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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 1.99 by root, Thu Jan 18 19:42:10 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 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
195 202
196/* Redo this to do both get_player_ob and get_player. 203 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 204 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;
207 205
208 if (!p) 206 players.erase (this);
209 { 207}
210 p = new player;
211 208
212 /* This adds the player in the linked list. There is extra 209// connect the player with a specific client
213 * complexity here because we want to add the new player at the 210// also changed, rationalises, and fixes some incorrect settings
214 * end of the list - there is in fact no compelling reason that 211void
215 * that needs to be done except for things like output of 212player::connect (client *ns)
216 * 'who'. 213{
217 */ 214 this->ns = ns;
218 player *tmp = first_player; 215 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;
225 216
226 p->next = NULL; 217 run_on = 0;
227 } 218 fire_on = 0;
219 ob->container = 0; //TODO: client-specific
228 220
229 /* Clears basically the entire player structure except 221 ns->update_look = 0;
230 * for next and socket. 222 ns->look_position = 0;
223
224 clear_los (ob);
225
226 ns->reset_stats ();
227
228 /* make sure he's a player -- needed because of class change. */
229 ob->type = PLAYER; // we are paranoid
230 ob->race = ob->arch->clone.race;
231
232 if (!legal_range (ob, shoottype))
233 shoottype = range_none;
234
235 ob->carrying = sum_weight (ob);
236 link_player_skills (ob);
237
238 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
239
240 assign (title, ob->arch->clone.name);
241
242 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
243 * from the class, and not race. I don't see any way to get the class information
244 * to then update this. I don't think this will actually break anything - anyone
245 * that can use armour should be able to use a shield. What this may 'break'
246 * are features new characters get, eg, if someone starts up with a Q, they
247 * should be able to use a shield. However, old Q's won't get that advantage.
231 */ 248 */
232 p->clear (); 249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
233 251
252 /* if it's a dragon player, set the correct title here */
253 if (is_dragon_pl (ob))
254 {
255 object *tmp, *abil = 0, *skin = 0;
256
257 shstr_cmp dragon_ability_force ("dragon_ability_force");
258 shstr_cmp dragon_skin_force ("dragon_skin_force");
259
260 for (tmp = ob->inv; tmp; tmp = tmp->below)
261 if (tmp->type == FORCE)
262 if (tmp->arch->name == dragon_ability_force)
263 abil = tmp;
264 else if (tmp->arch->name == dragon_skin_force)
265 skin = tmp;
266
267 set_dragon_name (ob, abil, skin);
268 }
269
270 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
271
272 esrv_new_player (this, ob->weight + ob->carrying);
273
274 ob->update_stats ();
275 ns->floorbox_update ();
276
277 esrv_send_inventory (ob, ob);
278 esrv_add_spells (this, 0);
279
280 activate ();
281
282 send_rules (ob);
283 send_news (ob);
284 display_motd (ob);
285
286 INVOKE_PLAYER (CONNECT, this);
287 INVOKE_PLAYER (LOGIN, this);
288}
289
290void
291player::disconnect ()
292{
293 if (ns)
294 {
295 if (active)
296 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
297
298 INVOKE_PLAYER (DISCONNECT, this);
299
300 ns->reset_stats ();
301 ns->pl = 0;
302 this->ns = 0;
303 }
304
305 ob->container = 0; //TODO: client-specific
306 deactivate ();
307}
308
309// the need for this function can be explained
310// by load_object not returning the object
311void
312player::set_object (object *op)
313{
314 ob = op;
315 ob->contr = this; /* this aren't yet in archetype */
316
317 ob->speed_left = 0.5;
318 ob->speed = 1.0;
319 ob->direction = 5; /* So player faces south */
320 ob->stats.wc = 2;
321 ob->run_away = 25; /* Then we panick... */
322
323 ob->roll_stats ();
324}
325
326player::player ()
327{
234 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
235 * we deal with that below this point. 329 * we deal with that below this point.
236 */ 330 */
237 p->party = NULL;
238 p->outputs_sync = 16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
239 p->outputs_count = 8; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
241 p->Swap_First = -1;
242 334
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy (p->savebed_map, first_map_path); /* Init. respawn position */ 335 savebed_map = first_map_path; /* Init. respawn position */
248 336
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; 337 gen_sp_armour = 10;
263 p->last_speed = -1;
264 p->shoottype = range_none; 338 shoottype = range_none;
265 p->bowtype = bow_normal; 339 bowtype = bow_normal;
266 p->petmode = pet_normal; 340 petmode = pet_normal;
267 p->listening = 10; 341 listening = 10;
268 p->usekeys = containers; 342 usekeys = containers;
269 p->last_weapon_sp = -1;
270 p->peaceful = 1; /* default peaceful */ 343 peaceful = 1; /* default peaceful */
271 p->do_los = 1; 344 do_los = 1;
272 p->explore = 0; 345}
273 p->no_shout = 0; /* default can shout */
274 346
275 strncpy (p->title, op->arch->clone.name, sizeof (p->title) - 1); 347void
276 p->title[sizeof (p->title) - 1] = '\0'; 348player::do_destroy ()
277 op->race = op->arch->clone.race; 349{
350 disconnect ();
278 351
279 CLEAR_FLAG (op, FLAG_READY_SKILL); 352 attachable::do_destroy ();
280 353
281 /* we need to clear these to -1 and not zero - otherwise, 354 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 } 355 {
291 for (i = 0; i < NROFATTACKS; i++) 356 ob->destroy_inv (false);
357 ob->destroy ();
292 { 358 }
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} 359}
302 360
303/* This loads the first map an puts the player on it. */ 361player::~player ()
304static void set_first_map(object *op)
305{ 362{
306 strcpy(op->contr->maplevel, first_map_path); 363 /* Clear item stack */
307 op->x = -1; 364 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 365}
311 366
312/* Tries to add player on the connection passwd in ns. 367/* 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 368 * All we can really get in this is some settings like host and display
314 * mode. 369 * mode.
315 */ 370 */
371player *
372player::create ()
373{
374 player *pl = new player;
316 375
317int add_player(NewSocket *ns) { 376 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); 377 set_first_map (pl->ob);
332 378
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; 379 return pl;
340} 380}
341 381
342/* 382/*
343 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
346 */ 386 */
387archetype *
347archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
348{ 389{
349 archetype *start = at; 390 archetype *start = at;
391
350 for (;;) { 392 for (;;)
393 {
351 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
352 at=first_archetype; 395 at = first_archetype;
353 else 396 else
354 at=at->next; 397 at = at->next;
398
355 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
356 return at; 400 return at;
401
357 if (at == start) { 402 if (at == start)
403 {
358 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 405 exit (-1);
360 } 406 }
361 } 407 }
362} 408}
363 409
364 410object *
365object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
366 object *op = NULL; 413 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 414 objectlink *ol;
369 unsigned lastdist; 415 unsigned lastdist;
370 rv_vector rv; 416 rv_vector rv;
371 417
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 {
373 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
377 */ 424 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
379 object *tmp=ol->ob; 427 object *tmp = ol->ob;
380 428
381 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 430 * itself will have been cleared.
383 */ 431 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
385 ol = ol->next; 434 ol = ol->next;
386 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
436 if (!ol)
387 if (!ol) return op; 437 return op;
388 } 438 }
389 439
390 /* Remove special check for player from this. First, it looks to cause 440 /* 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 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 442 * 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 443 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
396 */ 446 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 448 continue;
399 449
400 if(lastdist>rv.distance) { 450 if (lastdist > rv.distance)
451 {
401 op=ol->ob; 452 op = ol->ob;
402 lastdist=rv.distance; 453 lastdist = rv.distance;
403 } 454 }
404 } 455 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 456
457 for_all_players (pl)
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 458 if (can_detect_enemy (mon, pl->ob, &rv))
407
408 if(lastdist>rv.distance) { 459 if (lastdist > rv.distance)
409 op=pl->ob;
410 lastdist=rv.distance;
411 }
412 } 460 {
413 } 461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
414#if 0 465#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?&op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 467#endif
417 return op; 468 return op;
418} 469}
419 470
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* 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 472 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 487 * 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 488 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 489 * is probably not a good thing.
439 */ 490 */
440#define MAX_SPACES 50 491#define MAX_SPACES 50
441
442 492
443/* 493/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * 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 495 * 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 496 * 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. 509 * 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, 510 * 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 511 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 512 * is blocking itself.
463 */ 513 */
514int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
465 rv_vector rv; 517 rv_vector rv;
466 sint16 x,y; 518 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
469 521
470 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
471 523
472 if (rv.distance<mindiff) return 0; 524 if (rv.distance < mindiff)
525 return 0;
473 526
474 x=mon->x; 527 x = mon->x;
475 y=mon->y; 528 y = mon->y;
476 m=mon->map; 529 m = mon->map;
477 dir = rv.direction; 530 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 531 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); 532 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. */ 533 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0; 534 if (diff > max)
535 return 0;
482 while (diff >1 && max>0) { 536 while (diff > 1 && max > 0)
537 {
483 lastx = x; 538 lastx = x;
484 lasty = y; 539 lasty = y;
485 lastmap = m; 540 lastmap = m;
486 x = lastx + freearr_x[dir]; 541 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir]; 542 y = lasty + freearr_y[dir];
488 543
489 mflags = get_map_flags(m, &m, x, y, &x, &y); 544 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); 545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
491 546
492 /* Space is blocked - try changing direction a little */ 547 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 548 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)))) { 549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
495 /* recalculate direction from last good location. Possible 551 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before. 552 * we were not traversing ideal location before.
497 */ 553 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) { 555 if (rv.direction != dir)
556 {
500 /* OK - says direction should be different - lets reset the 557 /* OK - says direction should be different - lets reset the
501 * the values so it will try again. 558 * the values so it will try again.
502 */ 559 */
503 x = lastx; 560 x = lastx;
504 y = lasty; 561 y = lasty;
505 m = lastmap; 562 m = lastmap;
506 dir = firstdir = rv.direction; 563 dir = firstdir = rv.direction;
564 }
507 } else { 565 else
566 {
508 /* direct path is blocked - try taking a side step to 567 /* direct path is blocked - try taking a side step to
509 * either the left or right. 568 * either the left or right.
510 * Note increase the values in the loop below to be 569 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes 570 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting 571 * 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 572 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth 573 * stepping back and forth
515 */ 574 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
517 if (i==0) continue; /* already did this, so skip it */ 578 continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise, 579 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in 580 * since the direction that the creature should move in
520 * may change, you could get infinite loops. 581 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only 582 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance, 583 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north, 584 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and 585 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains 586 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully 587 * the last direction the creature has successfully
527 * moved. 588 * moved.
528 */ 589 */
529 590
530 x = lastx + freearr_x[absdir(lastdir+i)]; 591 x = lastx + freearr_x[absdir (lastdir + i)];
531 y = lasty + freearr_y[absdir(lastdir+i)]; 592 y = lasty + freearr_y[absdir (lastdir + i)];
532 m = lastmap; 593 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y); 594 mflags = get_map_flags (m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue; 595 if (mflags & P_OUT_OF_MAP)
596 continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
537 if (mflags & P_BLOCKSVIEW) continue; 600 if (mflags & P_BLOCKSVIEW)
601 continue;
538 602
539 if (m == mon->map && blocked_link(mon, m, x, y)) break; 603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
540 } 605 }
541 /* go through entire loop without finding a valid 606 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path. 607 * sidestep to take - thus, no valid path.
543 */ 608 */
544 if (i==(DETOUR_AMOUNT+1)) 609 if (i == (DETOUR_AMOUNT + 1))
545 return 0; 610 return 0;
546 diff--; 611 diff--;
547 lastdir=dir; 612 lastdir = dir;
548 max--; 613 max--;
549 if (!firstdir) firstdir = dir+i; 614 if (!firstdir)
615 firstdir = dir + i;
550 } /* else check alternate directions */ 616 } /* else check alternate directions */
551 } /* if blocked */ 617 } /* if blocked */
552 else { 618 else
619 {
553 /* we moved towards creature, so diff is less */ 620 /* we moved towards creature, so diff is less */
554 diff--; 621 diff--;
555 max--; 622 max--;
556 lastdir=dir; 623 lastdir = dir;
624 if (!firstdir)
557 if (!firstdir) firstdir = dir; 625 firstdir = dir;
626 }
627 if (diff <= 1)
558 } 628 {
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance. 630 * headed toward player for entire distance.
