OUT_OF_MAP)
595 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 596 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 597 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
598 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 599 if (mflags & P_BLOCKSVIEW)
600 continue;
538 601
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 602 if (m == mon->map && blocked_link (mon, m, x, y))
603 break;
540 } 604 }
541 /* go through entire loop without finding a valid 605 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 606 * sidestep to take - thus, no valid path.
543 */ 607 */
544 if (i==(DETOUR_AMOUNT+1)) 608 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 609 return 0;
546 diff--; 610 diff--;
547 lastdir=dir; 611 lastdir = dir;
548 max--; 612 max--;
549 if (!firstdir) firstdir = dir+i; 613 if (!firstdir)
614 firstdir = dir + i;
550 } /* else check alternate directions */ 615 } /* else check alternate directions */
551 } /* if blocked */ 616 } /* if blocked */
552 else { 617 else
618 {
553 /* we moved towards creature, so diff is less */ 619 /* we moved towards creature, so diff is less */
554 diff--; 620 diff--;
555 max--; 621 max--;
556 lastdir=dir; 622 lastdir = dir;
623 if (!firstdir)
557 if (!firstdir) firstdir = dir; 624 firstdir = dir;
625 }
626 if (diff <= 1)
558 } 627 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 628 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 629 * headed toward player for entire distance.
562 */ 630 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 631 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 632 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
565 } 633 }
566 if (diff>max) return 0; 634 if (diff > max)
635 return 0;
567 } 636 }
568 /* 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 */
569 if (!max) return 0; 638 if (!max)
639 return 0;
570 640
571 return firstdir; 641 return firstdir;
572} 642}
573 643
644void
574void give_initial_items(object *pl,treasurelist *items) { 645give_initial_items (object *pl, treasurelist * items)
646{
575 object *op,*next=NULL; 647 object *op, *next = NULL;
576 648
577 if(pl->randomitems!=NULL) 649 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 650 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 651
580 for (op=pl->inv; op; op=next) { 652 for (op = pl->inv; op; op = next)
653 {
581 next = op->below; 654 next = op->below;
582 655
583 /* Forces get applied per default, unless they have the 656 /* Forces get applied per default, unless they have the
584 * 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
585 */ 658 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 659 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 660 SET_FLAG (op, FLAG_APPLIED);
588 661
589 /* we never give weapons/armour if these cannot be used 662 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 663 * by this player due to race restrictions
591 */ 664 */
592 if (pl->type == PLAYER) { 665 if (pl->type == PLAYER)
666 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 667 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 668 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 669 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 670 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 671 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 } 672 {
603 } 673 op->destroy ();
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 &tmp->name);
622 continue; 674 continue;
623 } 675 }
624 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)
625 } 685 {
686 object *tmp;
626 687
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
627 if (op->type == SPELLBOOK && op->inv) { 703 if (op->type == SPELLBOOK && op->inv)
704 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 705 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 706 }
630 707
631 /* Give starting characters identified, uncursed, and undamned 708 /* Give starting characters identified, uncursed, and undamned
632 * 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
633 * merged properly. 710 * merged properly.
634 */ 711 */
635 if (need_identify(op)) { 712 if (need_identify (op))
713 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 714 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 715 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 716 CLEAR_FLAG (op, FLAG_DAMNED);
717 }
718 if (op->type == SPELL)
639 } 719 {
640 if(op->type==SPELL) { 720 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 721 continue;
722 }
723 else if (op->type == SKILL)
644 } 724 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 725 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 726 op->stats.exp = 0;
648 op->level = 1; 727 op->level = 1;
649 } 728 }
650 /* lock all 'normal items by default */ 729 /* lock all 'normal items by default */
730 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 731 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 732 } /* for loop of objects in player inv */
653 733
654 /* Need to set up the skill pointers */ 734 /* Need to set up the skill pointers */
655 link_player_skills(pl); 735 link_player_skills (pl);
656} 736}
657 737
658void get_name(object *op) { 738void
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 shstr name = op->name;
703
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 op->name = op->name_pl = 0;
711 /* Lets put a space in here */
712 new_draw_info(NDI_UNIQUE, 0, op, "\n");
713 get_name(op);
714 op->name = op->name_pl = name;
715 set_first_map(op);
716 } else {
717 /* user pressed something else so just ask again... */
718 play_again(op);
719 }
720 return 0;
721}
722
723void confirm_password(object *op) {
724
725 op->contr->write_buf[0]='\0';
726 op->contr->state=ST_CONFIRM_PASSWORD;
727 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
728}
729
730void get_party_password(object *op, partylist *party) { 739get_party_password (object *op, partylist *party)
740{
731 if (party == NULL) { 741 if (party == NULL)
742 {
732 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);
733 return; 744 return;
734 } 745 }
746
735 op->contr->write_buf[0]='\0'; 747 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 748 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 749 op->contr->party_to_join = party;
738 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:");
739} 751}
740
741 752
742/* 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
743int roll_stat(void) { 755roll_stat (void)
756{
744 int a[4],i,j,k; 757 int a[4], i, j, k;
745 758
746 for(i=0;i<4;i++) 759 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 760 a[i] = (int) RANDOM () % 6 + 1;
748 761
749 for(i=0,j=0,k=7;i<4;i++) 762 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 763 if (a[i] < k)
751 k=a[i],j=i; 764 k = a[i], j = i;
752 765
753 for(i=0,k=0;i<4;i++) { 766 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 767 if (i != j)
755 k+=a[i]; 768 k += a[i];
756 } 769
757 return k; 770 return k;
758} 771}
759 772
760void roll_stats(object *op) { 773void
761 int sum=0; 774object::roll_stats ()
762 int i = 0, j = 0; 775{
763 int statsort[7]; 776 int statsort [7];
764 777
778 for (;;)
765 do { 779 {
766 op->stats.Str=roll_stat(); 780 int sum = 0;
767 op->stats.Dex=roll_stat(); 781 for (int i = 7; i--; )
768 op->stats.Int=roll_stat(); 782 sum += statsort [i] = roll_stat ();
769 op->stats.Con=roll_stat();
770 op->stats.Wis=roll_stat();
771 op->stats.Pow=roll_stat();
772 op->stats.Cha=roll_stat();
773 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
774 op->stats.Con+op->stats.Wis+op->stats.Pow+
775 op->stats.Cha;
776 } while(sum<82||sum>116);
777 783
784 if (sum >= 82 && sum <= 116)
785 break;
786 }
787
778 /* Sort the stats so that rerolling is easier... */ 788 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 789 std::sort (statsort, statsort + 7, std::greater<int>());
780 statsort[1] = op->stats.Dex;
781 statsort[2] = op->stats.Int;
782 statsort[3] = op->stats.Con;
783 statsort[4] = op->stats.Wis;
784 statsort[5] = op->stats.Pow;
785 statsort[6] = op->stats.Cha;
786 790
787 /* a quick and dirty bubblesort? */
788 do {
789 if (statsort[i] < statsort[i + 1]) {
790 j = statsort[i];
791 statsort[i] = statsort[i + 1];
792 statsort[i + 1] = j;
793 i = 0;
794 } else {
795 i++;
796 }
797 } while (i < 6);
798
799 op->stats.Str = statsort[0]; 791 stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 792 stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 793 stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 794 stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 795 stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 796 stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 797 stats.Cha = statsort[6];
806 798
807
808 op->contr->orig_stats.Str=op->stats.Str;
809 op->contr->orig_stats.Dex=op->stats.Dex;
810 op->contr->orig_stats.Int=op->stats.Int;
811 op->contr->orig_stats.Con=op->stats.Con;
812 op->contr->orig_stats.Wis=op->stats.Wis;
813 op->contr->orig_stats.Pow=op->stats.Pow;
814 op->contr->orig_stats.Cha=op->stats.Cha;
815
816 op->level=1;
817 op->stats.exp=0; 799 stats.exp = 0;
818 op->stats.ac=0; 800 stats.ac = 0;
819 801
802 stats.hp = stats.maxhp;
803 stats.sp = stats.maxsp;
804 stats.grace = stats.maxgrace;
805
806 if (contr)
807 {
820 op->contr->levhp[1] = 9; 808 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 809 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 810 contr->levgrace[1] = 3;
823 811
824 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
825 op->stats.hp = op->stats.maxhp; 839 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 840 stats.sp = stats.maxsp;
827 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
828 op->contr->orig_stats=op->stats; 849 contr->orig_stats = stats;
850 }
829} 851}
830 852
831void Roll_Again(object *op) 853static void
854start_info (object *op)
832{ 855{
833 esrv_new_player(op->contr, 0);
834 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
835}
836
837void Swap_Stat(object *op,int Swap_Second)
838{
839 signed char tmp;
840 char buf[MAX_BUF]; 856 char buf[MAX_BUF];
841 857
842 if ( op->contr->Swap_First == -1 ) { 858 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
843 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
844 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
845 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
846 return;
847 }
848
849 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
850
851 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
852 get_attr_value(&op->contr->orig_stats, Swap_Second));
853
854 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
855
856 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
857 new_draw_info(NDI_UNIQUE, 0,op, buf); 859 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 860 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
859 op->stats.Dex = op->contr->orig_stats.Dex;
860 op->stats.Con = op->contr->orig_stats.Con;
861 op->stats.Int = op->contr->orig_stats.Int;
862 op->stats.Wis = op->contr->orig_stats.Wis;
863 op->stats.Pow = op->contr->orig_stats.Pow;
864 op->stats.Cha = op->contr->orig_stats.Cha;
865 op->stats.ac=0;
866
867 op->level=1;
868 op->stats.exp=0;
869 op->stats.ac=0;
870
871 op->contr->levhp[1] = 9;
872 op->contr->levsp[1] = 6;
873 op->contr->levgrace[1] = 3;
874
875 fix_player(op);
876 op->stats.hp = op->stats.maxhp;
877 op->stats.sp = op->stats.maxsp;
878 op->stats.grace = op->stats.maxgrace;
879 op->contr->orig_stats=op->stats;
880 op->contr->Swap_First=-1;
881}
882
883
884/* This code has been greatly reduced, because with set_attr_value
885 * and get_attr_value, the stats can be accessed just numeric
886 * ids. stat_trans is a table that translate the number entered
887 * into the actual stat. It is needed because the order the stats
888 * are displayed in the stat window is not the same as how
889 * the number's access that stat. The table does that translation.
890 */
891int key_roll_stat(object *op, char key)
892{
893 int keynum = key -'0';
894 char buf[MAX_BUF];
895 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
896
897 if (keynum>0 && keynum<=7) {
898 if (op->contr->Swap_First==-1) {
899 op->contr->Swap_First=stat_trans[keynum];
900 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
901 new_draw_info(NDI_UNIQUE, 0,op,buf); 861 //new_draw_info (NDI_UNIQUE, 0, op, " ");
902 }
903 else
904 Swap_Stat(op,stat_trans[keynum]);
905
906 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
907 return 1;
908 }
909 switch (key) {
910 case 'n':
911 case 'N': {
912 SET_FLAG(op, FLAG_WIZ);
913 if(op->map==NULL) {
914 LOG(llevError,"Map == NULL in state 2\n");
915 break;
916 }
917
918#if 0
919 /* So that enter_exit will put us at startx/starty */
920 op->x= -1;
921
922 enter_exit(op,NULL);
923#endif
924 SET_ANIMATION(op, 2); /* So player faces south */
925 /* Enter exit adds a player otherwise */
926 add_statbonus(op);
927 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
928 op->contr->state = ST_CHANGE_CLASS;
929 if (op->msg)
930 new_draw_info(NDI_BLUE, 0, op, op->msg);
931 return 0;
932 }
933 case 'y':
934 case 'Y':
935 roll_stats(op);
936 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
937 return 1;
938
939 case 'q':
940 case 'Q':
941 play_again(op);
942 return 1;
943
944 default:
945 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
946 return 0;
947 }
948 return 0;
949} 862}
950 863
951/* This function takes the key that is passed, and does the 864/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 865 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 866 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 867 * separate race and class; this actually changes the RACE,
955 * not the class. 868 * not the class.
956 */ 869 */
957 870int
958int key_change_class(object *op, char key) 871key_change_class (object *op, char key)
959{ 872{
960 int tmp_loop; 873 int tmp_loop;
961 874
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') { 875 if (key == 'd' || key == 'D')
876 {
968 char buf[MAX_BUF]; 877 char buf[MAX_BUF];
969 878
970 /* this must before then initial items are given */ 879 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 880 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 881
882 treasurelist *tl = find_treasurelist ("starting_wealth");
883 if (tl)
884 create_treasure (tl, op, 0, 0, 0);
885
974 INVOKE_PLAYER (BIRTH, op->contr); 886 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 887 INVOKE_PLAYER (LOGIN, op->contr);
976 888
977 op->contr->state=ST_PLAYING; 889 op->contr->ns->state = ST_PLAYING;
978 890
979 if (op->msg) 891 if (op->msg)
980 op->msg=NULL; 892 op->msg = NULL;
981 893
982 /* 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
983 * to save here. 895 * to save here.
984 */ 896 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 898 make_path_to_file (buf);
987 899
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 900 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 901 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 902 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 903 link_player_skills (op);
995 esrv_send_inventory(op, op); 904 esrv_send_inventory (op, op);
996 fix_player(op); 905 op->update_stats ();
997 906
998 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
999 * is one for this race 908 * is one for this race
1000 */ 909 */
1001 if(*first_map_ext_path) { 910 if (*first_map_ext_path)
911 {
1002 object *tmp; 912 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s", 914
1006 first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1007 tmp=get_object(); 916 tmp = object::create ();
1008 EXIT_PATH(tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
1009 EXIT_X(tmp) = op->x; 918 EXIT_X (tmp) = op->x;
1010 EXIT_Y(tmp) = op->y; 919 EXIT_Y (tmp) = op->y;
1011 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;
1012 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
1013 * default initial map */ 922 * default initial map */
1014 free_object(tmp); 923 tmp->destroy ();
924 }
1015 } else { 925 else
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 927
1018 return 0; 928 return 0;
1019 } 929 }
1020 930
1021 /* Following actually changes the race - this is the default command 931 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 932 * if we don't match with one of the options above.
1023 */ 933 */
1024 934
1025 tmp_loop = 0; 935 tmp_loop = 0;
1026 while(!tmp_loop) { 936 while (!tmp_loop)
937 {
1027 shstr name = op->name; 938 shstr name = op->name;
1028 int x = op->x, y = op->y; 939 int x = op->x, y = op->y;
940
1029 remove_statbonus(op); 941 op->remove_statbonus ();
1030 remove_ob (op); 942 op->remove ();
1031 op->arch = get_player_archetype(op->arch); 943 op->arch = get_player_archetype (op->arch);
1032 copy_object (&op->arch->clone, op); 944 op->arch->clone.copy_to (op);
1033 op->instantiate (); 945 op->instantiate ();
1034 op->stats = op->contr->orig_stats; 946 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name; 947 op->name = op->name_pl = name;
1036 op->x = x; 948 op->x = x;
1037 op->y = y; 949 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 950 SET_ANIMATION (op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 951 insert_ob_in_map (op, op->map, op, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 952 assign (op->contr->title, op->arch->clone.name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 953 op->add_statbonus ();
1043 tmp_loop=allowed_class(op); 954 tmp_loop = allowed_class (op);
1044 } 955 }
956
1045 update_object(op,UP_OBJ_FACE); 957 update_object (op, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 958 esrv_update_item (UPD_FACE, op, op);
1047 fix_player(op); 959 op->update_stats ();
1048 op->stats.hp=op->stats.maxhp; 960 op->stats.hp = op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 961 op->stats.sp = op->stats.maxsp;
1050 op->stats.grace=0; 962 op->stats.grace = 0;
963
1051 if (op->msg) 964 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg); 965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
1053 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");
1054 return 0; 968 return 0;
1055} 969}
1056 970
1057int key_confirm_quit(object *op, char key) 971void
1058{
1059 char buf[MAX_BUF];
1060
1061 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1062 op->contr->state=ST_PLAYING;
1063 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1064 return 1;
1065 }
1066
1067 INVOKE_PLAYER (LOGOUT, op->contr);
1068 INVOKE_PLAYER (QUIT , op->contr);
1069
1070 terminate_all_pets(op);
1071 leave_map(op);
1072 op->direction=0;
1073 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1074 "%s quits the game.", &op->name);
1075
1076 strcpy(op->contr->killer,"quit");
1077 check_score(op);
1078 op->contr->party=NULL;
1079 if (settings.set_title == TRUE)
1080 op->contr->own_title[0]='\0';
1081
1082 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1083 mapstruct *mp, *next;
1084
1085 /* We need to hunt for any per player unique maps in memory and
1086 * get rid of them. The trailing slash in the path is intentional,
1087 * so that players named 'Ab' won't match against players 'Abe' pathname
1088 */
1089 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1090 for (mp=first_map; mp!=NULL; mp=next) {
1091 next = mp->next;
1092 if (!strncmp(mp->path, buf, strlen(buf)))
1093 delete_map(mp);
1094 }
1095
1096 delete_character(op->name, 1);
1097 }
1098 play_again(op);
1099 return 1;
1100}
1101
1102void flee_player(object *op) { 972flee_player (object *op)
973{
1103 int dir,diff; 974 int dir, diff;
1104 rv_vector rv; 975 rv_vector rv;
1105 976
1106 if(op->stats.hp < 0) { 977 if (op->stats.hp < 0)
978 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 979 LOG (llevDebug, "Fleeing player is dead.\n");
1108 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)))
1109 return; 1017 return;
1110 } 1018 }
1111 1019
1112 if(op->enemy==NULL) {
1113 LOG(llevDebug,"Fleeing player had no enemy.\n");
1114 CLEAR_FLAG(op, FLAG_SCARED);
1115 return;
1116 }
1117
1118 /* Seen some crashes here. Since we don't store an
1119 * op->enemy_count, it is possible that something destroys the
1120 * actual enemy, and the object is recycled.
1121 */
1122 if (op->enemy->map == NULL) {
1123 CLEAR_FLAG(op, FLAG_SCARED);
1124 op->enemy=NULL;
1125 return;
1126 }
1127
1128 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1129 op->enemy=NULL;
1130 CLEAR_FLAG(op, FLAG_SCARED);
1131 return;
1132 }
1133 get_rangevector(op, op->enemy, &rv, 0);
1134
1135 dir=absdir(4+rv.direction);
1136 for(diff=0;diff<3;diff++) {
1137 int m=1-(RANDOM()&2);
1138 if(move_ob(op,absdir(dir+diff*m),op)||
1139 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1140 return;
1141 }
1142 }
1143 /* Cornered, get rid of scared */ 1020 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1022 op->enemy = NULL;
1146} 1023}
1147 1024
1148 1025
1149/* 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.
1150 * 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
1151 * stop. 1028 * stop.
1152 */ 1029 */
1030int
1153int check_pick(object *op) { 1031check_pick (object *op)
1032{
1154 object *tmp, *next; 1033 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1034 int stop = 0;
1157 int j, k, wvratio; 1035 int j, k, wvratio;
1158 char putstring[128], tmpstr[16]; 1036 char putstring[128], tmpstr[16];
1159 1037
1160
1161 /* if you're flying, you cna't pick up anything */ 1038 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1039 if (op->move_type & MOVE_FLYING)
1163 return 1; 1040 return 1;
1164 1041
1165 op_tag = op->count;
1166
1167 next = op->below; 1042 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1043
1171 /* 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
1172 * destroyed */ 1045 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1046 while (next && !next->destroyed ())
1174 { 1047 {
1175 tmp = next; 1048 tmp = next;
1176 next = tmp->below; 1049 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1050
1180 if (was_destroyed (op, op_tag)) 1051 if (op->destroyed ())
1181 return 0; 1052 return 0;
1182 1053
1183 if ( ! can_pick (op, tmp)) 1054 if (!can_pick (op, tmp))
1184 continue; 1055 continue;
1185 1056
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1057 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1058 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1059 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1060 pick_up (op, tmp);
1190 continue; 1061 continue;
1191 } 1062 }
1192 1063
1193 /* high not bit set? We're using the old autopickup model */ 1064 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1065 if (!(op->contr->mode & PU_NEWMODE))
1066 {
1195 switch (op->contr->mode) { 1067 switch (op->contr->mode)
1068 {
1069 case 0:
1196 case 0: return 1; /* don't pick up */ 1070 return 1; /* don't pick up */
1071 case 1:
1197 case 1: pick_up (op, tmp); 1072 pick_up (op, tmp);
1198 return 1; 1073 return 1;
1074 case 2:
1199 case 2: pick_up (op, tmp); 1075 pick_up (op, tmp);
1200 return 0; 1076 return 0;
1077 case 3:
1201 case 3: return 0; /* stop before pickup */ 1078 return 0; /* stop before pickup */
1079 case 4:
1202 case 4: pick_up (op, tmp); 1080 pick_up (op, tmp);
1203 break; 1081 break;
1082 case 5:
1204 case 5: pick_up (op, tmp); 1083 pick_up (op, tmp);
1205 stop = 1; 1084 stop = 1;
1206 break; 1085 break;
1207 case 6: 1086 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1087 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1209 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1210 pick_up(op, tmp); 1088 pick_up (op, tmp);
1211 break; 1089 break;
1212 1090
1213 case 7: 1091 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1092 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1093 pick_up (op, tmp);
1216 break; 1094 break;
1217 1095
1218 default: 1096 default:
1219 /* use value density */ 1097 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1098 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1099 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1222 / (tmp->weight * MAX (tmp->nrof, 1)))
1223 >= op->contr->mode)
1224 pick_up(op,tmp); 1100 pick_up (op, tmp);
1225 }
1226 }
1227 else { /* old model */
1228 /* NEW pickup handling */
1229 if(op->contr->mode & PU_DEBUG)
1230 {
1231 /* some debugging code to figure out item information */
1232 if(tmp->name!=NULL)
1233 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1234 &tmp->name, tmp->type,
1235 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1236 else
1237 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1238 &tmp->arch->name, tmp->type,
1239 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1240 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1241
1242 sprintf(putstring,"...flags: ");
1243 for(k=0;k<4;k++)
1244 {
1245 for(j=0;j<32;j++)
1246 {
1247 if((tmp->flags[k]>>j)&0x01)
1248 {
1249 sprintf(tmpstr,"%d ",k*32+j);
1250 strcat(putstring, tmpstr);
1251 } 1101 }
1252 } 1102 }
1253 } 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
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1116 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1117 }
1255 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);
1256#if 0 1355#if 0
1257 /* print the flags too */ 1356 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1357 if (tmp->name != NULL)
1259 { 1358 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1359 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1360 }
1262 { 1361 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1362 fprintf (stderr, "%s", tmp->arch->name);
1264 if(!((j+1)%4))fprintf(stderr," "); 1363 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1364 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1266 fprintf(stderr," [%d]\n", k*32);
1267 }
1268#endif 1365#endif
1269 } 1366 continue;
1270 /* philosophy: 1367 }
1271 * It's easy to grab an item type from a pile, as long as it's
1272 * generic. This takes no game-time. For more detailed pickups
1273 * and selections, select-items shoul dbe used. This is a
1274 * grab-as-you-run type mode that's really useful for arrows for
1275 * example.