562 */ 631 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 632 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); 633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
565 } 634 }
566 if (diff>max) return 0; 635 if (diff > max)
636 return 0;
567 } 637 }
568 /* If we reached the max, didn't find a direction in time */ 638 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0; 639 if (!max)
640 return 0;
570 641
571 return firstdir; 642 return firstdir;
572} 643}
573 644
645void
574void give_initial_items(object *pl,treasurelist *items) { 646give_initial_items (object *pl, treasurelist * items)
647{
575 object *op,*next=NULL; 648 object *op, *next = NULL;
576 649
577 if(pl->randomitems!=NULL) 650 if (pl->randomitems != NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
579 652
580 for (op=pl->inv; op; op=next) { 653 for (op = pl->inv; op; op = next)
654 {
581 next = op->below; 655 next = op->below;
582 656
583 /* Forces get applied per default, unless they have the 657 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way 658 * flag "neutral" set. Sorry but I can't think of a better way
585 */ 659 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED); 661 SET_FLAG (op, FLAG_APPLIED);
588 662
589 /* we never give weapons/armour if these cannot be used 663 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions 664 * by this player due to race restrictions
591 */ 665 */
592 if (pl->type == PLAYER) { 666 if (pl->type == PLAYER)
667 {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS || 669 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET || 670 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES || 671 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) || 672 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 } 673 {
603 } 674 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; 675 continue;
623 } 676 }
624 if (op->nrof > 1) op->nrof = 1; 677 }
678
679 /* This really needs to be better - we should really give
680 * a substitute spellbook. The problem is that we don't really
681 * have a good idea what to replace it with (need something like
682 * a first level treasurelist for each skill.)
683 * remove duplicate skills also
684 */
685 if (op->type == SPELLBOOK || op->type == SKILL)
625 } 686 {
687 object *tmp;
626 688
689 for (tmp = op->below; tmp; tmp = tmp->below)
690 if (tmp->type == op->type && tmp->name == op->name)
691 break;
692
693 if (tmp)
694 {
695 op->destroy ();
696 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
697 continue;
698 }
699
700 if (op->nrof > 1)
701 op->nrof = 1;
702 }
703
627 if (op->type == SPELLBOOK && op->inv) { 704 if (op->type == SPELLBOOK && op->inv)
705 {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
629 } 707 }
630 708
631 /* Give starting characters identified, uncursed, and undamned 709 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be 710 * items. Just don't identify gold or silver, or it won't be
633 * merged properly. 711 * merged properly.
634 */ 712 */
635 if (need_identify(op)) { 713 if (need_identify (op))
714 {
636 SET_FLAG(op, FLAG_IDENTIFIED); 715 SET_FLAG (op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED); 716 CLEAR_FLAG (op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED); 717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
639 } 720 {
640 if(op->type==SPELL) { 721 op->destroy ();
641 remove_ob(op);
642 free_object(op);
643 continue; 722 continue;
723 }
724 else if (op->type == SKILL)
644 } 725 {
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL); 726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0; 727 op->stats.exp = 0;
648 op->level = 1; 728 op->level = 1;
649 } 729 }
650 /* lock all 'normal items by default */ 730 /* lock all 'normal items by default */
731 else
651 else SET_FLAG(op, FLAG_INV_LOCKED); 732 SET_FLAG (op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */ 733 } /* for loop of objects in player inv */
653 734
654 /* Need to set up the skill pointers */ 735 /* Need to set up the skill pointers */
655 link_player_skills(pl); 736 link_player_skills (pl);
656} 737}
657 738
658void get_name(object *op) { 739void
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) { 740get_party_password (object *op, partylist *party)
741{
731 if (party == NULL) { 742 if (party == NULL)
743 {
732 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name); 744 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
733 return; 745 return;
734 } 746 }
747
735 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
736 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
737 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
738 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 751 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
739} 752}
740
741 753
742/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 754/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
755static int
743int roll_stat(void) { 756roll_stat (void)
757{
744 int a[4],i,j,k; 758 int a[4], i, j, k;
745 759
746 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
747 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) rndm (6) + 1;
748 762
749 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
750 if(a[i]<k) 764 if (a[i] < k)
751 k=a[i],j=i; 765 k = a[i], j = i;
752 766
753 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
754 if(i!=j) 768 if (i != j)
755 k+=a[i]; 769 k += a[i];
756 } 770
757 return k; 771 return k;
758} 772}
759 773
760void roll_stats(object *op) { 774void
761 int sum=0; 775object::roll_stats ()
762 int i = 0, j = 0; 776{
763 int statsort[7]; 777 int statsort [7];
764 778
779 for (;;)
765 do { 780 {
766 op->stats.Str=roll_stat(); 781 int sum = 0;
767 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
768 op->stats.Int=roll_stat(); 783 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);
777 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
778 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
779 statsort[0] = op->stats.Str; 790 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;
786 791
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]; 792 stats.Str = statsort[0];
800 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
801 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
802 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
803 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
804 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
805 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
806 799
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; 800 stats.exp = 0;
818 op->stats.ac=0; 801 stats.ac = 0;
819 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
820 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
821 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
822 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
823 812
824 fix_player(op); 813 contr->orig_stats = stats;
814 }
815}
816
817void
818object::swap_stats (int a, int b)
819{
820 int tmp = get_attr_value (&contr->orig_stats, a);
821 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
822 set_attr_value (&contr->orig_stats, b, tmp);
823
824 stats.Str = contr->orig_stats.Str;
825 stats.Dex = contr->orig_stats.Dex;
826 stats.Con = contr->orig_stats.Con;
827 stats.Int = contr->orig_stats.Int;
828 stats.Wis = contr->orig_stats.Wis;
829 stats.Pow = contr->orig_stats.Pow;
830 stats.Cha = contr->orig_stats.Cha;
831
832 //TODO: the following code looks so borked and should, at the very least,
833 // be merged with the similar code in roll_stats
834 stats.ac = 0;
835
836 level = 1;
837 stats.exp = 0;
838 stats.ac = 0;
839
825 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
826 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
827 op->stats.grace = op->stats.maxgrace; 842 stats.grace = stats.maxgrace;
843
844 if (contr)
845 {
846 contr->levhp[1] = 9;
847 contr->levsp[1] = 6;
848 contr->levgrace[1] = 3;
849
828 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
829} 852}
830 853
831void Roll_Again(object *op) 854static void
855start_info (object *op)
832{ 856{
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]; 857 char buf[MAX_BUF];
841 858
842 if ( op->contr->Swap_First == -1 ) { 859 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); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
858 op->stats.Str = op->contr->orig_stats.Str; 861 //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); 862 //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} 863}
950 864
951/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
952 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
953 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
954 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
955 * not the class. 869 * not the class.
956 */ 870 */
957 871int
958int key_change_class(object *op, char key) 872key_change_class (object *op, char key)
959{ 873{
960 int tmp_loop; 874 int tmp_loop;
961 875
962 if(key=='q'||key=='Q') {
963 remove_ob(op);
964 play_again(op);
965 return 0;
966 }
967 if(key=='d'||key=='D') { 876 if (key == 'd' || key == 'D')
877 {
968 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
969 879
970 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
971 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
972 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
973 882
883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
886
974 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
975 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
976 889
977 op->contr->state=ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
978 891
979 if (op->msg) 892 if (op->msg)
980 op->msg=NULL; 893 op->msg = NULL;
981 894
982 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
983 * to save here. 896 * to save here.
984 */ 897 */
985 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,&op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
986 make_path_to_file(buf); 899 make_path_to_file (buf);
987 900
988#ifdef AUTOSAVE
989 op->contr->last_save_tick = pticks;
990#endif
991 start_info(op); 901 start_info (op);
992 CLEAR_FLAG(op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
993 give_initial_items(op,op->randomitems); 903 give_initial_items (op, op->randomitems);
994 link_player_skills(op); 904 link_player_skills (op);
995 esrv_send_inventory(op, op); 905 esrv_send_inventory (op, op);
996 fix_player(op); 906 op->update_stats ();
997 907
998 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
999 * is one for this race 909 * is one for this race
1000 */ 910 */
1001 if(*first_map_ext_path) { 911 if (*first_map_ext_path)
912 {
1002 object *tmp; 913 object *tmp;
1003 mapstruct *oldmap = op->map;
1004 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1005 snprintf(mapname, MAX_BUF-1, "%s/%s", 915
1006 first_map_ext_path, &op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1007 tmp=get_object(); 917 tmp = object::create ();
1008 EXIT_PATH(tmp) = mapname; 918 EXIT_PATH (tmp) = mapname;
1009 EXIT_X(tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1010 EXIT_Y(tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1011 enter_exit(op,tmp); /* we don't really care if it succeeded; 921 op->enter_exit (tmp); /* we don't really care if it succeeded;
1012 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1013 * default initial map */ 923 * default initial map */
1014 free_object(tmp); 924 tmp->destroy ();
925 }
1015 } else { 926 else
1016 LOG(llevDebug,"first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1017 } 928
1018 return 0; 929 return 0;
1019 } 930 }
1020 931
1021 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1022 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1023 */ 934 */
1024 935
1025 tmp_loop = 0; 936 tmp_loop = 0;
1026 while(!tmp_loop) { 937 while (!tmp_loop)
938 {
1027 shstr name = op->name; 939 shstr name = op->name;
1028 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
941
1029 remove_statbonus(op); 942 op->remove_statbonus ();
1030 remove_ob (op); 943 op->remove ();
1031 op->arch = get_player_archetype(op->arch); 944 op->arch = get_player_archetype (op->arch);
1032 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
1033 op->instantiate (); 946 op->instantiate ();
1034 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1035 op->name = op->name_pl = name; 948 op->name = op->name_pl = name;
1036 op->x = x; 949 op->x = x;
1037 op->y = y; 950 op->y = y;
1038 SET_ANIMATION(op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1039 insert_ob_in_map (op, op->map, op,0); 952 insert_ob_in_map (op, op->map, op, 0);
1040 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 953 assign (op->contr->title, op->arch->clone.name);
1041 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1042 add_statbonus(op); 954 op->add_statbonus ();
1043 tmp_loop=allowed_class(op); 955 tmp_loop = allowed_class (op);
1044 } 956 }
957
1045 update_object(op,UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1046 esrv_update_item(UPD_FACE,op,op); 959 esrv_update_item (UPD_FACE, op, op);
1047 fix_player(op); 960 op->update_stats ();
1048 op->stats.hp=op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1049 op->stats.sp=op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1050 op->stats.grace=0; 963 op->stats.grace = 0;
964
1051 if (op->msg) 965 if (op->msg)
1052 new_draw_info(NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
1053 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 968 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; 969 return 0;
1055} 970}
1056 971
1057int key_confirm_quit(object *op, char key) 972void
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) { 973flee_player (object *op)
974{
1103 int dir,diff; 975 int dir, diff;
1104 rv_vector rv; 976 rv_vector rv;
1105 977
1106 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1107 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1108 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
982 return;
983 }
984
985 if (op->enemy == NULL)
986 {
987 LOG (llevDebug, "Fleeing player had no enemy.\n");
988 CLEAR_FLAG (op, FLAG_SCARED);
989 return;
990 }
991
992 /* Seen some crashes here. Since we don't store an
993 * op->enemy_count, it is possible that something destroys the
994 * actual enemy, and the object is recycled.
995 */
996 if (op->enemy->map == NULL)
997 {
998 CLEAR_FLAG (op, FLAG_SCARED);
999 op->enemy = NULL;
1000 return;
1001 }
1002
1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1005 op->enemy = NULL;
1006 CLEAR_FLAG (op, FLAG_SCARED);
1007 return;
1008 }
1009
1010 get_rangevector (op, op->enemy, &rv, 0);
1011
1012 dir = absdir (4 + rv.direction);
1013 for (diff = 0; diff < 3; diff++)
1014 {
1015 int m = 1 - (RANDOM () & 2);
1016
1017 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1109 return; 1018 return;
1110 } 1019 }
1111 1020
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 */ 1021 /* Cornered, get rid of scared */
1144 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1145 op->enemy=NULL; 1023 op->enemy = NULL;
1146} 1024}
1147 1025
1148 1026
1149/* check_pick sees if there is stuff to be picked up/picks up stuff. 1027/* 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 1028 * IT returns 1 if the player should keep on moving, 0 if he should
1151 * stop. 1029 * stop.