1276 * The drawback: right now it has no frontend, so you need to
1277 * stick the bits you want into a calculator in hex mode and then
1278 * convert to decimal and then 'pickup <#>
1279 */
1280
1281 /* the first two modes are exclusive: if NOTHING we return, if
1282 * STOP then we stop. All the rest are applied sequentially,
1283 * meaning if any test passes, the item gets picked up. */
1284
1285 /* if mode is set to pick nothing up, return */
1286
1287 if(op->contr->mode & PU_NOTHING) return 1;
1288
1289 /* if mode is set to stop when encountering objects, return */
1290 /* take STOP before INHIBIT since it doesn't actually pick
1291 * anything up */
1292
1293 if(op->contr->mode & PU_STOP) return 0;
1294
1295 /* useful for going into stores and not losing your settings... */
1296 /* and for battles wher you don't want to get loaded down while
1297 * fighting */
1298 if(op->contr->mode & PU_INHIBIT) return 1;
1299
1300 /* prevent us from turning into auto-thieves :) */
1301 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1302
1303 /* ignore known cursed objects */
1304 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1305
1306 /* all food and drink if desired */
1307 /* question: don't pick up known-poisonous stuff? */
1308 if(op->contr->mode & PU_FOOD)
1309 if (tmp->type == FOOD)
1310 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1311 if(op->contr->mode & PU_DRINK)
1312 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1313 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1314
1315 if(op->contr->mode & PU_POTION)
1316 if (tmp->type == POTION)
1317 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1318
1319 /* spellbooks, skillscrolls and normal books/scrolls */
1320 if(op->contr->mode & PU_SPELLBOOK)
1321 if (tmp->type == SPELLBOOK)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1323 if(op->contr->mode & PU_SKILLSCROLL)
1324 if (tmp->type == SKILLSCROLL)
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1326 if(op->contr->mode & PU_READABLES)
1327 if (tmp->type == BOOK || tmp->type == SCROLL)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1329
1330 /* wands/staves/rods/horns */
1331 if (op->contr->mode & PU_MAGIC_DEVICE)
1332 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1334
1335 /* pick up all magical items */
1336 if(op->contr->mode & PU_MAGICAL)
1337 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1339
1340 if(op->contr->mode & PU_VALUABLES)
1341 {
1342 if (tmp->type == MONEY || tmp->type == GEM)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1344 }
1345
1346 /* rings & amulets - talismans seems to be typed AMULET */
1347 if(op->contr->mode & PU_JEWELS)
1348 if (tmp->type == RING || tmp->type == AMULET)
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1350
1351 /* bows and arrows. Bows are good for selling! */
1352 if(op->contr->mode & PU_BOW)
1353 if (tmp->type == BOW)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1355 if(op->contr->mode & PU_ARROW)
1356 if (tmp->type == ARROW)
1357 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1358
1359 /* all kinds of armor etc. */
1360 if(op->contr->mode & PU_ARMOUR)
1361 if (tmp->type == ARMOUR)
1362 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1363 if(op->contr->mode & PU_HELMET)
1364 if (tmp->type == HELMET)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1366 if(op->contr->mode & PU_SHIELD)
1367 if (tmp->type == SHIELD)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1369 if(op->contr->mode & PU_BOOTS)
1370 if (tmp->type == BOOTS)
1371 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1372 if(op->contr->mode & PU_GLOVES)
1373 if (tmp->type == GLOVES)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1375 if(op->contr->mode & PU_CLOAK)
1376 if (tmp->type == CLOAK)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1378
1379 /* hoping to catch throwing daggers here */
1380 if(op->contr->mode & PU_MISSILEWEAPON)
1381 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1383
1384 /* careful: chairs and tables are weapons! */
1385 if(op->contr->mode & PU_ALLWEAPON)
1386 {
1387 if(tmp->type == WEAPON && tmp->name!=NULL)
1388 {
1389 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1390 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1391 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1392 }
1393 if(tmp->type == WEAPON && tmp->name==NULL)
1394 {
1395 if(strstr(tmp->arch->name,"table")==NULL &&
1396 strstr(tmp->arch->name,"chair")==NULL)
1397 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1398 }
1399 }
1400
1401 /* misc stuff that's useful */
1402 if(op->contr->mode & PU_KEY)
1403 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1404 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1405
1406 /* any of the last 4 bits set means we use the ratio for value
1407 * pickups */
1408 if(op->contr->mode & PU_RATIO)
1409 {
1410 /* use value density to decide what else to grab */
1411 /* >=7 was >= op->contr->mode */
1412 /* >=7 is the old standard setting. Now we take the last 4 bits
1413 * and multiply them by 5, giving 0..15*5== 5..75 */
1414 wvratio=(op->contr->mode & PU_RATIO) * 5;
1415 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1416 {
1417 pick_up(op, tmp);
1418#if 0
1419 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1420 if(tmp->name!=NULL) {
1421 fprintf(stderr,"%s", tmp->name);
1422 } 1368 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1369 } /* the new pickup model */
1424 fprintf(stderr,",%d] = ", tmp->type);
1425 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1426#endif
1427 continue;
1428 }
1429 } 1370 }
1430 } /* the new pickup model */ 1371
1431 }
1432 return ! stop; 1372 return !stop;
1433} 1373}
1434 1374
1435/* 1375/*
1436 * Find an arrow in the inventory and after that 1376 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1377 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1378 * found object is returned.
1439 */ 1379 */
1380object *
1440object *find_arrow(object *op, const char *type) 1381find_arrow (object *op, const char *type)
1441{ 1382{
1442 object *tmp = NULL; 1383 object *tmp = NULL;
1443 1384
1444 for(op=op->inv; op; op=op->below) 1385 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1386 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1446 QUERY_FLAG(op,FLAG_APPLIED))
1447 tmp = find_arrow (op, type); 1387 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1388 else if (op->type == ARROW && op->race == type)
1449 return op; 1389 return op;
1450 return tmp; 1390 return tmp;
1451} 1391}
1452 1392
1453/* 1393/*
1454 * 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
1455 * 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
1456 * 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
1457 * 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.
1458 */ 1398 */
1459 1399
1400object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1401find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1402{
1462 object *tmp = NULL, *arrow, *ntmp; 1403 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1404 int attacknum, attacktype, betterby = 0, i;
1464 1405
1465 if (!type) 1406 if (!type)
1466 return NULL; 1407 return NULL;
1467 1408
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1409 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1410 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1411 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1412 {
1471 i = 0; 1413 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1414 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1415 if (i > betterby)
1416 {
1474 tmp = ntmp; 1417 tmp = ntmp;
1475 betterby = i; 1418 betterby = i;
1476 } 1419 }
1420 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1421 else if (arrow->type == ARROW && arrow->race == type)
1422 {
1478 /* allways prefer assasination/slaying */ 1423 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1424 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1425 {
1481 if (arrow->attacktype & AT_DEATH) { 1426 if (arrow->attacktype & AT_DEATH)
1427 {
1482 *better = 100; 1428 *better = 100;
1483 return arrow; 1429 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1430 }
1488 } else { 1431 else
1489 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1490 attacktype = 1<<attacknum;
1491 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1492 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1495 }
1496 } 1432 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1433 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1434 betterby = (arrow->magic + arrow->stats.dam) * 2;
1500 }
1501 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1502 tmp = arrow;
1503 betterby = 1 + arrow->magic + arrow->stats.dam;
1504 } 1435 }
1505 } 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 }
1506 } 1459 }
1460 }
1507 } 1461 }
1508 if (tmp == NULL && arrow == NULL) 1462 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1463 return find_arrow (op, type);
1510 1464
1511 *better = betterby; 1465 *better = betterby;
1512 return tmp; 1466 return tmp;
1513} 1467}
1514 1468
1515/* 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
1516 * find_better_arrow to find a decent arrow to use. 1470 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1471 * op = the shooter
1518 * type = bow->race 1472 * type = bow->race
1519 * dir = fire direction 1473 * dir = fire direction
1520 */ 1474 */
1521 1475
1476object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1477pick_arrow_target (object *op, const char *type, int dir)
1523{ 1478{
1524 object *tmp = NULL; 1479 object *tmp = NULL;
1525 mapstruct *m; 1480 maptile *m;
1526 int i, mflags, found, number; 1481 int i, mflags, found, number;
1527 sint16 x, y; 1482 sint16 x, y;
1528 1483
1529 if (op->map == NULL) 1484 if (op->map == NULL)
1530 return find_arrow(op, type); 1485 return find_arrow (op, type);
1531 1486
1532 /* do a dex check */ 1487 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1488 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1534 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1489 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1490 return find_arrow (op, type);
1536 1491
1537 m = op->map; 1492 m = op->map;
1538 x = op->x; 1493 x = op->x;
1539 y = op->y; 1494 y = op->y;
1540 1495
1541 /* find the first target */ 1496 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1497 for (i = 0, found = 0; i < 20; i++)
1498 {
1543 x += freearr_x[dir]; 1499 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1500 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1501 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1502 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1503 {
1547 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)
1548 break; 1524 break;
1549 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1550 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1551 * perhaps a bad assumption.
1552 */
1553 tmp = NULL;
1554 break;
1555 } 1525 }
1556 if (mflags & P_IS_ALIVE) {
1557 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1558 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1559 found++;
1560 break;
1561 }
1562 if (found)
1563 break;
1564 }
1565 } 1526 }
1566 if (tmp == NULL) 1527 if (tmp == NULL)
1567 return find_arrow(op, type); 1528 return find_arrow (op, type);
1568 1529
1569 if (tmp->head) 1530 if (tmp->head)
1570 tmp = tmp->head; 1531 tmp = tmp->head;
1571 1532
1572 return find_better_arrow(op, tmp, type, &i); 1533 return find_better_arrow (op, tmp, type, &i);
1573} 1534}
1574 1535
1575/* 1536/*
1576 * Creature fires a bow - op can be monster or player. Returns 1537 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1538 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1541 * dir is the direction of fire.
1581 * 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)
1582 * 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
1583 * player fire modes. 1544 * player fire modes.
1584 */ 1545 */
1546int
1585int 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)
1586 sint16 sx, sint16 sy)
1587{ 1548{
1588 object *left, *bow; 1549 object *left, *bow;
1589 tag_t left_tag, tag;
1590 int bowspeed, mflags; 1550 int bowspeed, mflags;
1591 mapstruct *m; 1551 maptile *m;
1592 1552
1593 if (!dir) { 1553 if (!dir)
1554 {
1594 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!");
1595 return 0; 1556 return 0;
1596 } 1557 }
1558
1597 if (op->type == PLAYER) 1559 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow]; 1560 bow = op->contr->ranges[range_bow];
1599 else { 1561 else
1562 {
1600 for(bow=op->inv; bow; bow=bow->below) 1563 for (bow = op->inv; bow; bow = bow->below)
1601 /* 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
1602 * 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.
1603 */ 1566 */
1604 if(bow->type==BOW) 1567 if (bow->type == BOW)
1605 break; 1568 break;
1606 1569
1607 if (!bow) { 1570 if (!bow)
1571 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1573 return 0;
1610 } 1574 }
1611 } 1575 }
1576
1612 if( !bow->race || !bow->skill) { 1577 if (!bow->race || !bow->skill)
1578 {
1613 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);
1614 return 0; 1580 return 0;
1615 } 1581 }
1616 1582
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618 1584
1619 /* penalize ROF for bestarrow */ 1585 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1622 if (bowspeed < 1) 1589 if (bowspeed < 1)
1623 bowspeed = 1; 1590 bowspeed = 1;
1624 1591
1625 if (arrow == NULL) { 1592 if (arrow == NULL)
1593 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1594 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 {
1627 if (op->type == PLAYER) 1596 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1629 "You have no %s left.", &bow->race);
1630 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1599 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1600 CLEAR_FLAG (op, FLAG_READY_BOW);
1633 return 0; 1601 return 0;
1634 } 1602 }
1635 } 1603 }
1604
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1606 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1607 return 0;
1639 } 1608
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1609 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1610 {
1641 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.");
1642 return 0; 1612 return 0;
1643 } 1613 }
1644 1614
1645 /* this should not happen, but sometimes does */ 1615 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1616 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1617 {
1648 free_object(arrow); 1618 arrow->destroy ();
1649 return 0; 1619 return 0;
1650 } 1620 }
1651 1621
1652 left = arrow; /* these are arrows left to the player */ 1622 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1623 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1624 if (!arrow)
1625 {
1656 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);
1657 return 0; 1627 return 0;
1658 } 1628 }
1659 set_owner(arrow, op); 1629
1630 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1631 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1632 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1633
1666 if (op->type == PLAYER) { 1634 if (op->type == PLAYER)
1635 {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1668 fix_player(op); 1637 op->update_stats ();
1669 } 1638 }
1670 1639
1671 SET_ANIMATION(arrow, arrow->direction); 1640 SET_ANIMATION (arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673 arrow->stats.hp = arrow->stats.dam; 1642 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1643 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1644 if (arrow->slaying != NULL)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1645 arrow->spellarg = strdup (arrow->slaying);
1677 1646
1678 /* Note that this was different for monsters - they got their level 1647 /* Note that this was different for monsters - they got their level
1679 * 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.