1152 */ 1030 */
1031int
1153int check_pick(object *op) { 1032check_pick (object *op)
1033{
1154 object *tmp, *next; 1034 object *tmp, *next;
1155 tag_t next_tag=0, op_tag;
1156 int stop = 0; 1035 int stop = 0;
1157 int j, k, wvratio; 1036 int j, k, wvratio;
1158 char putstring[128], tmpstr[16]; 1037 char putstring[128], tmpstr[16];
1159 1038
1160
1161 /* if you're flying, you cna't pick up anything */ 1039 /* if you're flying, you cna't pick up anything */
1162 if (op->move_type & MOVE_FLYING) 1040 if (op->move_type & MOVE_FLYING)
1163 return 1; 1041 return 1;
1164 1042
1165 op_tag = op->count;
1166
1167 next = op->below; 1043 next = op->below;
1168 if (next)
1169 next_tag = next->count;
1170 1044
1171 /* loop while there are items on the floor that are not marked as 1045 /* loop while there are items on the floor that are not marked as
1172 * destroyed */ 1046 * destroyed */
1173 while (next && ! was_destroyed (next, next_tag)) 1047 while (next && !next->destroyed ())
1174 { 1048 {
1175 tmp = next; 1049 tmp = next;
1176 next = tmp->below; 1050 next = tmp->below;
1177 if (next)
1178 next_tag = next->count;
1179 1051
1180 if (was_destroyed (op, op_tag)) 1052 if (op->destroyed ())
1181 return 0; 1053 return 0;
1182 1054
1183 if ( ! can_pick (op, tmp)) 1055 if (!can_pick (op, tmp))
1184 continue; 1056 continue;
1185 1057
1186 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1187 { 1059 {
1188 if (item_matched_string (op, tmp, op->contr->search_str)) 1060 if (item_matched_string (op, tmp, op->contr->search_str))
1189 pick_up (op, tmp); 1061 pick_up (op, tmp);
1190 continue; 1062 continue;
1191 } 1063 }
1192 1064
1193 /* high not bit set? We're using the old autopickup model */ 1065 /* high not bit set? We're using the old autopickup model */
1194 if(!(op->contr->mode & PU_NEWMODE)) { 1066 if (!(op->contr->mode & PU_NEWMODE))
1067 {
1195 switch (op->contr->mode) { 1068 switch (op->contr->mode)
1069 {
1070 case 0:
1196 case 0: return 1; /* don't pick up */ 1071 return 1; /* don't pick up */
1072 case 1:
1197 case 1: pick_up (op, tmp); 1073 pick_up (op, tmp);
1198 return 1; 1074 return 1;
1075 case 2:
1199 case 2: pick_up (op, tmp); 1076 pick_up (op, tmp);
1200 return 0; 1077 return 0;
1078 case 3:
1201 case 3: return 0; /* stop before pickup */ 1079 return 0; /* stop before pickup */
1080 case 4:
1202 case 4: pick_up (op, tmp); 1081 pick_up (op, tmp);
1203 break; 1082 break;
1083 case 5:
1204 case 5: pick_up (op, tmp); 1084 pick_up (op, tmp);
1205 stop = 1; 1085 stop = 1;
1206 break; 1086 break;
1207 case 6: 1087 case 6:
1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1088 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); 1089 pick_up (op, tmp);
1211 break; 1090 break;
1212 1091
1213 case 7: 1092 case 7:
1214 if (tmp->type == MONEY || tmp->type == GEM) 1093 if (tmp->type == MONEY || tmp->type == GEM)
1215 pick_up(op, tmp); 1094 pick_up (op, tmp);
1216 break; 1095 break;
1217 1096
1218 default: 1097 default:
1219 /* use value density */ 1098 /* use value density */
1220 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1221 && (query_cost (tmp, op, F_TRUE) * 100 1100 && (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); 1101 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 } 1102 }
1252 } 1103 }
1253 } 1104 else
1105 { /* old model */
1106 /* NEW pickup handling */
1107 if (op->contr->mode & PU_DEBUG)
1108 {
1109 /* some debugging code to figure out item information */
1110 if (tmp->name != NULL)
1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1113 else
1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1116
1254 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1255 1119
1120 /* philosophy:
1121 * It's easy to grab an item type from a pile, as long as it's
1122 * generic. This takes no game-time. For more detailed pickups
1123 * and selections, select-items should be used. This is a
1124 * grab-as-you-run type mode that's really useful for arrows for
1125 * example.
1126 * The drawback: right now it has no frontend, so you need to
1127 * stick the bits you want into a calculator in hex mode and then
1128 * convert to decimal and then 'pickup <#>
1129 */
1130
1131 /* the first two modes are exclusive: if NOTHING we return, if
1132 * STOP then we stop. All the rest are applied sequentially,
1133 * meaning if any test passes, the item gets picked up. */
1134
1135 /* if mode is set to pick nothing up, return */
1136
1137 if (op->contr->mode & PU_NOTHING)
1138 return 1;
1139
1140 /* if mode is set to stop when encountering objects, return */
1141 /* take STOP before INHIBIT since it doesn't actually pick
1142 * anything up */
1143
1144 if (op->contr->mode & PU_STOP)
1145 return 0;
1146
1147 /* useful for going into stores and not losing your settings... */
1148 /* and for battles wher you don't want to get loaded down while
1149 * fighting */
1150 if (op->contr->mode & PU_INHIBIT)
1151 return 1;
1152
1153 /* prevent us from turning into auto-thieves :) */
1154 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1155 continue;
1156
1157 /* ignore known cursed objects */
1158 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1159 continue;
1160
1161 /* all food and drink if desired */
1162 /* question: don't pick up known-poisonous stuff? */
1163 if (op->contr->mode & PU_FOOD)
1164 if (tmp->type == FOOD)
1165 {
1166 pick_up (op, tmp);
1167 continue;
1168 }
1169
1170 if (op->contr->mode & PU_DRINK)
1171 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1172 {
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 if (op->contr->mode & PU_POTION)
1178 if (tmp->type == POTION)
1179 {
1180 pick_up (op, tmp);
1181 continue;
1182 }
1183
1184 /* spellbooks, skillscrolls and normal books/scrolls */
1185 if (op->contr->mode & PU_SPELLBOOK)
1186 if (tmp->type == SPELLBOOK)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_SKILLSCROLL)
1193 if (tmp->type == SKILLSCROLL)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 if (op->contr->mode & PU_READABLES)
1200 if (tmp->type == BOOK || tmp->type == SCROLL)
1201 {
1202 pick_up (op, tmp);
1203 continue;
1204 }
1205
1206 /* wands/staves/rods/horns */
1207 if (op->contr->mode & PU_MAGIC_DEVICE)
1208 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1209 {
1210 pick_up (op, tmp);
1211 continue;
1212 }
1213
1214 /* pick up all magical items */
1215 if (op->contr->mode & PU_MAGICAL)
1216 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1217 {
1218 pick_up (op, tmp);
1219 continue;
1220 }
1221
1222 if (op->contr->mode & PU_VALUABLES)
1223 {
1224 if (tmp->type == MONEY || tmp->type == GEM)
1225 {
1226 pick_up (op, tmp);
1227 continue;
1228 }
1229 }
1230
1231 /* rings & amulets - talismans seems to be typed AMULET */
1232 if (op->contr->mode & PU_JEWELS)
1233 if (tmp->type == RING || tmp->type == AMULET)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 /* we don't forget dragon food */
1240 if (op->contr->mode & PU_FLESH)
1241 if (tmp->type == FLESH)
1242 {
1243 pick_up (op, tmp);
1244 continue;
1245 }
1246
1247 /* bows and arrows. Bows are good for selling! */
1248 if (op->contr->mode & PU_BOW)
1249 if (tmp->type == BOW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 if (op->contr->mode & PU_ARROW)
1256 if (tmp->type == ARROW)
1257 {
1258 pick_up (op, tmp);
1259 continue;
1260 }
1261
1262 /* all kinds of armor etc. */
1263 if (op->contr->mode & PU_ARMOUR)
1264 if (tmp->type == ARMOUR)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_HELMET)
1271 if (tmp->type == HELMET)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_SHIELD)
1278 if (tmp->type == SHIELD)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_BOOTS)
1285 if (tmp->type == BOOTS)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_GLOVES)
1292 if (tmp->type == GLOVES)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 if (op->contr->mode & PU_CLOAK)
1299 if (tmp->type == CLOAK)
1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1305 /* hoping to catch throwing daggers here */
1306 if (op->contr->mode & PU_MISSILEWEAPON)
1307 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1308 {
1309 pick_up (op, tmp);
1310 continue;
1311 }
1312
1313 /* careful: chairs and tables are weapons! */
1314 if (op->contr->mode & PU_ALLWEAPON)
1315 {
1316 if (tmp->type == WEAPON && tmp->name != NULL)
1317 {
1318 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1319 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1320 {
1321 pick_up (op, tmp);
1322 continue;
1323 }
1324 }
1325
1326 if (tmp->type == WEAPON && tmp->name == NULL)
1327 {
1328 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333 }
1334 }
1335
1336 /* misc stuff that's useful */
1337 if (op->contr->mode & PU_KEY)
1338 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1339 {
1340 pick_up (op, tmp);
1341 continue;
1342 }
1343
1344 /* any of the last 4 bits set means we use the ratio for value
1345 * pickups */
1346 if (op->contr->mode & PU_RATIO)
1347 {
1348 /* use value density to decide what else to grab */
1349 /* >=7 was >= op->contr->mode */
1350 /* >=7 is the old standard setting. Now we take the last 4 bits
1351 * and multiply them by 5, giving 0..15*5== 5..75 */
1352 wvratio = (op->contr->mode & PU_RATIO) * 5;
1353 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1354 {
1355 pick_up (op, tmp);
1256#if 0 1356#if 0
1257 /* print the flags too */ 1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1258 for(k=0;k<4;k++) 1358 if (tmp->name != NULL)
1259 { 1359 {
1260 fprintf(stderr,"%d [%d] ", k, k*32+31); 1360 fprintf (stderr, "%s", tmp->name);
1261 for(j=0;j<32;j++) 1361 }
1262 { 1362 else
1263 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1363 fprintf (stderr, "%s", tmp->arch->name);
1264 if(!((j+1)%4))fprintf(stderr," "); 1364 fprintf (stderr, ",%d] = ", tmp->type);
1265 } 1365 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 1366#endif
1269 } 1367 continue;
1270 /* philosophy: 1368 }
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 } 1369 }
1423 else fprintf(stderr,"%s",tmp->arch->name); 1370 } /* 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 } 1371 }
1430 } /* the new pickup model */ 1372
1431 }
1432 return ! stop; 1373 return !stop;
1433} 1374}
1434 1375
1435/* 1376/*
1436 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1437 * in the right type container (quiver). Pointer to the 1378 * in the right type container (quiver). Pointer to the
1438 * found object is returned. 1379 * found object is returned.
1439 */ 1380 */
1381object *
1440object *find_arrow(object *op, const char *type) 1382find_arrow (object *op, const char *type)
1441{ 1383{
1442 object *tmp = NULL; 1384 object *tmp = NULL;
1443 1385
1444 for(op=op->inv; op; op=op->below) 1386 for (op = op->inv; op; op = op->below)
1445 if(!tmp && op->type==CONTAINER && op->race==type && 1387 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); 1388 tmp = find_arrow (op, type);
1448 else if (op->type==ARROW && op->race==type) 1389 else if (op->type == ARROW && op->race == type)
1449 return op; 1390 return op;
1450 return tmp; 1391 return tmp;
1451} 1392}
1452 1393
1453/* 1394/*
1454 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1395 * 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 1396 * 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 1397 * 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. 1398 * the hall. Failing that it does it's best to pick the highest plus arrow.
1458 */ 1399 */
1459 1400
1401object *
1460object *find_better_arrow(object *op, object *target, const char *type, int *better) 1402find_better_arrow (object *op, object *target, const char *type, int *better)
1461{ 1403{
1462 object *tmp = NULL, *arrow, *ntmp; 1404 object *tmp = NULL, *arrow, *ntmp;
1463 int attacknum, attacktype, betterby=0, i; 1405 int attacknum, attacktype, betterby = 0, i;
1464 1406
1465 if (!type) 1407 if (!type)
1466 return NULL; 1408 return NULL;
1467 1409
1468 for (arrow=op->inv; arrow; arrow=arrow->below) { 1410 for (arrow = op->inv; arrow; arrow = arrow->below)
1469 if (arrow->type==CONTAINER && arrow->race==type && 1411 {
1470 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1413 {
1471 i = 0; 1414 i = 0;
1472 ntmp = find_better_arrow(arrow, target, type, &i); 1415 ntmp = find_better_arrow (arrow, target, type, &i);
1473 if (i > betterby) { 1416 if (i > betterby)
1417 {
1474 tmp = ntmp; 1418 tmp = ntmp;
1475 betterby = i; 1419 betterby = i;
1476 } 1420 }
1421 }
1477 } else if (arrow->type==ARROW && arrow->race==type) { 1422 else if (arrow->type == ARROW && arrow->race == type)
1423 {
1478 /* allways prefer assasination/slaying */ 1424 /* allways prefer assasination/slaying */
1479 if (target->race != NULL && arrow->slaying != NULL && 1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1480 strstr(arrow->slaying, target->race)) { 1426 {
1481 if (arrow->attacktype & AT_DEATH) { 1427 if (arrow->attacktype & AT_DEATH)
1428 {
1482 *better = 100; 1429 *better = 100;
1483 return arrow; 1430 return arrow;
1484 } else {
1485 tmp = arrow;
1486 betterby = (arrow->magic + arrow->stats.dam) * 2;
1487 } 1431 }
1488 } else { 1432 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 } 1433 {
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1498 tmp = arrow; 1434 tmp = arrow;
1499 betterby = 2 + arrow->magic + arrow->stats.dam; 1435 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 } 1436 }
1505 } 1437 }
1438 else
1439 {
1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 {
1442 attacktype = 1 << attacknum;
1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1445 {
1446 tmp = arrow;
1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1448 }
1449 }
1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1451 {
1452 tmp = arrow;
1453 betterby = 2 + arrow->magic + arrow->stats.dam;
1454 }
1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1456 {
1457 tmp = arrow;
1458 betterby = 1 + arrow->magic + arrow->stats.dam;
1459 }
1506 } 1460 }
1461 }
1507 } 1462 }
1508 if (tmp == NULL && arrow == NULL) 1463 if (tmp == NULL && arrow == NULL)
1509 return find_arrow(op, type); 1464 return find_arrow (op, type);
1510 1465
1511 *better = betterby; 1466 *better = betterby;
1512 return tmp; 1467 return tmp;
1513} 1468}
1514 1469
1515/* looks in a given direction, finds the first valid target, and calls 1470/* looks in a given direction, finds the first valid target, and calls
1516 * find_better_arrow to find a decent arrow to use. 1471 * find_better_arrow to find a decent arrow to use.
1517 * op = the shooter 1472 * op = the shooter
1518 * type = bow->race 1473 * type = bow->race
1519 * dir = fire direction 1474 * dir = fire direction
1520 */ 1475 */
1521 1476
1477object *
1522object *pick_arrow_target(object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1523{ 1479{
1524 object *tmp = NULL; 1480 object *tmp = NULL;
1525 mapstruct *m; 1481 maptile *m;
1526 int i, mflags, found, number; 1482 int i, mflags, found, number;
1527 sint16 x, y; 1483 sint16 x, y;
1528 1484
1529 if (op->map == NULL) 1485 if (op->map == NULL)
1530 return find_arrow(op, type); 1486 return find_arrow (op, type);
1531 1487
1532 /* do a dex check */ 1488 /* do a dex check */
1533 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1489 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))) 1490 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1535 return find_arrow(op, type); 1491 return find_arrow (op, type);
1536 1492
1537 m = op->map; 1493 m = op->map;
1538 x = op->x; 1494 x = op->x;
1539 y = op->y; 1495 y = op->y;
1540 1496
1541 /* find the first target */ 1497 /* find the first target */
1542 for (i=0, found=0; i<20; i++) { 1498 for (i = 0, found = 0; i < 20; i++)
1499 {
1543 x += freearr_x[dir]; 1500 x += freearr_x[dir];
1544 y += freearr_y[dir]; 1501 y += freearr_y[dir];
1545 mflags = get_map_flags(m, &m, x, y, &x, &y); 1502 mflags = get_map_flags (m, &m, x, y, &x, &y);
1546 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 {
1547 tmp = NULL; 1505 tmp = NULL;
1506 break;
1507 }
1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 {
1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1511 * perhaps a bad assumption.
1512 */
1513 tmp = NULL;
1514 break;
1515 }
1516 if (mflags & P_IS_ALIVE)
1517 {
1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1519 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1520 {
1521 found++;
1522 break;
1523 }
1524 if (found)
1548 break; 1525 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 } 1526 }
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 } 1527 }
1566 if (tmp == NULL) 1528 if (tmp == NULL)
1567 return find_arrow(op, type); 1529 return find_arrow (op, type);
1568 1530
1569 if (tmp->head) 1531 if (tmp->head)
1570 tmp = tmp->head; 1532 tmp = tmp->head;
1571 1533
1572 return find_better_arrow(op, tmp, type, &i); 1534 return find_better_arrow (op, tmp, type, &i);
1573} 1535}
1574 1536
1575/* 1537/*
1576 * Creature fires a bow - op can be monster or player. Returns 1538 * Creature fires a bow - op can be monster or player. Returns
1577 * 1 if bow was actually fired, 0 otherwise. 1539 * 1 if bow was actually fired, 0 otherwise.
1580 * dir is the direction of fire. 1542 * dir is the direction of fire.
1581 * wc_mod is any special modifier to give (used in special player fire modes) 1543 * 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 1544 * sx, sy are coordinates to fire arrow from - also used in some of the special
1583 * player fire modes. 1545 * player fire modes.
1584 */ 1546 */
1547int
1585int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1548fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1586 sint16 sx, sint16 sy)
1587{ 1549{
1588 object *left, *bow; 1550 object *left, *bow;
1589 tag_t left_tag, tag;
1590 int bowspeed, mflags; 1551 int bowspeed, mflags;
1591 mapstruct *m; 1552 maptile *m;
1592 1553
1593 if (!dir) { 1554 if (!dir)
1555 {
1594 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1556 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1595 return 0; 1557 return 0;
1596 } 1558 }
1559
1597 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1598 bow=op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1599 else { 1562 else
1563 {
1600 for(bow=op->inv; bow; bow=bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1601 /* Don't check for applied - monsters don't apply bows - in that way, they 1565 /* 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. 1566 * don't need to switch back and forth between bows and weapons.
1603 */ 1567 */
1604 if(bow->type==BOW) 1568 if (bow->type == BOW)
1605 break; 1569 break;
1606 1570
1607 if (!bow) { 1571 if (!bow)
1572 {
1608 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1609 return 0; 1574 return 0;
1610 } 1575 }
1611 } 1576 }
1577
1612 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1613 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1614 return 0; 1581 return 0;
1615 } 1582 }
1616 1583
1617 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1618 1585
1619 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1620 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1621 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1622 if (bowspeed < 1) 1590 if (bowspeed < 1)
1623 bowspeed = 1; 1591 bowspeed = 1;
1624 1592
1625 if (arrow == NULL) { 1593 if (arrow == NULL)
1594 {
1626 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1595 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 {
1627 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1628 new_draw_info_format(NDI_UNIQUE, 0, op, 1598 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 */ 1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1631 else 1600 else
1632 CLEAR_FLAG(op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1633 return 0; 1602 return 0;
1634 } 1603 }
1635 } 1604 }
1605
1636 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1637 if (mflags & P_OUT_OF_MAP) { 1607 if (mflags & P_OUT_OF_MAP)
1638 return 0; 1608 return 0;
1639 } 1609
1640 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1611 {
1641 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1612 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1642 return 0; 1613 return 0;
1643 } 1614 }
1644 1615
1645 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1646 if (arrow->nrof==0) { 1617 if (arrow->nrof == 0)
1647 remove_ob(arrow); 1618 {
1648 free_object(arrow); 1619 arrow->destroy ();
1649 return 0; 1620 return 0;
1650 } 1621 }
1651 1622
1652 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1653 left_tag = left->count;
1654 arrow = get_split_ob(arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1655 if (arrow == NULL) { 1625 if (!arrow)
1626 {
1656 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1657 return 0; 1628 return 0;
1658 } 1629 }
1659 set_owner(arrow, op); 1630
1631 arrow->set_owner (op);
1660 arrow->skill = bow->skill; 1632 arrow->skill = bow->skill;
1661
1662 arrow->direction=dir; 1633 arrow->direction = dir;
1663 arrow->x = sx;
1664 arrow->y = sy;
1665 1634
1666 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1636 {
1667 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1668 fix_player(op); 1638 op->update_stats ();
1669 } 1639 }
1670 1640
1671 SET_ANIMATION(arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1672 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1673 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1674 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1675 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1676 arrow->spellarg = strdup_local(arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1677 1647
1678 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1679 * added to the damage. I think the strength bonus is more proper. 1649 * added to the damage. I think the strength bonus is more proper.
1680 */ 1650 */
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 1651
1652 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1653
1686 /* update the speed */ 1654 /* update the speed */
1687 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1688 0 : dam_bonus[op->stats.Str]) + 1656 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 1657
1692 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1693 arrow->speed = 1.0;
1694 update_ob_speed(arrow);
1695 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1696 1660
1697 if (op->type == PLAYER) { 1661 if (op->type == PLAYER)
1662 {
1698 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1699 (op->chosen_skill?op->chosen_skill->level:op->level) - 1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1700 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1665 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 1666
1703 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1704 } else { 1668 }
1669 else
1670 {
1705 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1671 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; 1672 arrow->level = op->level;
1709 } 1673 }
1674
1710 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1711 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1677
1712 if (bow->slaying != NULL) 1678 if (bow->slaying)
1713 arrow->slaying = bow->slaying; 1679 arrow->slaying = bow->slaying;
1714 1680
1715 arrow->map = m;
1716 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1717 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1718 1683
1719 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1684 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1720 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1721 insert_ob_in_map(arrow, m, op, 0);
1722 1686
1723 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1724 move_arrow(arrow); 1688 move_arrow (arrow);
1725 1689
1726 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1727 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1728 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1729 else 1694 else
1730 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1731 } 1696 }
1697
1732 return 1; 1698 return 1;
1733} 1699}
1734 1700
1735/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1736 * account the special fire modes players can have 1702 * account the special fire modes players can have
1737 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1738 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1739 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1740 * hence the function name. 1706 * hence the function name.