1680 */ 1649 */
1681
1682 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1683 0 : dam_bonus[op->stats.Str]) +
1684 bow->stats.dam + bow->magic + arrow->magic;
1685 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
1686 /* update the speed */ 1653 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1688 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;
1689 bow->magic + arrow->magic) / 5.0 +
1690 (float)bow->stats.dam / 7.0;
1691 1656
1692 if (arrow->speed < 1.0) 1657 arrow->set_speed (max (arrow->speed, 1.0));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1696 1659
1697 if (op->type == PLAYER) { 1660 if (op->type == PLAYER)
1661 {
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 (op->chosen_skill?op->chosen_skill->level:op->level) - 1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1700 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;
1701 arrow->stats.wc - bow->stats.wc + wc_mod;
1702 1665
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1667 }
1668 else
1669 {
1705 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;
1706 arrow->stats.wc + wc_mod;
1707
1708 arrow->level = op->level; 1671 arrow->level = op->level;
1709 } 1672 }
1673
1710 if (arrow->attacktype == AT_PHYSICAL) 1674 if (arrow->attacktype == AT_PHYSICAL)
1711 arrow->attacktype |= bow->attacktype; 1675 arrow->attacktype |= bow->attacktype;
1676
1712 if (bow->slaying != NULL) 1677 if (bow->slaying)
1713 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1714 1679
1715 arrow->map = m;
1716 arrow->move_type = MOVE_FLY_LOW; 1680 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1682
1719 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);
1720 tag = arrow->count; 1684 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1685
1723 if (!was_destroyed(arrow, tag)) 1686 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1687 move_arrow (arrow);
1725 1688
1726 if (op->type == PLAYER) { 1689 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1690 {
1691 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1692 esrv_del_item (op->contr, left->count);
1729 else 1693 else
1730 esrv_send_item(op, left); 1694 esrv_send_item (op, left);
1731 } 1695 }
1696
1732 return 1; 1697 return 1;
1733} 1698}
1734 1699
1735/* Special fire code for players - this takes into 1700/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1701 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1702 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1703 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1704 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1705 * hence the function name.
1741 */ 1706 */
1707int
1742int player_fire_bow(object *op, int dir) 1708player_fire_bow (object *op, int dir)
1743{ 1709{
1744 int ret=0, wcmod=0; 1710 int ret = 0, wcmod = 0;
1745 1711
1746 if (op->contr->bowtype == bow_bestarrow) { 1712 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1713 {
1748 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);
1749 dir, 0, op->x, op->y); 1715 }
1750 } 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 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1719 wcmod = -1;
1720
1753 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);
1754 op->x, op->y); 1722 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1723 else if (op->contr->bowtype == bow_threewide)
1724 {
1756 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);
1757 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)]);
1758 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 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1729 else if (op->contr->bowtype == bow_spreadshot)
1730 {
1760 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);
1761 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);
1762 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);
1763 1734
1764 } else { 1735 }
1736 else
1737 {
1765 /* Simple case */ 1738 /* Simple case */
1766 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);
1767 } 1740 }
1768 return ret; 1741 return ret;
1769} 1742}
1770 1743
1771 1744
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1745/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1746 * Broken apart from 'fire' to keep it more readable.
1774 */ 1747 */
1748void
1775void fire_misc_object(object *op, int dir) 1749fire_misc_object (object *op, int dir)
1776{ 1750{
1777 object *item; 1751 object *item;
1778 1752
1779 if (!op->contr->ranges[range_misc]) { 1753 if (!op->contr->ranges[range_misc])
1754 {
1780 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.");
1781 return; 1756 return;
1782 } 1757 }
1783 1758
1784 item = op->contr->ranges[range_misc]; 1759 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1760 if (!item->inv)
1761 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1762 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1763 return;
1788 } 1764 }
1789 if (item->type == WAND) { 1765 if (item->type == WAND)
1766 {
1790 if(item->stats.food<=0) { 1767 if (item->stats.food <= 0)
1768 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1792 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1793 return; 1771 return;
1794 } 1772 }
1773 }
1795 } else if (item->type == ROD || item->type==HORN) { 1774 else if (item->type == ROD || item->type == HORN)
1775 {
1796 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 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798 if (item->type== ROD) 1779 if (item->type == ROD)
1799 new_draw_info_format(NDI_UNIQUE, 0,op,
1800 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1781 else
1802 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));
1803 "The %s needs more time to charge.", query_base_name(item,0));
1804 return; 1783 return;
1805 } 1784 }
1806 } 1785 }
1807 1786
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1787 if (cast_spell (op, item, dir, item->inv, NULL))
1788 {
1809 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 */
1810 if (item->type == WAND) { 1790 if (item->type == WAND)
1791 {
1811 if (!(--item->stats.food)) { 1792 if (!(--item->stats.food))
1793 {
1812 object *tmp; 1794 object *tmp;
1795
1813 if (item->arch) { 1796 if (item->arch)
1797 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1798 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1799 item->face = item->arch->clone.face;
1816 item->speed = 0; 1800 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1801 }
1802
1819 if ((tmp=is_player_inv(item))) 1803 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1804 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1805 }
1822 } 1806 }
1823 else if (item->type == ROD || item->type==HORN) { 1807 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1808 drain_rod_charge (item);
1825 }
1826 } 1809 }
1827} 1810}
1828 1811
1829/* Received a fire command for the player - go and do it. 1812/* Received a fire command for the player - go and do it.
1830 */ 1813 */
1814void
1831void fire(object *op,int dir) { 1815fire (object *op, int dir)
1816{
1832 int spellcost=0; 1817 int spellcost = 0;
1833 1818
1834 /* check for loss of invisiblity/hide */ 1819 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1820 if (action_makes_visible (op))
1821 make_visible (op);
1836 1822
1837 switch(op->contr->shoottype) { 1823 switch (op->contr->shoottype)
1824 {
1838 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.");
1839 return; 1855 return;
1840
1841 case range_bow:
1842 player_fire_bow(op, dir);
1843 return;
1844
1845 case range_magic: /* Casting spells */
1846 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1847 return;
1848
1849 case range_misc:
1850 fire_misc_object(op, dir);
1851 return;
1852
1853 case range_golem: /* Control summoned monsters from scrolls */
1854 if(op->contr->ranges[range_golem]==NULL ||
1855 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1856 op->contr->ranges[range_golem] = NULL;
1857 op->contr->shoottype=range_none;
1858 op->contr->golem_count = 0;
1859 } 1856 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863 1857
1864 case range_skill:
1865 if(!op->chosen_skill) {
1866 if(op->type==PLAYER)
1867 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1868 return;
1869 }
1870 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir );
1874 return; 1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1875 default: 1863 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1877 return; 1865 return;
1878 } 1866 }
1879} 1867}
1880 1868
1881 1869
1882 1870
1889 * inv is the objects inventory to searched 1877 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1878 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1879 * This function can be called recursively to search containers.
1892 */ 1880 */
1893 1881
1882object *
1894object * find_key(object *pl, object *container, object *door) 1883find_key (object *pl, object *container, object *door)
1895{ 1884{
1896 object *tmp,*key; 1885 object *tmp, *key;
1897 1886
1898 /* Should not happen, but sanity checking is never bad */ 1887 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1888 if (container->inv == NULL)
1889 return NULL;
1900 1890
1901 /* 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 */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1892 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1893 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1894 if (door->type == DOOR && tmp->type == KEY)
1895 break;
1904 /* For sanity, we should really check door type, but other stuff 1896 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1897 * (like containers) can be locked with special keys
1906 */ 1898 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1899 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1900 break;
1909 } 1901 }
1910 /* No key found - lets search inventories now */ 1902 /* No key found - lets search inventories now */
1911 /* 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.
1912 * 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
1913 * a key, return 1905 * a key, return
1914 */ 1906 */
1915 if (!tmp) { 1907 if (!tmp)
1908 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1909 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1910 {
1917 /* No reason to search empty containers */ 1911 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1912 if (tmp->type == CONTAINER && tmp->inv)
1913 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1914 if ((key = find_key (pl, tmp, door)) != NULL)
1915 return key;
1920 } 1916 }
1921 } 1917 }
1918 if (!tmp)
1922 if (!tmp) return NULL; 1919 return NULL;
1923 } 1920 }
1924 /* 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,
1925 * see if we actually want to use it 1922 * see if we actually want to use it
1926 */ 1923 */
1927 if (pl!=container) { 1924 if (pl != container)
1925 {
1928 /* Only let players use keys in containers */ 1926 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1927 if (!pl->contr)
1928 return NULL;
1930 /* cases where this fails: 1929 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1930 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1931 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1932 * If the container is not active, return now since only active
1934 * containers can be used. 1933 * containers can be used.
1935 * If we only search keyrings and the container does not have 1934 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1935 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1936 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1937 * inv must have been an container and must have been active.
1939 * 1938 *
1940 * Change the color so that the message doesn't disappear with 1939 * Change the color so that the message doesn't disappear with
1941 * all the others. 1940 * all the others.
1942 */ 1941 */
1943 if (pl->contr->usekeys == key_inventory || 1942 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1943 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1944 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1945 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1946 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "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));
1950 query_name(tmp), query_name(container));
1951 return NULL; 1948 return NULL;
1952 } 1949 }
1953 } 1950 }
1954 return tmp; 1951 return tmp;
1955} 1952}
1956 1953
1957/* moved door processing out of move_player_attack. 1954/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1955 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1956 * such that the caller should not do anything more,
1960 * 0 otherwise 1957 * 0 otherwise
1961 */ 1958 */
1959static int
1962static int player_attack_door(object *op, object *door) 1960player_attack_door (object *op, object *door)
1963{ 1961{
1964
1965 /* 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,
1966 * 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 -
1967 * otherwise, we fall through to the rest of the code. 1964 * otherwise, we fall through to the rest of the code.
1968 */ 1965 */
1969 object *key=find_key(op, op, door); 1966 object *key = find_key (op, op, door);
1970 1967
1971 /* IF we found a key, do some extra work */ 1968 /* IF we found a key, do some extra work */
1972 if (key) { 1969 if (key)
1970 {
1973 object *container=key->env; 1971 object *container = key->env;
1974 1972
1975 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);
1976 if(action_makes_visible(op)) make_visible(op); 1974 if (action_makes_visible (op))
1975 make_visible (op);
1977 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);
1978 if (door->type == DOOR) { 1978 if (door->type == DOOR)
1979 {
1979 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 */
1980 } 1981 }
1981 else if(door->type==LOCKED_DOOR) { 1982 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1983 {
1983 "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));
1984 remove_door2(door); /* remove door without violence ;-) */ 1985 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1986 }
1986 /* Do this after we print the message */ 1987 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1988 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1989 /* Need to update the weight the container the key was in */
1989 if (container != op) 1990 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 1991 esrv_update_item (UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 1992 return 1; /* Nothing more to do below */
1993 }
1992 } else if (door->type==LOCKED_DOOR) { 1994 else if (door->type == LOCKED_DOOR)
1995 {
1993 /* Might as well return now - no other way to open this */ 1996 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1997 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 1998 return 1;
1996 } 1999 }
1997 return 0; 2000 return 0;
1998} 2001}
1999 2002
2000/* This function is just part of a breakup from move_player. 2003/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2004 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2005 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2006 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2007 * going to try and move (not fire weapons).
2005 */ 2008 */
2006 2009void
2007void move_player_attack(object *op, int dir) 2010move_player_attack (object *op, int dir)
2008{ 2011{
2009 object *tmp, *mon; 2012 object *tmp, *mon;
2010 sint16 nx, ny; 2013 sint16 nx, ny;
2011 int on_battleground; 2014 int on_battleground;
2012 mapstruct *m; 2015 maptile *m;
2013 2016
2014 nx=freearr_x[dir]+op->x; 2017 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2018 ny = freearr_y[dir] + op->y;
2016 2019
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2020 on_battleground = op_on_battleground (op, 0, 0);
2018 2021
2019 /* 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
2020 * 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
2021 * 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
2022 * player. This is a pretty nasty hack, because if we could 2025 * player. This is a pretty nasty hack, because if we could
2023 * move to some space, it then means that if we are braced, we should 2026 * move to some space, it then means that if we are braced, we should
2024 * do nothing at all. As it is, if we are braced, we go through 2027 * do nothing at all. As it is, if we are braced, we go through
2025 * quite a bit of processing. However, it probably is less than what 2028 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2029 * move_ob uses.
2027 */ 2030 */
2028 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 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2033 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2030 m = get_map_from_coord(op->map, &nx, &ny);
2031 if (!m) return; /* Don't think this should happen */
2032 } 2034 {
2035 m = op->map->xy_find (nx, ny);
2036 if (!m)
2037 return; /* Don't think this should happen */
2038 }
2039 else
2033 else m =op->map; 2040 m = op->map;
2034 2041
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2042 if (!(tmp = m->at (nx, ny).bot))
2036 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 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)
2037 return; 2105 return;
2038 }
2039 2106
2040 mon = NULL; 2107 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2041 /* Go through all the objects, and find ones of interest. Only stop if 2108 (void) push_ob (mon, dir, op);
2042 * we find a monster - that is something we know we want to attack. 2109 if (op->contr->tmp_invis || op->hide)
2043 * if its a door or barrel (can roll) see if there may be monsters 2110 make_visible (op);
2044 * 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.
2045 */ 2119 */
2046 while (tmp!=NULL) { 2120 if ((mon->type == PLAYER || mon->enemy != op) &&
2047 if (tmp == op) { 2121 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2048 tmp=tmp->above; 2122#ifdef PROHIBIT_PLAYERKILL
2049 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);
2050 } 2136 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2137 else
2052 mon = tmp; 2138 new_draw_info (0, 0, op, "You withhold your attack");
2053 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 */
2054 } 2174 }
2055 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2056 mon = tmp;
2057 tmp=tmp->above;
2058 }
2059
2060 if (mon==NULL) /* This happens anytime the player tries to move */
2061 return; /* into a wall */
2062 2175
2063 if(mon->head != NULL) 2176 skill_attack (mon, op, 0, 0, 0);
2064 mon = mon->head;
2065 2177
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2178 /* If attacking another player, that player gets automatic
2067 if (player_attack_door(op, mon)) return; 2179 * hitback, and doesn't loose luck either.
2068 2180 * Disable hitback on the battleground or if the target is
2069 /* The following deals with possibly attacking peaceful 2181 * the wiz.
2070 * or frienddly creatures. Basically, all players are considered
2071 * unaggressive. If the moving player has peaceful set, then the
2072 * object should be pushed instead of attacked. It is assumed that
2073 * if you are braced, you will not attack friends accidently,
2074 * and thus will not push them.
2075 */ 2182 */
2076 2183 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2077 /* If the creature is a pet, push it even if the player is not
2078 * peaceful. Our assumption is the creature is a pet if the
2079 * player owns it and it is either friendly or unagressive.
2080 */
2081 if ((op->type==PLAYER)
2082#if COZY_SERVER
2083 &&
2084 (
2085 (get_owner(mon) && get_owner(mon)->contr
2086 && same_party (get_owner(mon)->contr->party, op->contr->party))
2087 || get_owner(mon) == op
2088 )
2089#else
2090 && get_owner(mon)==op
2091#endif
2092 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2093 {
2094 /* If we're braced, we don't want to switch places with it */
2095 if (op->contr->braced) return;
2096 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2097 (void) push_ob(mon,dir,op);
2098 if(op->contr->tmp_invis||op->hide) make_visible(op);
2099 return;
2100 }
2101
2102 /* in certain circumstances, you shouldn't attack friendly
2103 * creatures. Note that if you are braced, you can't push
2104 * someone, but put it inside this loop so that you won't
2105 * attack them either.
2106 */
2107 if ((mon->type==PLAYER || mon->enemy != op) &&
2108 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2109 (
2110#ifdef PROHIBIT_PLAYERKILL
2111 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2112#else
2113 op->contr->peaceful &&
2114#endif
2115 !on_battleground
2116 )) { 2184 {
2117 if (!op->contr->braced) { 2185 short luck = mon->stats.luck;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2186
2119 (void) push_ob(mon,dir,op); 2187 mon->contr->has_hit = 1;
2120 } else { 2188 skill_attack (op, mon, 0, 0, 0);
2121 new_draw_info(0, 0,op,"You withhold your attack"); 2189 mon->stats.luck = luck;
2122 } 2190 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2191
2126 /* If the object is a boulder or other rollable object, then
2127 * roll it if not braced. You can't roll it if you are braced.
2128 */
2129 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2130 recursive_roll(mon,dir,op);
2131 if(action_makes_visible(op)) make_visible(op); 2192 if (action_makes_visible (op))
2132 } 2193 make_visible (op);
2133
2134 /* Any generic living creature. Including things like doors.
2135 * Way it works is like this: First, it must have some hit points
2136 * and be living. Then, it must be one of the following:
2137 * 1) Not a player, 2) A player, but of a different party. Note
2138 * that party_number -1 is no party, so attacks can still happen.
2139 */
2140
2141 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2142 ((mon->type!=PLAYER || op->contr->party==NULL ||
2143 op->contr->party!=mon->contr->party))) {
2144
2145 /* If the player hasn't hit something this tick, and does
2146 * so, give them speed boost based on weapon speed. Doing
2147 * it here is better than process_players2, which basically
2148 * incurred a 1 tick offset.
2149 */
2150 if (!op->contr->has_hit) {
2151 op->speed_left += op->speed / op->contr->weapon_sp;
2152
2153 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2154 } 2194 }
2155
2156 skill_attack(mon, op, 0, NULL, NULL);
2157
2158 /* If attacking another player, that player gets automatic
2159 * hitback, and doesn't loose luck either.
2160 * Disable hitback on the battleground or if the target is
2161 * the wiz.
2162 */
2163 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2164 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2165 short luck = mon->stats.luck;
2166 mon->contr->has_hit = 1;
2167 skill_attack(op, mon, 0, NULL, NULL);
2168 mon->stats.luck = luck;
2169 }
2170 if(action_makes_visible(op)) make_visible(op);
2171 }
2172 } /* if player should attack something */ 2195 } /* if player should attack something */
2173} 2196}
2174 2197
2198int
2175int move_player(object *op,int dir) { 2199move_player (object *op, int dir)
2200{
2176 int pick; 2201 int pick;
2177 2202
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2203 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2179 return 0;
2180
2181 /* Sanity check: make sure dir is valid */
2182 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2183 LOG( llevError, "move_player: invalid direction %d\n", dir);
2184 return 0;
2185 }
2186
2187 /* peterm: added following line */
2188 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2189 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2190
2191 op->facing = dir;
2192
2193 if(op->hide) do_hidden_move(op);
2194
2195 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2196 /*nop*/;
2197 else if (op->contr->fire_on)
2198 fire (op, dir);
2199 else
2200 {
2201 move_player_attack (op, dir);
2202 pick = check_pick(op);
2203 }
2204
2205 /* Add special check for newcs players and fire on - this way, the
2206 * server can handle repeat firing.
2207 */
2208 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2209 op->direction = dir;
2210 } else {
2211 op->direction=0;
2212 }
2213 /* Update how the player looks. Use the facing, so direction may
2214 * get reset to zero. This allows for full animation capabilities
2215 * for players.
2216 */
2217 animate_object(op, op->facing);
2218 return 0; 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;
2219} 2246}
2220 2247
2221/* 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
2222 * new client/server stuff. 2249 * new client/server stuff.
2223 * 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
2224 * the new speed values for commands. 2251 * the new speed values for commands.
2225 * 2252 *
2226 * Returns true if there are more actions we can do. 2253 * Returns true if there are more actions we can do.
2227 */ 2254 */
2255int
2228int handle_newcs_player(object *op) 2256handle_newcs_player (object *op)
2229{ 2257{
2230 if (op->contr->hidden) { 2258 if (op->contr->hidden)
2259 {
2231 op->invisible = 1000; 2260 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible 2261 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to 2262 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly. 2263 * alternate it here for it to work correctly.
2235 */ 2264 */
2236 if (pticks & 2) op->invisible--; 2265 if (pticks & 2)
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--; 2266 op->invisible--;
2267 }
2268 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2269 {
2270 op->invisible--;
2240 if(!op->invisible) { 2271 if (!op->invisible)
2272 {
2241 make_visible(op); 2273 make_visible (op);
2242 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.");
2243 } 2275 }
2244 } 2276 }
2245 2277
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2278 if (QUERY_FLAG (op, FLAG_SCARED))
2279 {
2247 flee_player(op); 2280 flee_player (op);
2248 /* 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 */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2282 if (QUERY_FLAG (op, FLAG_SCARED))
2283 {
2250 op->speed_left--; 2284 op->speed_left--;
2251 return 0; 2285 return 0;
2252 } 2286 }
2253 } 2287 }
2254 2288
2255 /* 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
2256 * 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
2257 * 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
2258 * 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.
2259 */ 2293 */
2260 if (op->contr->ranges[range_golem] && 2294 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2261 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2262 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2263 op->contr->ranges[range_golem] = NULL; 2295 op->contr->ranges[range_golem] = 0;
2264 op->contr->golem_count = 0;
2265 }
2266 2296
2267 /* 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
2268 * the players time has been increased when doericserver has been 2298 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2299 * called, so we recheck it here.
2270 */ 2300 */
2271 HandleClient(&op->contr->socket, op->contr); 2301 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2302 return 1;
2273 2303
2304 if (op->speed_left > 0)
2305 {
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2306 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2307 {
2275 /* All move commands take 1 tick, at least for now */ 2308 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--; 2309 op->speed_left--;
2277 2310
2278 /* Instead of all the stuff below, let move_player take care 2311 /* Instead of all the stuff below, let move_player take care
2279 * 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
2280 * there, as well as the confusion stuff. 2313 * there, as well as the confusion stuff.
2281 */ 2314 */
2282 move_player(op, op->direction); 2315 move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2316
2284 else return 0; 2317 return op->speed_left > 0;
2318 }
2285 } 2319 }
2320
2321 return 0;
2322}
2323
2324int
2325save_life (object *op)
2326{
2327 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2328 return 0;
2287}
2288 2329
2289int save_life(object *op) {
2290 object *tmp;
2291
2292 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2293 return 0;
2294
2295 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2330 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2331 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2332 {
2297 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);
2298 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));
2299 "Your %s vibrates violently, then evaporates.", 2335
2300 query_name(tmp));
2301 if (op->contr) 2336 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2337 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2338
2304 free_object(tmp); 2339 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2340 CLEAR_FLAG (op, FLAG_LIFESAVE);
2341
2306 if(op->stats.hp<0) 2342 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2343 op->stats.hp = op->stats.maxhp;
2344
2308 if(op->stats.food<0) 2345 if (op->stats.food < 0)
2309 op->stats.food = 999; 2346 op->stats.food = 999;
2310 fix_player(op); 2347
2348 op->update_stats ();
2311 return 1; 2349 return 1;
2312 } 2350 }
2351
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2352 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2353 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2354 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2355 return 0;
2317} 2356}
2318 2357
2319/* 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
2320 * 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
2321 * 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
2322 * from. 2361 * from.
2323 */ 2362 */
2363void
2324void remove_unpaid_objects(object *op, object *env) 2364remove_unpaid_objects (object *op, object *env)
2325{ 2365{
2326 object *next; 2366 object *next;
2327 2367
2328 while (op) { 2368 while (op)
2369 {
2329 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' */
2330 * we remove object 'op' 2371
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2372 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2373 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2374 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2375 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2376
2377 op->insert_at (env);
2339 } 2378 }
2379 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2380 remove_unpaid_objects (op->inv, env);
2381
2341 op=next; 2382 op = next;
2342 } 2383 }
2343} 2384}
2344
2345 2385
2346/* 2386/*
2347 * Returns pointer a static string containing gravestone text 2387 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2388 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2389 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2390 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2391 * but there isn't one in the server directory.