1741 */ 1707 */
1708int
1742int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1743{ 1710{
1744 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1745 1712
1746 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1747 ret = fire_bow(op, op, 1714 {
1748 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1715 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); 1716 }
1750 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1717 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1718 {
1751 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1752 wcmod =-1; 1720 wcmod = -1;
1721
1753 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1722 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1754 op->x, op->y); 1723 }
1755 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1756 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1726 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)]); 1727 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)]); 1728 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1729 }
1759 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1760 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1732 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); 1733 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); 1734 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1763 1735
1764 } else { 1736 }
1737 else
1738 {
1765 /* Simple case */ 1739 /* Simple case */
1766 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1740 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1767 } 1741 }
1768 return ret; 1742 return ret;
1769} 1743}
1770 1744
1771 1745
1772/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1773 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1774 */ 1748 */
1749void
1775void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1776{ 1751{
1777 object *item; 1752 object *item;
1778 1753
1779 if (!op->contr->ranges[range_misc]) { 1754 if (!op->contr->ranges[range_misc])
1755 {
1780 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1781 return; 1757 return;
1782 } 1758 }
1783 1759
1784 item = op->contr->ranges[range_misc]; 1760 item = op->contr->ranges[range_misc];
1785 if (!item->inv) { 1761 if (!item->inv)
1762 {
1786 LOG(llevError,"Object %s lacks a spell\n", &item->name); 1763 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1787 return; 1764 return;
1788 } 1765 }
1789 if (item->type == WAND) { 1766 if (item->type == WAND)
1767 {
1790 if(item->stats.food<=0) { 1768 if (item->stats.food <= 0)
1769 {
1791 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1770 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)); 1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1793 return; 1772 return;
1794 } 1773 }
1774 }
1795 } else if (item->type == ROD || item->type==HORN) { 1775 else if (item->type == ROD || item->type == HORN)
1776 {
1796 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1777 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1778 {
1797 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1798 if (item->type== ROD) 1780 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)); 1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1801 else 1782 else
1802 new_draw_info_format(NDI_UNIQUE, 0,op, 1783 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; 1784 return;
1805 } 1785 }
1806 } 1786 }
1807 1787
1808 if(cast_spell(op,item,dir,item->inv,NULL)) { 1788 if (cast_spell (op, item, dir, item->inv, NULL))
1789 {
1809 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1790 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1810 if (item->type == WAND) { 1791 if (item->type == WAND)
1792 {
1811 if (!(--item->stats.food)) { 1793 if (!(--item->stats.food))
1794 {
1812 object *tmp; 1795 object *tmp;
1796
1813 if (item->arch) { 1797 if (item->arch)
1798 {
1814 CLEAR_FLAG(item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1815 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1816 item->speed = 0; 1801 item->set_speed (0);
1817 update_ob_speed(item);
1818 } 1802 }
1803
1819 if ((tmp=is_player_inv(item))) 1804 if ((tmp = item->in_player ()))
1820 esrv_update_item(UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1821 } 1806 }
1822 } 1807 }
1823 else if (item->type == ROD || item->type==HORN) { 1808 else if (item->type == ROD || item->type == HORN)
1824 drain_rod_charge(item); 1809 drain_rod_charge (item);
1825 }
1826 } 1810 }
1827} 1811}
1828 1812
1829/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1830 */ 1814 */
1815void
1831void fire(object *op,int dir) { 1816fire (object *op, int dir)
1817{
1832 int spellcost=0; 1818 int spellcost = 0;
1833 1819
1834 /* check for loss of invisiblity/hide */ 1820 /* check for loss of invisiblity/hide */
1835 if (action_makes_visible(op)) make_visible(op); 1821 if (action_makes_visible (op))
1822 make_visible (op);
1836 1823
1837 switch(op->contr->shoottype) { 1824 switch (op->contr->shoottype)
1825 {
1838 case range_none: 1826 case range_none:
1827 return;
1828
1829 case range_bow:
1830 player_fire_bow (op, dir);
1831 return;
1832
1833 case range_magic: /* Casting spells */
1834 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1835 return;
1836
1837 case range_misc:
1838 fire_misc_object (op, dir);
1839 return;
1840
1841 case range_golem: /* Control summoned monsters from scrolls */
1842 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1843 {
1844 op->contr->ranges[range_golem] = 0;
1845 op->contr->shoottype = range_none;
1846 }
1847 else
1848 control_golem (op->contr->ranges[range_golem], dir);
1849 return;
1850
1851 case range_skill:
1852 if (!op->chosen_skill)
1853 {
1854 if (op->type == PLAYER)
1855 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1839 return; 1856 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 } 1857 }
1860 else
1861 control_golem(op->contr->ranges[range_golem], dir);
1862 return;
1863 1858
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); 1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1871 return;
1872 case range_builder:
1873 apply_map_builder( op, dir );
1874 return; 1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1875 default: 1864 default:
1876 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1877 return; 1866 return;
1878 } 1867 }
1879} 1868}
1880 1869
1881 1870
1882 1871
1889 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1890 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1891 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1892 */ 1881 */
1893 1882
1883object *
1894object * find_key(object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1895{ 1885{
1896 object *tmp,*key; 1886 object *tmp, *key;
1897 1887
1898 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1899 if (container->inv == NULL) return NULL; 1889 if (container->inv == NULL)
1890 return NULL;
1900 1891
1901 /* First, lets try to find a key in the top level inventory */ 1892 /* First, lets try to find a key in the top level inventory */
1902 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1894 {
1903 if (door->type==DOOR && tmp->type==KEY) break; 1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1904 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1906 */ 1899 */
1907 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 tmp->slaying==door->slaying) break; 1901 break;
1909 } 1902 }
1910 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1911 /* If we find and use a key in an inventory, return at that time. 1904 /* 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 1905 * otherwise, if we search all the inventories and still don't find
1913 * a key, return 1906 * a key, return
1914 */ 1907 */
1915 if (!tmp) { 1908 if (!tmp)
1909 {
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1911 {
1917 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1918 if (tmp->type==CONTAINER && tmp->inv) { 1913 if (tmp->type == CONTAINER && tmp->inv)
1914 {
1919 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1915 if ((key = find_key (pl, tmp, door)) != NULL)
1916 return key;
1920 } 1917 }
1921 } 1918 }
1919 if (!tmp)
1922 if (!tmp) return NULL; 1920 return NULL;
1923 } 1921 }
1924 /* We get down here if we have found a key. Now if its in a container, 1922 /* 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 1923 * see if we actually want to use it
1926 */ 1924 */
1927 if (pl!=container) { 1925 if (pl != container)
1926 {
1928 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1929 if (!pl->contr) return NULL; 1928 if (!pl->contr)
1929 return NULL;
1930 /* cases where this fails: 1930 /* cases where this fails:
1931 * If we only search the player inventory, return now since we 1931 * If we only search the player inventory, return now since we
1932 * are not in the players inventory. 1932 * are not in the players inventory.
1933 * If the container is not active, return now since only active 1933 * If the container is not active, return now since only active
1934 * containers can be used. 1934 * containers can be used.
1935 * If we only search keyrings and the container does not have 1935 * If we only search keyrings and the container does not have
1936 * a race/isn't a keyring. 1936 * a race/isn't a keyring.
1937 * No checking for all containers - to fall through past here, 1937 * No checking for all containers - to fall through past here,
1938 * inv must have been an container and must have been active. 1938 * inv must have been an container and must have been active.
1939 * 1939 *
1940 * Change the color so that the message doesn't disappear with 1940 * Change the color so that the message doesn't disappear with
1941 * all the others. 1941 * all the others.
1942 */ 1942 */
1943 if (pl->contr->usekeys == key_inventory || 1943 if (pl->contr->usekeys == key_inventory ||
1944 !QUERY_FLAG(container, FLAG_APPLIED) || 1944 !QUERY_FLAG (container, FLAG_APPLIED) ||
1945 (pl->contr->usekeys == keyrings &&
1946 (!container->race || strcmp(container->race, "keys"))) 1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1947 ) { 1946 {
1948 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1949 "The %s in your %s vibrates as you approach the door", 1948 "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; 1949 return NULL;
1952 } 1950 }
1953 } 1951 }
1954 return tmp; 1952 return tmp;
1955} 1953}
1956 1954
1957/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1958 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1959 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1960 * 0 otherwise 1958 * 0 otherwise
1961 */ 1959 */
1960static int
1962static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1963{ 1962{
1964
1965 /* If its a door, try to find a use a key. If we do destroy the door, 1963 /* 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 - 1964 * might as well return immediately as there is nothing more to do -
1967 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1968 */ 1966 */
1969 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1970 1968
1971 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1972 if (key) { 1970 if (key)
1971 {
1973 object *container=key->env; 1972 object *container = key->env;
1974 1973
1975 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1976 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1977 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op);
1978 if (door->type == DOOR) { 1979 if (door->type == DOOR)
1980 {
1979 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1980 } 1982 }
1981 else if(door->type==LOCKED_DOOR) { 1983 else if (door->type == LOCKED_DOOR)
1982 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1984 {
1983 "You open the door with the %s", query_short_name(key)); 1985 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 ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1985 } 1987 }
1986 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1987 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
1988 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
1989 if (container != op) 1991 if (container != op)
1990 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
1991 return 1; /* Nothing more to do below */ 1993 return 1; /* Nothing more to do below */
1994 }
1992 } else if (door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1996 {
1993 /* Might as well return now - no other way to open this */ 1997 /* Might as well return now - no other way to open this */
1994 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
1995 return 1; 1999 return 1;
1996 } 2000 }
1997 return 0; 2001 return 0;
1998} 2002}
1999 2003
2000/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2001 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2002 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2003 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2004 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2005 */ 2009 */
2006 2010void
2007void move_player_attack(object *op, int dir) 2011move_player_attack (object *op, int dir)
2008{ 2012{
2009 object *tmp, *mon; 2013 object *tmp, *mon;
2010 sint16 nx, ny; 2014 sint16 nx, ny;
2011 int on_battleground; 2015 int on_battleground;
2012 mapstruct *m; 2016 maptile *m;
2013 2017
2014 nx=freearr_x[dir]+op->x; 2018 nx = freearr_x[dir] + op->x;
2015 ny=freearr_y[dir]+op->y; 2019 ny = freearr_y[dir] + op->y;
2016 2020
2017 on_battleground = op_on_battleground(op, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2018 2022
2019 /* If braced, or can't move to the square, and it is not out of the 2023 /* 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 2024 * 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 2025 * 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 2026 * 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 2027 * 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 2028 * 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 2029 * quite a bit of processing. However, it probably is less than what
2026 * move_ob uses. 2030 * move_ob uses.
2027 */ 2031 */
2028 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2033 {
2029 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2034 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 } 2035 {
2036 m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2033 else m =op->map; 2041 m = op->map;
2034 2042
2035 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2043 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");*/ 2044 return;
2045
2046 mon = 0;
2047 /* Go through all the objects, and find ones of interest. Only stop if
2048 * we find a monster - that is something we know we want to attack.
2049 * if its a door or barrel (can roll) see if there may be monsters
2050 * on the space
2051 */
2052 while (tmp)
2053 {
2054 if (tmp == op)
2055 {
2056 tmp = tmp->above;
2057 continue;
2058 }
2059
2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2061 {
2062 mon = tmp;
2063 break;
2064 }
2065
2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2067 mon = tmp;
2068
2069 tmp = tmp->above;
2070 }
2071
2072 if (!mon) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074
2075 if (mon->head)
2076 mon = mon->head;
2077
2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2079 if (player_attack_door (op, mon))
2080 return;
2081
2082 /* The following deals with possibly attacking peaceful
2083 * or frienddly creatures. Basically, all players are considered
2084 * unaggressive. If the moving player has peaceful set, then the
2085 * object should be pushed instead of attacked. It is assumed that
2086 * if you are braced, you will not attack friends accidently,
2087 * and thus will not push them.
2088 */
2089
2090 /* If the creature is a pet, push it even if the player is not
2091 * peaceful. Our assumption is the creature is a pet if the
2092 * player owns it and it is either friendly or unagressive.
2093 */
2094 if ((op->type == PLAYER)
2095#if COZY_SERVER
2096 &&
2097 ((mon->owner && mon->owner->contr
2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2099#else
2100 && mon->owner == op
2101#endif
2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2103 {
2104 /* If we're braced, we don't want to switch places with it */
2105 if (op->contr->braced)
2037 return; 2106 return;
2038 }
2039 2107
2040 mon = NULL; 2108 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 2109 (void) push_ob (mon, dir, op);
2042 * we find a monster - that is something we know we want to attack. 2110 if (op->contr->tmp_invis || op->hide)
2043 * if its a door or barrel (can roll) see if there may be monsters 2111 make_visible (op);
2044 * on the space 2112
2113 return;
2114 }
2115
2116 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't
2119 * attack them either.
2045 */ 2120 */
2046 while (tmp!=NULL) { 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2047 if (tmp == op) { 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2048 tmp=tmp->above; 2123#ifdef PROHIBIT_PLAYERKILL
2049 continue; 2124 (op->contr->peaceful
2125 || (mon->type == PLAYER
2126 && mon->contr->
2127 peaceful)) &&
2128#else
2129 op->contr->peaceful &&
2130#endif
2131 !on_battleground))
2132 {
2133 if (!op->contr->braced)
2134 {
2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2136 push_ob (mon, dir, op);
2050 } 2137 }
2051 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2138 else
2052 mon = tmp; 2139 new_draw_info (0, 0, op, "You withhold your attack");
2053 break; 2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143 }
2144
2145 /* If the object is a boulder or other rollable object, then
2146 * roll it if not braced. You can't roll it if you are braced.
2147 */
2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2149 {
2150 recursive_roll (mon, dir, op);
2151 if (action_makes_visible (op))
2152 make_visible (op);
2153 }
2154
2155 /* Any generic living creature. Including things like doors.
2156 * Way it works is like this: First, it must have some hit points
2157 * and be living. Then, it must be one of the following:
2158 * 1) Not a player, 2) A player, but of a different party. Note
2159 * that party_number -1 is no party, so attacks can still happen.
2160 */
2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2163 {
2164
2165 /* If the player hasn't hit something this tick, and does
2166 * so, give them speed boost based on weapon speed. Doing
2167 * it here is better than process_players2, which basically
2168 * incurred a 1 tick offset.
2169 */
2170 if (!op->contr->has_hit)
2171 {
2172 op->speed_left += op->speed / op->contr->weapon_sp;
2173
2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2054 } 2175 }
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 2176
2063 if(mon->head != NULL) 2177 skill_attack (mon, op, 0, 0, 0);
2064 mon = mon->head;
2065 2178
2066 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2179 /* If attacking another player, that player gets automatic
2067 if (player_attack_door(op, mon)) return; 2180 * hitback, and doesn't loose luck either.
2068 2181 * Disable hitback on the battleground or if the target is
2069 /* The following deals with possibly attacking peaceful 2182 * 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 */ 2183 */
2076 2184 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 )) { 2185 {
2117 if (!op->contr->braced) { 2186 short luck = mon->stats.luck;
2118 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2187
2119 (void) push_ob(mon,dir,op); 2188 mon->contr->has_hit = 1;
2120 } else { 2189 skill_attack (op, mon, 0, 0, 0);
2121 new_draw_info(0, 0,op,"You withhold your attack"); 2190 mon->stats.luck = luck;
2122 } 2191 }
2123 if(op->contr->tmp_invis||op->hide) make_visible(op);
2124 }
2125 2192
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); 2193 if (action_makes_visible (op))
2132 } 2194 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 } 2195 }
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 */ 2196 } /* if player should attack something */
2173} 2197}
2174 2198
2199int
2175int move_player(object *op,int dir) { 2200move_player (object *op, int dir)
2201{
2176 int pick; 2202 int pick;
2177 2203
2178 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2204 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; 2205 return 0;
2206
2207 /* Sanity check: make sure dir is valid */
2208 if ((dir < 0) || (dir >= 9))
2209 {
2210 LOG (llevError, "move_player: invalid direction %d\n", dir);
2211 return 0;
2212 }
2213
2214 /* peterm: added following line */
2215 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2216 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2217
2218 op->facing = dir;
2219
2220 if (op->hide)
2221 do_hidden_move (op);
2222
2223 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2224 /*nop */ ;
2225 else if (op->contr->fire_on)
2226 fire (op, dir);
2227 else
2228 {
2229 move_player_attack (op, dir);
2230 pick = check_pick (op);
2231 }
2232
2233 /* Add special check for newcs players and fire on - this way, the
2234 * server can handle repeat firing.
2235 */
2236 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2237 op->direction = dir;
2238 else
2239 op->direction = 0;
2240
2241 /* Update how the player looks. Use the facing, so direction may
2242 * get reset to zero. This allows for full animation capabilities
2243 * for players.
2244 */
2245 animate_object (op, op->facing);
2246 return 0;
2219} 2247}
2220 2248
2221/* This is similar to handle_player, below, but is only used by the 2249/* This is similar to handle_player, below, but is only used by the
2222 * new client/server stuff. 2250 * new client/server stuff.
2223 * This is sort of special, in that the new client/server actually uses 2251 * This is sort of special, in that the new client/server actually uses
2224 * the new speed values for commands. 2252 * the new speed values for commands.
2225 * 2253 *
2226 * Returns true if there are more actions we can do. 2254 * Returns true if there are more actions we can do.
2227 */ 2255 */
2256int
2228int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2229{ 2258{
2230 if (op->contr->hidden) { 2259 if (op->contr->hidden)
2260 {
2231 op->invisible = 1000; 2261 op->invisible = 1000;
2232 /* the socket code flashes the player visible/invisible 2262 /* the socket code flashes the player visible/invisible
2233 * depending on the value of invisible, so we need to 2263 * depending on the value of invisible, so we need to
2234 * alternate it here for it to work correctly. 2264 * alternate it here for it to work correctly.
2235 */ 2265 */
2236 if (pticks & 2) op->invisible--; 2266 if (pticks & 2)
2237 }
2238 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2239 op->invisible--; 2267 op->invisible--;
2268 }
2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2271 op->invisible--;
2240 if(!op->invisible) { 2272 if (!op->invisible)
2273 {
2241 make_visible(op); 2274 make_visible (op);
2242 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2275 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2243 } 2276 }
2244 } 2277 }
2245 2278
2246 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2247 flee_player(op); 2281 flee_player (op);
2248 /* If player is still scared, that is his action for this tick */ 2282 /* If player is still scared, that is his action for this tick */
2249 if (QUERY_FLAG(op, FLAG_SCARED)) { 2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2250 op->speed_left--; 2285 op->speed_left--;
2251 return 0; 2286 return 0;
2252 } 2287 }
2253 } 2288 }
2254 2289
2255 /* I've been seeing crashes where the golem has been destroyed, but 2290 /* 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 2291 * 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 2292 * 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. 2293 * put this in a a workaround to clean up the golem pointer.
2259 */ 2294 */
2260 if (op->contr->ranges[range_golem] && 2295 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; 2296 op->contr->ranges[range_golem] = 0;
2264 op->contr->golem_count = 0;
2265 }
2266 2297
2267 /* call this here - we also will call this in do_ericserver, but 2298 /* call this here - we also will call this in do_ericserver, but
2268 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2269 * called, so we recheck it here. 2300 * called, so we recheck it here.
2270 */ 2301 */
2271 HandleClient(&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2272 if (op->speed_left<0) return 0; 2303 return 1;
2273 2304
2305 if (op->speed_left > 0)
2306 {
2274 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2275 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2276 op->speed_left--; 2310 op->speed_left--;
2277 2311
2278 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2279 * of it. Also, some of the skill stuff is only put in 2313 * of it. Also, some of the skill stuff is only put in
2280 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2281 */ 2315 */
2282 move_player(op, op->direction); 2316 move_player (op, op->direction);
2283 if (op->speed_left>0) return 1; 2317
2284 else return 0; 2318 return op->speed_left > 0;
2319 }
2285 } 2320 }
2321
2322 return 0;
2323}
2324
2325int
2326save_life (object *op)
2327{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2286 return 0; 2329 return 0;
2287}
2288 2330
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) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2296 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2297 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2334 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2298 new_draw_info_format(NDI_UNIQUE, 0,op, 2335 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2299 "Your %s vibrates violently, then evaporates.", 2336
2300 query_name(tmp));
2301 if (op->contr) 2337 if (op->contr)
2302 esrv_del_item(op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2303 remove_ob(tmp); 2339
2304 free_object(tmp); 2340 tmp->destroy ();
2305 CLEAR_FLAG(op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2306 if(op->stats.hp<0) 2343 if (op->stats.hp < 0)
2307 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2308 if(op->stats.food<0) 2346 if (op->stats.food < 0)
2309 op->stats.food = 999; 2347 op->stats.food = 999;
2310 fix_player(op); 2348
2349 op->update_stats ();
2311 return 1; 2350 return 1;
2312 } 2351 }
2352
2313 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2314 CLEAR_FLAG(op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2315 enter_player_savebed(op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2316 return 0; 2356 return 0;
2317} 2357}
2318 2358
2319/* This goes throws the inventory and removes unpaid objects, and puts them 2359/* 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 2360 * 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 2361 * function will descend into containers. op is the object to start the search
2322 * from. 2362 * from.
2323 */ 2363 */
2364void
2324void remove_unpaid_objects(object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2325{ 2366{
2326 object *next; 2367 object *next;
2327 2368
2328 while (op) { 2369 while (op)
2370 {
2329 next=op->below; /* Make sure we have a good value, in case 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2330 * we remove object 'op' 2372
2331 */
2332 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2333 remove_ob(op); 2374 {
2334 op->x = env->x;
2335 op->y = env->y;
2336 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2337 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2338 insert_ob_in_map(op, env->map, NULL,0); 2377
2378 op->insert_at (env);
2339 } 2379 }
2380 else if (op->inv)
2340 else if (op->inv) remove_unpaid_objects(op->inv, env); 2381 remove_unpaid_objects (op->inv, env);
2382
2341 op=next; 2383 op = next;
2342 } 2384 }
2343} 2385}
2344
2345 2386
2346/* 2387/*
2347 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2348 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2349 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2350 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2351 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2352 */ 2393 */
2394char *
2353char *gravestone_text (object *op) 2395gravestone_text (object *op)
2354{ 2396{
2355 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2356 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2357 time_t now = time (NULL); 2399 time_t now = time (NULL);
2358 2400
2359 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2360 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2361 sprintf (buf, "%s the %s\n", &op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2362 else 2404 else
2363 sprintf (buf, "%s\n", &op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2364 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2365 strcat (buf2, buf); 2408 strcat (buf2, buf);
2366 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2367 sprintf (buf, "who was in level %d when killed\n", op->level); 2410 sprintf (buf, "who was in level %d when killed\n", op->level);
2368 else 2411 else
2369 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2412 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2413
2370 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2371 strcat (buf2, buf); 2415 strcat (buf2, buf);
2372 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2373 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2374 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2375 strcat (buf2, buf); 2420 strcat (buf2, buf);
2376 } 2421 }
2422
2377 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2378 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2379 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2380 return buf2; 2427 return buf2;
2381} 2428}
2382 2429
2383 2430void
2384
2385void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2386 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2387 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2388 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2389 int i; 2436 int i;
2390 int rate_hp = 1200; 2437 int rate_hp = 1200;
2391 int rate_sp = 2500; 2438 int rate_sp = 2500;
2392 int rate_grace = 2000; 2439 int rate_grace = 2000;
2393 const int max_hp = 1; 2440 const int max_hp = 1;
2394 const int max_sp = 1; 2441 const int max_sp = 1;
2395 const int max_grace = 1; 2442 const int max_grace = 1;
2396 2443
2397 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2398 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 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) 2447 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]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2402 } 2449 }
2403 2450
2404 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2405 2452 {
2406 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2407 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2408 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2409 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2410 else { 2457 else
2458 {
2411 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2412 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2413 } 2461 }
2462
2414 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2415 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2416 else { 2465 else
2466 {
2417 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2418 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2419 } 2469 }
2470
2420 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2421 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2422 else { 2473 else
2474 {
2423 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2424 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2425 } 2477 }
2426 2478
2427 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2428 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2429 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2482 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) { 2483 if (op->stats.sp < op->stats.maxsp)
2446 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2484 {
2447 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2448 op->stats.sp--; 2485 op->stats.sp++;
2449 if(op->stats.sp>op->stats.maxsp) 2486 /* dms do not consume food */
2450 op->stats.sp=op->stats.maxsp; 2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2488 {
2489 op->stats.food--;
2490 if (op->contr->digestion < 0)
2491 op->stats.food += op->contr->digestion;
2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2493 op->stats.food = last_food;
2451 } 2494 }
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 } 2495 }
2496
2497 if (max_sp > 1)
2498 {
2499 over_sp = (gen_sp + 10) / rate_sp;
2500 if (over_sp > 0)
2501 {
2502 if (op->stats.sp < op->stats.maxsp)
2503 {
2504 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2505
2506 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2507 op->stats.sp--;
2508
2509 if (op->stats.sp > op->stats.maxsp)
2510 op->stats.sp = op->stats.maxsp;
2511 }
2512 op->last_sp = 0;
2513 }
2514 else
2515 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2516 }
2475 } else { 2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2519 }
2520
2521 /* Regenerate Grace */
2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2523 if (--op->last_grace < 0)
2524 {
2525 if (op->stats.grace < op->stats.maxgrace / 2)
2526 op->stats.grace++; /* no penalty in food for regaining grace */
2527
2528 if (max_grace > 1)
2529 {
2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2531 if (over_grace > 0)
2532 {
2533 op->stats.sp += over_grace
2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2535 op->last_grace = 0;
2536 }
2537 else
2538 {
2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2540 }
2541 }
2542 else
2543 {
2476 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2544 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2477 } 2545 }
2478 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2479 } 2547 }
2480 2548
2481 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2482 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2483 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2553 {
2484 op->stats.hp++; 2554 op->stats.hp++;
2485 /* dms do not consume food */ 2555 /* dms do not consume food */
2486 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2487 op->stats.food--; 2557 {
2558 op->stats.food--;
2488 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2489 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2490 else if(op->contr->digestion>0 && 2561 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; 2562 op->stats.food = last_food;
2563 }
2564 }
2565
2566 if (max_hp > 1)
2567 {
2568 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2569 if (over_hp > 0)
2570 {
2571 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2572 op->last_heal = 0;
2573 }
2574 else
2575 {
2576 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2577 }
2578 }
2579 else
2580 {
2581 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2582 }
2493 } 2583 }
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 2584
2509 /* Digestion */ 2585 /* Digestion */
2510 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2511#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2512 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2513 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2514 penalty=dg<0?-dg:0;
2515#else 2591#else
2516 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2592 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 2593#endif
2519 2594
2520 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2521 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2522 else 2597 else
2523 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2524 /* dms do not consume food */ 2600 /* dms do not consume food */
2525 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2526 } 2602 op->stats.food--;
2527 } 2603 }
2528 2604
2529 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2606 {
2530 object *tmp, *flesh=NULL; 2607 object *tmp, *flesh = 0;
2531 2608
2532 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2533 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2534 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2535 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2615 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2536 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2537 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2538 break; 2618 break;
2539 } 2619 }
2540 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2621 flesh = tmp;
2541 } /* End if paid for object */ 2622 } /* End if paid for object */
2542 } /* end of for loop */ 2623 } /* end of for loop */
2624
2543 /* If player is still starving, it means they don't have any food, so 2625 /* If player is still starving, it means they don't have any food, so
2544 * eat flesh instead. 2626 * eat flesh instead.