2352 */ 2392 */
2393char *
2353char *gravestone_text (object *op) 2394gravestone_text (object *op)
2354{ 2395{
2355 static char buf2[MAX_BUF]; 2396 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2397 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2398 time_t now = time (NULL);
2358 2399
2359 strcpy (buf2, " R.I.P.\n\n"); 2400 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2401 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2402 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2403 else
2363 sprintf (buf, "%s\n", &op->name); 2404 sprintf (buf, "%s\n", &op->name);
2405
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2406 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2407 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2367 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);
2368 else 2410 else
2369 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
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2413 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2414 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2415 if (op->type == PLAYER)
2416 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2417 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2418 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2419 strcat (buf2, buf);
2376 } 2420 }
2421
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2422 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2423 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2424 strcat (buf2, buf);
2425
2380 return buf2; 2426 return buf2;
2381} 2427}
2382 2428
2383 2429void
2384
2385void do_some_living(object *op) { 2430do_some_living (object *op)
2431{
2386 int last_food=op->stats.food; 2432 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2433 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2434 int over_hp, over_sp, over_grace;
2389 int i; 2435 int i;
2390 int rate_hp = 1200; 2436 int rate_hp = 1200;
2391 int rate_sp = 2500; 2437 int rate_sp = 2500;
2392 int rate_grace = 2000; 2438 int rate_grace = 2000;
2393 const int max_hp = 1; 2439 const int max_hp = 1;
2394 const int max_sp = 1; 2440 const int max_sp = 1;
2395 const int max_grace = 1; 2441 const int max_grace = 1;
2396 2442
2397 if (op->contr->outputs_sync) { 2443 if (op->contr->outputs_sync)
2444 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2399 if (op->contr->outputs[i].buf!=NULL &&
2400 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2401 flush_output_element(op, &op->contr->outputs[i]); 2447 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2448 }
2403 2449
2404 if(op->contr->state==ST_PLAYING) { 2450 if (op->contr->ns->state == ST_PLAYING)
2405 2451 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2452 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2453 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2454 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2455 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2456 else
2457 {
2411 gen_hp = op->stats.maxhp; 2458 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2459 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2460 }
2461
2414 if(op->contr->gen_sp >= 0 ) 2462 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2463 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2464 else
2465 {
2417 gen_sp = op->stats.maxsp; 2466 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2467 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2468 }
2469
2420 if(op->contr->gen_grace >= 0) 2470 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2471 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2472 else
2473 {
2423 gen_grace = op->stats.maxgrace; 2474 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2476 }
2426 2477
2427 /* Regenerate Spell Points */ 2478 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2480 {
2429 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);
2430 if(op->stats.sp<op->stats.maxsp) {
2431 op->stats.sp++;
2432 /* dms do not consume food */
2433 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2434 op->stats.food--;
2435 if(op->contr->digestion<0)
2436 op->stats.food+=op->contr->digestion;
2437 else if(op->contr->digestion>0 &&
2438 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2439 op->stats.food=last_food;
2440 }
2441 }
2442 if (max_sp>1) {
2443 over_sp = (gen_sp+10)/rate_sp;
2444 if (over_sp > 0) {
2445 if(op->stats.sp<op->stats.maxsp) { 2482 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2483 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2484 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2485 /* dms do not consume food */
2450 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;
2451 } 2493 }
2452 op->last_sp=0;
2453 } else {
2454 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2455 }
2456 } else {
2457 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2458 }
2459 }
2460
2461 /* Regenerate Grace */
2462 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2463 if(--op->last_grace<0) {
2464 if(op->stats.grace<op->stats.maxgrace/2)
2465 op->stats.grace++; /* no penalty in food for regaining grace */
2466 if(max_grace>1) {
2467 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2468 if (over_grace > 0) {
2469 op->stats.sp += over_grace
2470 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2471 op->last_grace=0;
2472 } else {
2473 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2474 } 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 }
2475 } 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 {
2476 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);
2477 } 2544 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2545 /* wearing stuff doesn't detract from grace generation. */
2479 } 2546 }
2480 2547
2481 /* Regenerate Hit Points */ 2548 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2549 if (--op->last_heal < 0)
2550 {
2483 if(op->stats.hp<op->stats.maxhp) { 2551 if (op->stats.hp < op->stats.maxhp)
2552 {
2484 op->stats.hp++; 2553 op->stats.hp++;
2485 /* dms do not consume food */ 2554 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2555 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2556 {
2557 op->stats.food--;
2488 if(op->contr->digestion<0) 2558 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2559 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2560 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2491 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2492 op->stats.food=last_food; 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 }
2493 } 2582 }
2494 }
2495 if(max_hp>1) {
2496 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2497 if (over_hp > 0) {
2498 op->stats.sp += over_hp
2499 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2500 op->last_heal=0;
2501 } else {
2502 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2503 }
2504 } else {
2505 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2506 }
2507 }
2508 2583
2509 /* Digestion */ 2584 /* Digestion */
2510 if(--op->last_eat<0) { 2585 if (--op->last_eat < 0)
2586 {
2511#ifdef COZY_SERVER 2587#ifdef COZY_SERVER
2512 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;
2513 int bonus=dg>0?dg:0, 2589 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2590#else
2516 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;
2517 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2518#endif 2592#endif
2519 2593
2520 if(op->contr->gen_hp > 0) 2594 if (op->contr->gen_hp > 0)
2521 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);
2522 else 2596 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2597 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2598
2524 /* dms do not consume food */ 2599 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2600 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2601 op->stats.food--;
2527 } 2602 }
2528 2603
2529 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 {
2530 object *tmp, *flesh=NULL; 2606 object *tmp, *flesh = 0;
2531 2607
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2608 for (tmp = op->inv; tmp; tmp = tmp->below)
2609 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2610 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2611 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2612 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2613 {
2535 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.");
2536 manual_apply(op,tmp,0); 2615 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2616 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2617 break;
2539 } 2618 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2619 else if (tmp->type == FLESH)
2620 flesh = tmp;
2541 } /* End if paid for object */ 2621 } /* End if paid for object */
2542 } /* end of for loop */ 2622 } /* end of for loop */
2623
2543 /* 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
2544 * eat flesh instead. 2625 * eat flesh instead.
2545 */ 2626 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2627 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2628 {
2547 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.");
2548 manual_apply(op,flesh,0); 2630 manual_apply (op, flesh, 0);
2549 } 2631 }
2550 } /* end if player is starving */ 2632 }
2551 2633
2552 while(op->stats.food<0&&op->stats.hp>0) 2634 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2635 op->stats.food++, op->stats.hp--;
2554 2636
2555 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))
2556 kill_player(op); 2638 kill_player (op);
2639 }
2557} 2640}
2558
2559
2560 2641
2561/* 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.
2562 * 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
2563 * permadeath, no lifesave), this will take care of removing the player 2644 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2645 * file.
2565 */ 2646 */
2647void
2566void kill_player(object *op) 2648kill_player (object *op)
2567{ 2649{
2568 char buf[MAX_BUF]; 2650 char buf[MAX_BUF];
2569 int x,y,i; 2651 int x, y;
2652
2653 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2654 maptile *map; /* this is for resurrection */
2655
2571 int z; 2656 /* int z;
2572 int num_stats_lose; 2657 int num_stats_lose;
2573 int lost_a_stat; 2658 int lost_a_stat;
2574 int lose_this_stat; 2659 int lose_this_stat;
2575 int this_stat; 2660 int this_stat; */
2576 int will_kill_again; 2661 int will_kill_again;
2577 archetype *at; 2662 archetype *at;
2578 object *tmp; 2663 object *tmp;
2579 2664
2580 if(save_life(op)) 2665 if (save_life (op))
2581 return; 2666 return;
2582 2667
2583 2668
2584 /* 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
2585 * 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.
2586 * Look at op_on_battleground() for more info --AndreasV 2671 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2672 */
2588 if (op_on_battleground(op, &x, &y)) { 2673 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2674 {
2590 "You have been defeated in combat!"); 2675 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2591 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2677
2593
2594 /* restore player */ 2678 /* restore player */
2595 at = find_archetype("poisoning"); 2679 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2680 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2681 {
2598 remove_ob(tmp); 2682 tmp->destroy ();
2599 free_object(tmp);
2600 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))
2601 } 2688 {
2602 2689 tmp->destroy ();
2603 at = find_archetype("confusion");
2604 tmp=present_arch_in_ob(at,op);
2605 if (tmp) {
2606 remove_ob(tmp);
2607 free_object(tmp);
2608 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2690 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2691 }
2610 2692
2611 cure_disease(op,0); /* remove any disease */ 2693 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2694 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2695 if (op->stats.food <= 0)
2614 2696 op->stats.food = 999;
2697
2615 /* create a bodypart-trophy to make the winner happy */ 2698 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2699 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2700 {
2619 sprintf(buf,"%s's finger", &op->name); 2701 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2702 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2703 sprintf (buf, " This finger has been cut off %s\n"
2622 " 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",
2623 &op->name, op->contr->title, (int)(op->level), 2705 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2706 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2707 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2708 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y; 2709 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2710 }
2711
2632 /* teleport defeated player to new destination*/ 2712 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2713 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2714 op->contr->braced = 0;
2635 return; 2715 return;
2636 } 2716 }
2637 2717
2638 INVOKE_PLAYER (DEATH, op->contr); 2718 INVOKE_PLAYER (DEATH, op->contr);
2639 2719
2640 command_kill_pets (op, 0); 2720 command_kill_pets (op, 0);
2641 2721
2642 if(op->stats.food<0) { 2722 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2723 {
2644 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2645 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2646 op->stats.food=999;
2647 return;
2648 }
2649 sprintf(buf,"%s starved to death.",&op->name); 2724 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2725 strcpy (op->contr->killer, "starvation");
2651 } 2726 }
2652 else { 2727 else
2653 if (op->contr->explore) {
2654 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2655 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2656 op->stats.hp=op->stats.maxhp;
2657 return;
2658 }
2659 sprintf(buf,"%s died.", &op->name); 2728 sprintf (buf, "%s died.", &op->name);
2660 } 2729
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2730 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2731
2663 /* save the map location for corpse, gravestone*/ 2732 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2733 x = op->x;
2734 y = op->y;
2735 map = op->map;
2665 2736
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2737 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * 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.
2670 * 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.
2671 */ 2740 */
2672 2741
2673 /* Basically two ways to go - remove a stat permanently, or just 2742 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2743 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2744 * of death.
2676 */ 2745 */
2677#ifndef COZY_SERVER 2746#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2747 if (settings.balanced_stat_loss)
2748 {
2679 /* If stat loss is permanent, lose one stat only. */ 2749 /* If stat loss is permanent, lose one stat only. */
2680 /* 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
2681 more if they do. */ 2751 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2752 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2753 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2754 little bit harder. */
2685 /* GD */ 2755 /* GD */
2686 if (settings.stat_loss_on_death) 2756 if (settings.stat_loss_on_death)
2687 num_stats_lose = 1;
2688 else
2689 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2690 } else {
2691 num_stats_lose = 1; 2757 num_stats_lose = 1;
2692 } 2758 else
2759 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2760 }
2761 else
2762 num_stats_lose = 1;
2763
2693 lost_a_stat = 0; 2764 lost_a_stat = 0;
2694 2765
2695 for (z=0; z<num_stats_lose; z++) { 2766 for (z = 0; z < num_stats_lose; z++)
2767 {
2696 i = RANDOM() % NUM_STATS; 2768 i = RANDOM () % NUM_STATS;
2697 2769
2698 if (settings.stat_loss_on_death) { 2770 if (settings.stat_loss_on_death)
2771 {
2699 /* 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
2700 * what he lost. 2773 * what he lost.
2701 */ 2774 */
2702 change_attr_value(&(op->stats), i,-1); 2775 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2776 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2777 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2778 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2779 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2780 lost_a_stat = 1;
2708 } else { 2781 }
2782 else
2783 {
2709 /* deplete a stat */ 2784 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2785 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2786 object *dep;
2787
2788 dep = present_arch_in_ob (deparch, op);
2789 if (!dep)
2712 2790 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2791 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2792 insert_ob_in_ob (dep, op);
2717 } 2793 }
2718 lose_this_stat = 1; 2794 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2795 if (settings.balanced_stat_loss)
2796 {
2720 /* GD */ 2797 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2798 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2799 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2800 if (this_stat < 0)
2801 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2802 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2803 int keep_chance = this_stat * this_stat;
2804
2726 /* Yes, I am paranoid. Sue me. */ 2805 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2806 if (keep_chance < 1)
2728 keep_chance = 1; 2807 keep_chance = 1;
2729 2808
2730 /* There is a maximum depletion total per level. */ 2809 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2810 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2811 {
2732 lose_this_stat = 0; 2812 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2813 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2814 retain the stat. */
2735 } else {
2736 if (random_roll(0, loss_chance + keep_chance-1,
2737 op, PREFER_LOW) < keep_chance)
2738 lose_this_stat = 0;
2739 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2740 this_stat, keep_chance, loss_chance,
2741 lose_this_stat?"LOSE":"KEEP"); */
2742 }
2743 } 2815 }
2744 } 2816 else
2745
2746 if (lose_this_stat) {
2747 this_stat = get_attr_value(&(dep->stats), i);
2748 /* We could try to do something clever like find another
2749 * stat to reduce if this fails. But chances are, if
2750 * stats have been depleted to -50, all are pretty low
2751 * and should be roughly the same, so it shouldn't make a
2752 * difference.