2545 */ 2627 */
2546 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2630 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2549 } 2632 }
2550 } /* end if player is starving */ 2633 }
2551 2634
2552 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2553 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2554 2637
2555 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2638 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2556 kill_player(op); 2639 kill_player (op);
2640 }
2557} 2641}
2558
2559
2560 2642
2561/* If the player should die (lack of hp, food, etc), we call this. 2643/* 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 2644 * 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 2645 * permadeath, no lifesave), this will take care of removing the player
2564 * file. 2646 * file.
2565 */ 2647 */
2648void
2566void kill_player(object *op) 2649kill_player (object *op)
2567{ 2650{
2568 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2569 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2570 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2571 int z; 2657 /* int z;
2572 int num_stats_lose; 2658 int num_stats_lose;
2573 int lost_a_stat; 2659 int lost_a_stat;
2574 int lose_this_stat; 2660 int lose_this_stat;
2575 int this_stat; 2661 int this_stat; */
2576 int will_kill_again; 2662 int will_kill_again;
2577 archetype *at; 2663 archetype *at;
2578 object *tmp; 2664 object *tmp;
2579 2665
2580 if(save_life(op)) 2666 if (save_life (op))
2581 return; 2667 return;
2582 2668
2583 2669
2584 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2670 /* 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. 2671 * in cities ONLY!!! It is very important that this doesn't get abused.
2586 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2587 */ 2673 */
2588 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2589 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2590 "You have been defeated in combat!"); 2676 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, 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2592 "Local medics have saved your life..."); 2678
2593
2594 /* restore player */ 2679 /* restore player */
2595 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2596 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2597 if (tmp) { 2682 {
2598 remove_ob(tmp); 2683 tmp->destroy ();
2599 free_object(tmp);
2600 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2685 }
2686
2687 at = archetype::find ("confusion");
2688 if (object *tmp = present_arch_in_ob (at, op))
2601 } 2689 {
2602 2690 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"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2609 } 2692 }
2610 2693
2611 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2612 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2613 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2614 2697 op->stats.food = 999;
2698
2615 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2616 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2617 if (tmp != NULL)
2618 { 2701 {
2619 sprintf(buf,"%s's finger", &op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2620 tmp->name = buf; 2703 tmp->name = buf;
2621 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2622 " the %s, when he was defeated at\n level %d by %s.\n", 2705 " the %s, when he was defeated at\n level %d by %s.\n",
2623 &op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2624 op->contr->killer);
2625 tmp->msg=buf; 2707 tmp->msg = buf;
2626 tmp->value=0, tmp->material=0, tmp->type=0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2627 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2628 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2629 insert_ob_in_map(tmp,op->map,op,0);
2630 }
2631 2711 }
2712
2632 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2633 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2634 op->contr->braced=0; 2715 op->contr->braced = 0;
2635 return; 2716 return;
2636 } 2717 }
2637 2718
2638 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2639 2720
2640 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2641 2722
2642 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2643 if (op->contr->explore) { 2724 {
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); 2725 sprintf (buf, "%s starved to death.", &op->name);
2650 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2651 } 2727 }
2652 else { 2728 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); 2729 sprintf (buf, "%s died.", &op->name);
2660 } 2730
2661 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2662 2732
2663 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2664 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2665 2737
2666
2667 if (settings.not_permadeth == TRUE) {
2668 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2669 * life if they are dead - it takes some exp and a random stat. 2739 * 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. 2740 * See the config.h file for a little more in depth detail about this.
2671 */ 2741 */
2672 2742
2673 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2674 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2675 * of death. 2745 * of death.
2676 */ 2746 */
2677#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2678 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2679 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2680 /* Lower level chars don't lose as many stats because they suffer 2751 /* Lower level chars don't lose as many stats because they suffer
2681 more if they do. */ 2752 more if they do. */
2682 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2683 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2684 little bit harder. */ 2755 little bit harder. */
2685 /* GD */ 2756 /* GD */
2686 if (settings.stat_loss_on_death) 2757 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; 2758 num_stats_lose = 1;
2692 } 2759 else
2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2761 }
2762 else
2763 num_stats_lose = 1;
2764
2693 lost_a_stat = 0; 2765 lost_a_stat = 0;
2694 2766
2695 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2696 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2697 2770
2698 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2699 /* Pick a random stat and take a point off it. Tell the player 2773 /* Pick a random stat and take a point off it. Tell the player
2700 * what he lost. 2774 * what he lost.
2701 */ 2775 */
2702 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2703 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2704 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2705 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2706 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2707 lost_a_stat = 1; 2781 lost_a_stat = 1;
2708 } else { 2782 }
2783 else
2784 {
2709 /* deplete a stat */ 2785 /* deplete a stat */
2710 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2711 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2712 2791 {
2713 dep = present_arch_in_ob(deparch,op);
2714 if(!dep) {
2715 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2716 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2717 } 2794 }
2718 lose_this_stat = 1; 2795 lose_this_stat = 1;
2719 if (settings.balanced_stat_loss) { 2796 if (settings.balanced_stat_loss)
2797 {
2720 /* GD */ 2798 /* GD */
2721 /* Get the stat that we're about to deplete. */ 2799 /* Get the stat that we're about to deplete. */
2722 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2723 if (this_stat < 0) { 2801 if (this_stat < 0)
2802 {
2724 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2725 int keep_chance = this_stat * this_stat; 2804 int keep_chance = this_stat * this_stat;
2805
2726 /* Yes, I am paranoid. Sue me. */ 2806 /* Yes, I am paranoid. Sue me. */
2727 if (keep_chance < 1) 2807 if (keep_chance < 1)
2728 keep_chance = 1; 2808 keep_chance = 1;
2729 2809
2730 /* There is a maximum depletion total per level. */ 2810 /* There is a maximum depletion total per level. */
2731 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2732 lose_this_stat = 0; 2813 lose_this_stat = 0;
2733 /* Take loss chance vs keep chance to see if we 2814 /* Take loss chance vs keep chance to see if we
2734 retain the stat. */ 2815 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 } 2816 }
2744 } 2817 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 */ 2818 {
2754 if (this_stat>=-50) { 2819 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; 2820 lose_this_stat = 0;
2821 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2822 this_stat, keep_chance, loss_chance,
2823 lose_this_stat?"LOSE":"KEEP"); */
2760 } 2824 }
2761 } 2825 }
2762 } 2826 }
2763 } 2827
2764 /* If no stat lost, tell the player. */
2765 if (!lost_a_stat) 2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2831 /* We could try to do something clever like find another
2832 * stat to reduce if this fails. But chances are, if
2833 * stats have been depleted to -50, all are pretty low
2834 * and should be roughly the same, so it shouldn't make a
2835 * difference.
2836 */
2837 if (this_stat >= -50)
2766 { 2838 {
2767 /* determine_god() seems to not work sometimes... why is this? 2839 change_attr_value (&(dep->stats), i, -1);
2768 Should I be using something else? GD */ 2840 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 " 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2772 "moment you feel the holy presence of %s protecting" 2842 op->update_stats ();
2773 " you.", god); 2843 lost_a_stat = 1;
2774 else 2844 }
2775 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2776 " feel a holy presence protecting you.");
2777 } 2845 }
2846 }
2847 }
2848 /* If no stat lost, tell the player. */
2849 if (!lost_a_stat)
2850 {
2851 /* determine_god() seems to not work sometimes... why is this?
2852 Should I be using something else? GD */
2853 const char *god = determine_god (op);
2854
2855 if (god && (strcmp (god, "none")))
2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2857 else
2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2859 }
2860#else
2861 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2778#endif 2862#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 2863
2782 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2783 * exp loss on the stone. 2865 * exp loss on the stone.
2784 */ 2866 */
2785 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2786 sprintf(buf,"%s's gravestone",&op->name); tmp->name = buf; 2868 sprintf (buf, "%s's gravestone", &op->name);
2869 tmp->name = buf;
2787 sprintf(buf,"%s's gravestones",&op->name); tmp->name_pl = buf; 2870 sprintf (buf, "%s's gravestones", &op->name);
2788 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2871 tmp->name_pl = buf;
2789 "who was killed\n" 2872 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; 2873 tmp->msg = buf;
2794 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2795 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2796 2876
2797 /**************************************/ 2877 /**************************************/
2798 /* */ 2878 /* */
2799 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2800 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2801 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2802 /* */ 2882 /* */
2803 /**************************************/ 2883 /**************************************/
2804 2884
2805 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2806 /* restore player */ 2886 /* restore player */
2807 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2808 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2809 if (tmp) { 2889
2810 remove_ob(tmp); 2890 if (tmp)
2811 free_object(tmp); 2891 {
2892 tmp->destroy ();
2812 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2813 } 2894 }
2814 2895
2815 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2816 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2817 if (tmp) { 2898 if (tmp)
2818 remove_ob(tmp); 2899 {
2819 free_object(tmp); 2900 tmp->destroy ();
2820 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2821 } 2902 }
2903
2822 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2823 2905
2824 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2825 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2826 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2827 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2828 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2829 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2830 2913
2831 /* 2914 /*
2832 * Check to see if the player is in a shop. IF so, then check to see if 2915 * 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 2916 * the player has any unpaid items. If so, remove them and put them back
2834 * in the map. 2917 * in the map.
2835 */ 2918 */
2836 2919
2837 if (is_in_shop (op)) 2920 if (is_in_shop (op))
2838 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2839 2922
2840 /****************************************/ 2923 /****************************************/
2841 /* */ 2924 /* */
2842 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
2843 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
2844 /* */ 2927 /* */
2845 /****************************************/ 2928 /****************************************/
2846 2929
2847 enter_player_savebed(op); 2930 enter_player_savebed (op);
2848 2931
2849 /* Save the player before inserting the force to reduce
2850 * chance of abuse.
2851 */
2852 op->contr->braced=0; 2932 op->contr->braced = 0;
2853 save_player(op,1);
2854 2933
2855 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2856 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2857 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2858 * on the space that might harm the player. 2937 * on the space that might harm the player.