2753 */ 2817 {
2754 if (this_stat>=-50) { 2818 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2755 change_attr_value(&(dep->stats), i, -1);
2756 SET_FLAG(dep, FLAG_APPLIED);
2757 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2758 fix_player(op);
2759 lost_a_stat = 1; 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"); */
2760 } 2823 }
2761 } 2824 }
2762 } 2825 }
2763 } 2826
2764 /* If no stat lost, tell the player. */
2765 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)
2766 { 2837 {
2767 /* determine_god() seems to not work sometimes... why is this? 2838 change_attr_value (&(dep->stats), i, -1);
2768 Should I be using something else? GD */ 2839 SET_FLAG (dep, FLAG_APPLIED);
2769 const char *god = determine_god(op);
2770 if (god && (strcmp(god, "none")))
2771 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2840 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2772 "moment you feel the holy presence of %s protecting" 2841 op->update_stats ();
2773 " you.", god); 2842 lost_a_stat = 1;
2774 else 2843 }
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2776 " feel a holy presence protecting you.");
2777 } 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.");
2778#endif 2861#endif
2779 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2780 " feel a holy presence protecting you from losing yourself completely.");
2781 2862
2782 /* Put a gravestone up where the character 'almost' died. List the 2863 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2864 * exp loss on the stone.
2784 */ 2865 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2866 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2867 sprintf (buf, "%s's gravestone", &op->name);
2868 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2869 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2870 tmp->name_pl = buf;
2789 "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);
2790 "by %s.\n",
2791 &op->name, op->contr->title,
2792 op->contr->killer);
2793 tmp->msg = buf; 2872 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2873 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2874 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2875
2797 /**************************************/ 2876 /**************************************/
2798 /* */ 2877 /* */
2799 /* Subtract the experience points, */ 2878 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2879 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2880 /* food, and reset HP's... */
2802 /* */ 2881 /* */
2803 /**************************************/ 2882 /**************************************/
2804 2883
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2884 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2885 /* restore player */
2807 at = find_archetype("poisoning"); 2886 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2887 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2888
2810 remove_ob(tmp); 2889 if (tmp)
2811 free_object(tmp); 2890 {
2891 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2892 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2893 }
2814 2894
2815 at = find_archetype("confusion"); 2895 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2896 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2897 if (tmp)
2818 remove_ob(tmp); 2898 {
2819 free_object(tmp); 2899 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2900 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2901 }
2902
2822 cure_disease(op,0); /* remove any disease */ 2903 cure_disease (op, 0); /* remove any disease */
2823 2904
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2905 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2906 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2907 if (op->stats.food < 100)
2908 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2909 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2912
2831 /* 2913 /*
2832 * 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
2833 * 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
2834 * in the map. 2916 * in the map.
2835 */ 2917 */
2836 2918
2837 if (is_in_shop (op)) 2919 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2920 remove_unpaid_objects (op->inv, op);
2839 2921
2840 /****************************************/ 2922 /****************************************/
2841 /* */ 2923 /* */
2842 /* Move player to his current respawn- */ 2924 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2925 /* position (usually last savebed) */
2844 /* */ 2926 /* */
2845 /****************************************/ 2927 /****************************************/
2846 2928
2847 enter_player_savebed(op); 2929 enter_player_savebed (op);
2848 2930
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2931 op->contr->braced = 0;
2853 save_player(op,1);
2854 2932
2855 /* it is possible that the player has blown something up 2933 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2934 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2935 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2936 * on the space that might harm the player.
2859 */ 2937 */
2860 will_kill_again=0; 2938 will_kill_again = 0;
2861 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)
2862 if (tmp->type ==SPELL_EFFECT) 2940 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2941 will_kill_again |= tmp->attacktype;
2864 } 2942
2865 if (will_kill_again) { 2943 if (will_kill_again)
2944 {
2866 object *force; 2945 object *force;
2867 int at; 2946 int at;
2868 2947
2869 force=get_archetype(FORCE_NAME); 2948 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2949 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2950 force->speed = 0.1;
2872 force->speed_left=-5.0; 2951 force->speed_left = -5.0;
2873 SET_FLAG(force, FLAG_APPLIED); 2952 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2953 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2954 if (will_kill_again & (1 << at))
2876 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);
2877 } 2993 }
2878 insert_ob_in_ob(force, op);
2879 fix_player(op);
2880
2881 }
2882 /**************************************/
2883 /* */
2884 /* Repaint the characters inv, and */
2885 /* stats, and show a nasty message ;) */
2886 /* */
2887 /**************************************/
2888
2889 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2890 return;
2891 } /* NOT_PERMADETH */
2892 else {
2893 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2894 * should probably be embedded in an else statement.
2895 */
2896
2897 op->contr->party=NULL;
2898 if (settings.set_title == TRUE)
2899 op->contr->own_title[0]='\0';
2900 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2901 check_score(op);
2902 if(op->contr->ranges[range_golem]!=NULL) {
2903 remove_friendly_object(op->contr->ranges[range_golem]);
2904 remove_ob(op->contr->ranges[range_golem]);
2905 free_object(op->contr->ranges[range_golem]);
2906 op->contr->ranges[range_golem]=NULL;
2907 op->contr->golem_count=0;
2908 }
2909 loot_object(op); /* Remove some of the items for good */
2910 remove_ob(op);
2911 op->direction=0;
2912
2913 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2914 delete_character(op->name,0);
2915 if (settings.resurrection == TRUE) {
2916 /* save playerfile sans equipment when player dies
2917 ** then save it as player.pl.dead so that future resurrection
2918 ** type spells will work on them nicely
2919 */
2920 delete_character(op->name,0);
2921 op->stats.hp = op->stats.maxhp;
2922 op->stats.food = 999;
2923
2924 /* set the location of where the person will reappear when */
2925 /* maybe resurrection code should fix map also */
2926 strcpy(op->contr->maplevel, settings.emergency_mapname);
2927 if(op->map!=NULL)
2928 op->map = NULL;
2929 op->x = settings.emergency_x;
2930 op->y = settings.emergency_y;
2931 save_player(op,0);
2932 op->map = map;
2933 /* please see resurrection.c: peterm */
2934 dead_player(op);
2935 } else { 2994 else
2936 delete_character(op->name,1); 2995 tmp->destroy ();
2937 } 2996 }
2938 } 2997 else
2939 play_again(op);
2940
2941 /* peterm: added to create a corpse at deathsite. */
2942 tmp=arch_to_object(find_archetype("corpse_pl"));
2943 sprintf(buf,"%s", &op->name);
2944 tmp->name = tmp->name_pl = buf;
2945 tmp->level=op->level;
2946 tmp->x=x;tmp->y=y;
2947 tmp->msg = gravestone_text(op);
2948 SET_FLAG (tmp, FLAG_UNIQUE);
2949 insert_ob_in_map (tmp, map, NULL,0);
2950 }
2951}
2952
2953
2954void loot_object(object *op) { /* Grab and destroy some treasure */
2955 object *tmp,*tmp2,*next;
2956
2957 if (op->container) { /* close open sack first */
2958 esrv_apply_container (op, op->container);
2959 }
2960
2961 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2962 next=tmp->below;
2963 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2964 remove_ob(tmp);
2965 tmp->x=op->x,tmp->y=op->y;
2966 if (tmp->type == CONTAINER) { /* empty container to ground */
2967 loot_object(tmp);
2968 }
2969 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2970 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2971 if(tmp->nrof>1) {
2972 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2973 free_object(tmp2);
2974 insert_ob_in_map(tmp,op->map,NULL,0); 2998 insert_ob_in_map (tmp, op->map, NULL, 0);
2975 } else
2976 free_object(tmp);
2977 } else
2978 insert_ob_in_map(tmp,op->map,NULL,0);
2979 } 2999 }
2980} 3000}
2981 3001
2982/* 3002/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 3003 * fix_weight(): Check recursively the weight of all players, and fix
2984 * 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
2985 * was changed. 3005 * was changed.
2986 */ 3006 */
2987 3007
3008void
2988void fix_weight(void) { 3009fix_weight (void)
2989 player *pl; 3010{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 3011 for_all_players (pl)
3012 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3013 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3014
2992 if(old == sum) 3015 if (old == sum)
2993 continue; 3016 continue;
2994 fix_player(pl->ob); 3017 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3018 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 3019 }
2998} 3020}
2999 3021
3022void
3000void fix_luck(void) { 3023fix_luck (void)
3001 player *pl; 3024{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 3025 for_all_players (pl)
3003 if (!pl->ob->contr->state) 3026 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 3027 pl->ob->change_luck (0);
3005} 3028}
3006
3007 3029
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 3030/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3031 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3032 * just treat this as any other spell casting object.
3011 */ 3033 */
3012
3013void 3034void
3014cast_dust (object * op, object * throw_ob, int dir) 3035cast_dust (object *op, object *throw_ob, int dir)
3015{ 3036{
3016 object *skop, *spob; 3037 object *skop, *spob;
3017 3038
3018 skop = find_skill_by_name (op, throw_ob->skill); 3039 skop = find_skill_by_name (op, throw_ob->skill);
3019 3040
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3041 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3042 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3043 {
3023 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);
3024 &op->name);
3025 return; 3045 return;
3026 } 3046 }
3027 3047
3028 spob = throw_ob->inv; 3048 spob = throw_ob->inv;
3029 3049
3030 // 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
3031 // 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
3032 // errors should be reported as early as possible IMHO) 3052 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3053 if (!spob)
3034 { 3054 {
3035 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);
3036 &throw_ob->name, &op->name);
3037 return; 3056 return;
3038 } 3057 }
3039 3058
3040 if (op->type == PLAYER) 3059 if (op->type == PLAYER)
3041 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);
3042 3061
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3062 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3063
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3064 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3065}
3049 3066
3067void
3050void make_visible (object *op) { 3068make_visible (object *op)
3069{
3051 op->hide = 0; 3070 op->hide = 0;
3052 op->invisible = 0; 3071 op->invisible = 0;
3053 if(op->type==PLAYER) { 3072 if (op->type == PLAYER)
3073 {
3054 op->contr->tmp_invis = 0; 3074 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3075 op->contr->invis_race = 0;
3056 } 3076 }
3057 update_object(op,UP_OBJ_FACE); 3077 update_object (op, UP_OBJ_FACE);
3058} 3078}
3059 3079
3080int
3060int is_true_undead(object *op) { 3081is_true_undead (object *op)
3082{
3061 object *tmp=NULL; 3083 object *tmp = NULL;
3062 3084
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3085 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3086 return 1;
3064 3087
3065 if(op->type==PLAYER)
3066 for(tmp=op->inv;tmp;tmp=tmp->below)
3067 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3068 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3069 return 0; 3088 return 0;
3070} 3089}
3071 3090
3072/* look at the surrounding terrain to determine 3091/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3092 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3093 * indicate greater hideability.
3075 */ 3094 */
3076 3095
3096int
3077int hideability(object *ob) { 3097hideability (object *ob)
3098{
3078 int i,level=0, mflag; 3099 int i, level = 0, mflag;
3079 sint16 x,y; 3100 sint16 x, y;
3080 3101
3081 if(!ob||!ob->map) return 0; 3102 if (!ob || !ob->map)
3103 return 0;
3082 3104
3083 /* so, on normal lighted maps, its hard to hide */ 3105 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3106 level = ob->map->darkness - 2;
3085 3107
3086 /* this also picks up whether the object is glowing. 3108 /* this also picks up whether the object is glowing.
3087 * 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
3088 * as bad as carrying a light on a pitch dark map */ 3110 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3111 if (has_carried_lights (ob))
3112 level = -(10 + (2 * ob->map->darkness));
3090 3113
3091 /* scan through all nearby squares for terrain to hide in */ 3114 /* scan through all nearby squares for terrain to hide in */
3092 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 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 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3117 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3118 if (mflag & P_OUT_OF_MAP)
3119 {
3120 continue;
3121 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3122 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3123 level += 2;
3097 else /* open terrain! */ 3124 else /* open terrain! */
3098 level -= 1; 3125 level -= 1;
3099 } 3126 }
3100 3127
3101#if 0 3128#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3129 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3130#endif
3104 return level; 3131 return level;
3105} 3132}
3106 3133
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3134/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3135 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3136 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3137 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3138 */
3112 3139
3140void
3113void do_hidden_move (object *op) { 3141do_hidden_move (object *op)
3142{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3143 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3144 object *skop;
3116 3145
3117 if(!op || !op->map) return; 3146 if (!op || !op->map)
3147 return;
3118 3148
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3149 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3150
3121 /* 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! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3152 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3153 if (!skop || num >= skop->level)
3154 {
3124 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!");
3125 make_visible(op);
3126 return;
3127 } else num += 20;
3128 }
3129 num += op->map->difficulty;
3130 hide = hideability(op); /* modify by terrain hidden level */
3131 num -= hide;
3132 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) {
3133 make_visible(op); 3156 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3157 return;
3135 "You moved out of hiding! You are visible!");
3136 } 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 }
3137 else if (op->type == PLAYER && skop) { 3172 else if (op->type == PLAYER && skop)
3138 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);
3139 }
3140} 3174}
3141 3175
3142/* determine if who is standing near a hostile creature. */ 3176/* determine if who is standing near a hostile creature. */
3143 3177
3178int
3144int stand_near_hostile( object *who ) { 3179stand_near_hostile (object *who)
3180{
3145 object *tmp=NULL; 3181 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3182 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3183 maptile *m;
3148 sint16 x,y; 3184 sint16 x, y;
3149 3185
3150 if(!who) return 0; 3186 if (!who)
3187 return 0;
3151 3188
3152 if(who->type==PLAYER) player=1; 3189 if (who->type == PLAYER)
3190 player = 1;
3191
3192 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3193 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3194
3155 /* search adjacent squares */ 3195 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3196 for (i = 1; i < 9; i++)
3197 {
3157 x = who->x+freearr_x[i]; 3198 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3199 y = who->y + freearr_y[i];
3159 m = who->map; 3200 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3201 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3202 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3203 * blocked, don't need to check this space.
3163 */ 3204 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3205 if (mflags & P_OUT_OF_MAP)
3206 continue;
3165 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)))
3166 3208 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3209
3168 if((player||friendly) 3210 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3211 {
3169 &&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)
3170 return 1; 3218 return 1;
3171 else if(tmp->type==PLAYER)
3172 {
3173 /*don't let a hidden DM prevent you from hiding*/
3174 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3175 return 1;
3176 } 3219 }
3177 } 3220 }
3178 } 3221 }
3179 return 0; 3222 return 0;
3180} 3223}
3181 3224
3182/* check the player los field for viewability of the 3225/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3226 * object op. This function works fine for monsters,
3184 * 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
3191 * 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.
3192 * -b.t. 3235 * -b.t.
3193 * This function is now map tiling safe. 3236 * This function is now map tiling safe.
3194 */ 3237 */
3195 3238
3239int
3196int player_can_view (object *pl,object *op) { 3240player_can_view (object *pl, object *op)
3241{
3197 rv_vector rv; 3242 rv_vector rv;
3198 int dx,dy; 3243 int dx, dy;
3199 3244
3200 if(pl->type!=PLAYER) { 3245 if (pl->type != PLAYER)
3246 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3247 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3248 return -1;
3203 } 3249 }
3204 if (!pl || !op) return 0;
3205 3250
3206 if(op->head) { op = op->head; } 3251 if (!pl || !op)
3207 get_rangevector(pl, op, &rv, 0x1);
3208
3209 /* starting with the 'head' part, lets loop
3210 * through the object and find if it has any
3211 * part that is in the los array but isnt on
3212 * a blocked los square.
3213 * we use the archetype to figure out offsets.
3214 */
3215 while(op) {
3216 dx = rv.distance_x + op->arch->clone.x;
3217 dy = rv.distance_y + op->arch->clone.y;
3218
3219 /* only the viewable area the player sees is updated by LOS
3220 * code, so we need to restrict ourselves to that range of values
3221 * for any meaningful values.
3222 */
3223 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3224 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3225 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3226 return 1;
3227 op = op->more;
3228 }
3229 return 0; 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;
3230} 3280}
3231 3281
3232/* routine for both players and monsters. We call this when 3282/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3283 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3284 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3285 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3286 * return 0.
3237 */ 3287 */
3288int
3238int action_makes_visible (object *op) { 3289action_makes_visible (object *op)
3290{
3239 3291
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3292 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3293 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3294 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3295 return 0;
3243 3296
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3297 if (op->contr && op->contr->tmp_invis == 0)
3298 return 0;
3245 3299
3246 /* If monsters, they should become visible */ 3300 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3301 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3302 {
3248 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");
3249 return 1; 3304 return 1;
3250 } 3305 }
3251 } 3306 }
3252 return 0; 3307 return 0;
3253} 3308}
3254 3309
3255/* op_on_battleground - checks if the given object op (usually 3310/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3311 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3312 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3313 * -exit-coord. (and if x, y not NULL)
3259 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3314 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3260 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3315 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3261 * Default is to do the same as before, so only people wanting to have different points need worry about this 3316 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3317 */
3318int
3263int op_on_battleground (object *op, int *x, int *y) { 3319op_on_battleground (object *op, int *x, int *y)
3320{
3264 object *tmp; 3321 object *tmp;
3265 3322
3266 /* A battleground-tile needs the following attributes to be valid: 3323 /* A battleground-tile needs the following attributes to be valid:
3267 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3324 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3325 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3326 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3327 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3328 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3329 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3330 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3331 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3332 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3333 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3334 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3335 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3336 /*before we assign the exit, check if this is a teambattle */
3278 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 {
3279 object *invtmp; 3339 object *invtmp;
3340
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3341 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3342 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3343 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3344 {
3283 if (x != NULL && y != NULL) 3345 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3346 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3347 return 1;
3348 }
3286 } 3349 }
3287 } 3350 }
3288 }
3289 if (x != NULL && y != NULL) 3351 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3352 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3353 return 1;
3354 }
3292 } 3355 }
3293 }
3294 } 3356 }
3295 /* If we got here, did not find a battleground */ 3357 /* If we got here, did not find a battleground */
3296 return 0; 3358 return 0;
3297} 3359}
3298 3360
3299/* 3361/*
3303 * attributes: 3365 * attributes:
3304 * object *who the dragon player 3366 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3367 * int atnr the attack-number of the ability focus
3306 * int level ability level 3368 * int level ability level
3307 */ 3369 */
3370void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3371dragon_ability_gain (object *who, int atnr, int level)
3372{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3373 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3374 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3375 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3376 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3377 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3378 int i = 0, j = 0;
3315 3379
3316 /* get the appropriate treasurelist */ 3380 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3381 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3382 trlist = find_treasurelist ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3383 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3384 trlist = find_treasurelist ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3385 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3386 trlist = find_treasurelist ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3387 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3388 trlist = find_treasurelist ("dragon_ability_poison");
3325 3389
3326 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))
3327 return; 3407 return;
3328 3408
3329 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);
3330 tr = tr->next, i++); 3410 do_learn_spell (who, item, 0);
3331 3411 return;
3332 if (tr == NULL || tr->item == NULL) { 3412 }
3333 /* 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))
3334 return; 3423 return;
3335 }
3336
3337 /* everything seems okay - now bring on the gift: */
3338 item = &(tr->item->clone);
3339
3340 if (item->type == SPELL) {
3341 if (check_spell_known (who, item->name))
3342 return;
3343
3344 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3345 do_learn_spell (who, item, 0);
3346 return;
3347 }
3348
3349 /* grant direct spell */
3350 if (item->type == SPELLBOOK) {
3351 if (!item->inv) {
3352 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", &item->name);
3353 return;
3354 }
3355 if (check_spell_known (who, item->inv->name))
3356 return;
3357 if (item->invisible) { 3424 if (item->invisible)
3425 {
3358 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);
3359 do_learn_spell (who, item->inv, 0); 3427 do_learn_spell (who, item->inv, 0);
3360 return; 3428 return;
3361 } 3429 }
3362 } 3430 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3431 else if (item->type == SKILL_TOOL && item->invisible)
3432 {
3364 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 {
3365 3435
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3436 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3367 * in this way, if the player is missing any of the attacktypes, he gets 3437 * in this way, if the player is missing any of the attacktypes, he gets
3368 * them. As it is now, if the player has any that match the granted skill, 3438 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3439 * but not all of them, he gets nothing.
3370 */ 3440 */
3371 if (!(skop->attacktype & item->attacktype)) { 3441 if (!(skop->attacktype & item->attacktype))
3442 {
3372 /* Give new attacktype */ 3443 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3444 skop->attacktype |= item->attacktype;
3374 3445
3375 /* always add physical if there's none */ 3446 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3447 skop->attacktype |= AT_PHYSICAL;
3377 3448
3378 if (item->msg != NULL) 3449 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3450 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3451
3381 /* Give player new face */ 3452 /* Give player new face */
3382 if (item->animation_id) { 3453 if (item->animation_id)
3454 {
3383 who->face = skop->face; 3455 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3456 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3457 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3458 who->last_anim = 0;
3387 who->state = 0; 3459 who->state = 0;
3388 animate_object(who, who->direction); 3460 animate_object (who, who->direction);
3389 } 3461 }
3390 } 3462 }
3391 } 3463 }
3392 } 3464 }
3393 else if (item->type == FORCE) { 3465 else if (item->type == FORCE)
3466 {
3394 /* forces in the treasurelist can alter the player's stats */ 3467 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3468 object *skin;
3469
3396 /* first get the dragon skin force */ 3470 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3471 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3472 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3473 ;
3400 3474
3475 if (!skin)
3476 return;
3477
3401 /* adding new spellpath attunements */ 3478 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3479 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3480 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3481 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3482
3405 /* print message */ 3483 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3484 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3485 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3486 {
3408 if(item->path_attuned & (1<<i)) { 3487 if (item->path_attuned & (1 << i))
3488 {
3409 if (j) 3489 if (j)
3410 strcat(buf," and "); 3490 strcat (buf, " and ");
3411 else 3491 else
3412 j = 1; 3492 j = 1;
3413 strcat(buf, spellpathnames[i]); 3493 strcat (buf, spellpathnames[i]);
3414 } 3494 }
3415 } 3495 }
3416 strcat(buf,"."); 3496 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3497 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3498 }
3419 3499
3420 /* evtl. adding flags: */ 3500 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3501 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3502 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3503 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3504 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3505 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3506 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3507
3428 /* print message if there is one */ 3508 /* print message if there is one */
3429 if (item->msg != NULL) 3509 if (item->msg != NULL)
3430 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
3431 } 3513 {
3432 else {
3433 /* generate misc. treasure */ 3514 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3515 tmp = arch_to_object (tr->item);
3435 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));
3436 tmp = insert_ob_in_ob (tmp, who); 3517 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3518 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3519 esrv_send_item (who, tmp);
3439 } 3520 }
3440} 3521}
3441 3522
3442/** 3523/**
3443 * 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
3444 * not readied. 3525 * not readied.
3445 */ 3526 */
3527void
3446void player_unready_range_ob(player *pl, object *ob) { 3528player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3529{
3448
3449 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))
3450 if (pl->ranges[i] == ob) { 3531 if (pl->ranges[i] == ob)
3532 {
3451 pl->ranges[i] = NULL; 3533 pl->ranges[i] = 0;
3452 if (pl->shoottype == i) { 3534 if (pl->shoottype == i)
3453 pl->shoottype = range_none; 3535 pl->shoottype = range_none;
3454 }
3455 } 3536 }
3456 }
3457} 3537}

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