2859 */ 2938 */
2860 will_kill_again=0; 2939 will_kill_again = 0;
2861 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2940 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2862 if (tmp->type ==SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
2863 will_kill_again|=tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
2864 } 2943
2865 if (will_kill_again) { 2944 if (will_kill_again)
2945 {
2866 object *force; 2946 object *force;
2867 int at; 2947 int at;
2868 2948
2869 force=get_archetype(FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
2870 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
2871 force->speed=0.1; 2951 force->speed = 0.1;
2872 force->speed_left=-5.0; 2952 force->speed_left = -5.0;
2873 SET_FLAG(force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
2874 for (at=0; at<NROFATTACKS; at++) { 2954 for (at = 0; at < NROFATTACKS; at++)
2875 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
2876 force->resist[at] = 100; 2956 force->resist[at] = 100;
2957
2958 insert_ob_in_ob (force, op);
2959 op->update_stats ();
2960
2961 }
2962
2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2964}
2965
2966void
2967loot_object (object *op)
2968{ /* Grab and destroy some treasure */
2969 object *tmp, *tmp2, *next;
2970
2971 if (op->container)
2972 esrv_apply_container (op, op->container); /* close open sack first */
2973
2974 for (tmp = op->inv; tmp; tmp = next)
2975 {
2976 next = tmp->below;
2977
2978 if (tmp->invisible)
2979 continue;
2980
2981 tmp->remove ();
2982 tmp->x = op->x, tmp->y = op->y;
2983 if (tmp->type == CONTAINER)
2984 { /* empty container to ground */
2985 loot_object (tmp);
2986 }
2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 {
2989 if (tmp->nrof > 1)
2990 {
2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
2992 tmp2->destroy ();
2993 insert_ob_in_map (tmp, op->map, NULL, 0);
2877 } 2994 }
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 { 2995 else
2936 delete_character(op->name,1); 2996 tmp->destroy ();
2937 } 2997 }
2938 } 2998 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); 2999 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 } 3000 }
2980} 3001}
2981 3002
2982/* 3003/*
2983 * fix_weight(): Check recursively the weight of all players, and fix 3004 * fix_weight(): Check recursively the weight of all players, and fix
2984 * what needs to be fixed. Refresh windows and fix speed if anything 3005 * what needs to be fixed. Refresh windows and fix speed if anything
2985 * was changed. 3006 * was changed.
2986 */ 3007 */
2987 3008
3009void
2988void fix_weight(void) { 3010fix_weight (void)
2989 player *pl; 3011{
2990 for (pl = first_player; pl != NULL; pl = pl->next) { 3012 for_all_players (pl)
3013 {
2991 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3015
2992 if(old == sum) 3016 if (old == sum)
2993 continue; 3017 continue;
2994 fix_player(pl->ob); 3018 pl->ob->update_stats ();
2995 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
2996 &pl->ob->name, old, sum);
2997 } 3020 }
2998} 3021}
2999 3022
3023void
3000void fix_luck(void) { 3024fix_luck (void)
3001 player *pl; 3025{
3002 for (pl = first_player; pl != NULL; pl = pl->next) 3026 for_all_players (pl)
3003 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3004 change_luck(pl->ob, 0); 3028 pl->ob->change_luck (0);
3005} 3029}
3006
3007 3030
3008/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3009 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3010 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3011 */ 3034 */
3012
3013void 3035void
3014cast_dust (object * op, object * throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3015{ 3037{
3016 object *skop, *spob; 3038 object *skop, *spob;
3017 3039
3018 skop = find_skill_by_name (op, throw_ob->skill); 3040 skop = find_skill_by_name (op, throw_ob->skill);
3019 3041
3020 /* casting POTION 'dusts' is really a use_magic_item skill */ 3042 /* casting POTION 'dusts' is really a use_magic_item skill */
3021 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3022 { 3044 {
3023 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3045 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3024 &op->name);
3025 return; 3046 return;
3026 } 3047 }
3027 3048
3028 spob = throw_ob->inv; 3049 spob = throw_ob->inv;
3029 3050
3030 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3051 // 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 3052 // not pass NULL to cast_spell (which did indeed check itself, but
3032 // errors should be reported as early as possible IMHO) 3053 // errors should be reported as early as possible IMHO)
3033 if (!spob) 3054 if (!spob)
3034 { 3055 {
3035 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3056 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; 3057 return;
3038 } 3058 }
3039 3059
3040 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3041 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name); 3061 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3042 3062
3043 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3044 3064
3045 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3046 remove_ob (throw_ob);
3047 free_object (throw_ob);
3048} 3066}
3049 3067
3068void
3050void make_visible (object *op) { 3069make_visible (object *op)
3070{
3051 op->hide = 0; 3071 op->hide = 0;
3052 op->invisible = 0; 3072 op->invisible = 0;
3053 if(op->type==PLAYER) { 3073 if (op->type == PLAYER)
3074 {
3054 op->contr->tmp_invis = 0; 3075 op->contr->tmp_invis = 0;
3055 op->contr->invis_race = 0; 3076 op->contr->invis_race = 0;
3056 } 3077 }
3057 update_object(op,UP_OBJ_FACE); 3078 update_object (op, UP_OBJ_FACE);
3058} 3079}
3059 3080
3081int
3060int is_true_undead(object *op) { 3082is_true_undead (object *op)
3083{
3061 object *tmp=NULL; 3084 object *tmp = NULL;
3062 3085
3063 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1;
3064 3088
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; 3089 return 0;
3070} 3090}
3071 3091
3072/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3073 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3074 * indicate greater hideability. 3094 * indicate greater hideability.
3075 */ 3095 */
3076 3096
3097int
3077int hideability(object *ob) { 3098hideability (object *ob)
3099{
3078 int i,level=0, mflag; 3100 int i, level = 0, mflag;
3079 sint16 x,y; 3101 sint16 x, y;
3080 3102
3081 if(!ob||!ob->map) return 0; 3103 if (!ob || !ob->map)
3104 return 0;
3082 3105
3083 /* so, on normal lighted maps, its hard to hide */ 3106 /* so, on normal lighted maps, its hard to hide */
3084 level=ob->map->darkness - 2; 3107 level = ob->map->darkness - 2;
3085 3108
3086 /* this also picks up whether the object is glowing. 3109 /* this also picks up whether the object is glowing.
3087 * If you carry a light on a non-dark map, its not 3110 * If you carry a light on a non-dark map, its not
3088 * as bad as carrying a light on a pitch dark map */ 3111 * as bad as carrying a light on a pitch dark map */
3089 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3112 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness));
3090 3114
3091 /* scan through all nearby squares for terrain to hide in */ 3115 /* 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]) { 3116 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3117 {
3093 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3094 if (mflag & P_OUT_OF_MAP) { continue; } 3119 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue;
3122 }
3095 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3096 level += 2; 3124 level += 2;
3097 else /* open terrain! */ 3125 else /* open terrain! */
3098 level -= 1; 3126 level -= 1;
3099 } 3127 }
3100 3128
3101#if 0 3129#if 0
3102 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3130 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3103#endif 3131#endif
3104 return level; 3132 return level;
3105} 3133}
3106 3134
3107/* For Hidden creatures - a chance of becoming 'unhidden' 3135/* For Hidden creatures - a chance of becoming 'unhidden'
3108 * every time they move - as we subtract off 'invisibility' 3136 * every time they move - as we subtract off 'invisibility'
3109 * AND, for players, if they move into a ridiculously unhideable 3137 * AND, for players, if they move into a ridiculously unhideable
3110 * spot (surrounded by clear terrain in broad daylight). -b.t. 3138 * spot (surrounded by clear terrain in broad daylight). -b.t.
3111 */ 3139 */
3112 3140
3141void
3113void do_hidden_move (object *op) { 3142do_hidden_move (object *op)
3143{
3114 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3115 object *skop; 3145 object *skop;
3116 3146
3117 if(!op || !op->map) return; 3147 if (!op || !op->map)
3148 return;
3118 3149
3119 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3120 3151
3121 /* its *extremely* hard to run and sneak/hide at the same time! */ 3152 /* its *extremely* hard to run and sneak/hide at the same time! */
3122 if(op->type==PLAYER && op->contr->run_on) { 3153 if (op->type == PLAYER && op->contr->run_on)
3123 if(!skop || num >= skop->level) { 3154 if (!skop || num >= skop->level)
3155 {
3124 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3156 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); 3157 make_visible (op);
3134 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3158 return;
3135 "You moved out of hiding! You are visible!");
3136 } 3159 }
3160 else
3161 num += 20;
3162
3163 num += op->map->difficulty;
3164 hide = hideability (op); /* modify by terrain hidden level */
3165 num -= hide;
3166
3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 {
3169 make_visible (op);
3170 if (op->type == PLAYER)
3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3172 }
3137 else if (op->type == PLAYER && skop) { 3173 else if (op->type == PLAYER && skop)
3138 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3174 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3139 }
3140} 3175}
3141 3176
3142/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3143 3178
3179int
3144int stand_near_hostile( object *who ) { 3180stand_near_hostile (object *who)
3181{
3145 object *tmp=NULL; 3182 object *tmp = NULL;
3146 int i,friendly=0,player=0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3147 mapstruct *m; 3184 maptile *m;
3148 sint16 x,y; 3185 sint16 x, y;
3149 3186
3150 if(!who) return 0; 3187 if (!who)
3188 return 0;
3151 3189
3152 if(who->type==PLAYER) player=1; 3190 if (who->type == PLAYER)
3191 player = 1;
3192
3193 else
3153 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3154 3195
3155 /* search adjacent squares */ 3196 /* search adjacent squares */
3156 for(i=1;i<9;i++) { 3197 for (i = 1; i < 9; i++)
3198 {
3157 x = who->x+freearr_x[i]; 3199 x = who->x + freearr_x[i];
3158 y = who->y+freearr_y[i]; 3200 y = who->y + freearr_y[i];
3159 m = who->map; 3201 m = who->map;
3160 mflags = get_map_flags(m, &m, x, y, &x, &y); 3202 mflags = get_map_flags (m, &m, x, y, &x, &y);
3161 /* space must be blocked if there is a monster. If not 3203 /* space must be blocked if there is a monster. If not
3162 * blocked, don't need to check this space. 3204 * blocked, don't need to check this space.
3163 */ 3205 */
3164 if (mflags & P_OUT_OF_MAP) continue; 3206 if (mflags & P_OUT_OF_MAP)
3207 continue;
3165 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3166 3209 continue;
3167 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3210
3168 if((player||friendly) 3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 {
3169 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3213 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3214 return 1;
3215 else if (tmp->type == PLAYER)
3216 {
3217 /*don't let a hidden DM prevent you from hiding */
3218 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3170 return 1; 3219 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 } 3220 }
3177 } 3221 }
3178 } 3222 }
3179 return 0; 3223 return 0;
3180} 3224}
3181 3225
3182/* check the player los field for viewability of the 3226/* check the player los field for viewability of the
3183 * object op. This function works fine for monsters, 3227 * object op. This function works fine for monsters,
3184 * but we dont worry if the object isnt the top one in 3228 * 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. 3235 * for them to differ. Sigh, this fctn could get a bit more complex.
3192 * -b.t. 3236 * -b.t.
3193 * This function is now map tiling safe. 3237 * This function is now map tiling safe.
3194 */ 3238 */
3195 3239
3240int
3196int player_can_view (object *pl,object *op) { 3241player_can_view (object *pl, object *op)
3242{
3197 rv_vector rv; 3243 rv_vector rv;
3198 int dx,dy; 3244 int dx, dy;
3199 3245
3200 if(pl->type!=PLAYER) { 3246 if (pl->type != PLAYER)
3247 {
3201 LOG(llevError,"player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3202 return -1; 3249 return -1;
3203 } 3250 }
3204 if (!pl || !op) return 0;
3205 3251
3206 if(op->head) { op = op->head; } 3252 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; 3253 return 0;
3254
3255 op = op->head_ ();
3256
3257 get_rangevector (pl, op, &rv, 0x1);
3258
3259 /* starting with the 'head' part, lets loop
3260 * through the object and find if it has any
3261 * part that is in the los array but isnt on
3262 * a blocked los square.
3263 * we use the archetype to figure out offsets.
3264 */
3265 while (op)
3266 {
3267 dx = rv.distance_x + op->arch->clone.x;
3268 dy = rv.distance_y + op->arch->clone.y;
3269
3270 /* only the viewable area the player sees is updated by LOS
3271 * code, so we need to restrict ourselves to that range of values
3272 * for any meaningful values.
3273 */
3274 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3275 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3276 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3277 return 1;
3278 op = op->more;
3279 }
3280 return 0;
3230} 3281}
3231 3282
3232/* routine for both players and monsters. We call this when 3283/* routine for both players and monsters. We call this when
3233 * there is a possibility for our action distrubing our hiding 3284 * there is a possibility for our action distrubing our hiding
3234 * place or invisiblity spell. Artefact invisiblity is not 3285 * place or invisiblity spell. Artefact invisiblity is not
3235 * effected by this. If we arent invisible to begin with, we 3286 * effected by this. If we arent invisible to begin with, we
3236 * return 0. 3287 * return 0.
3237 */ 3288 */
3289int
3238int action_makes_visible (object *op) { 3290action_makes_visible (object *op)
3291{
3239 3292
3240 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3241 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3242 return 0; 3296 return 0;
3243 3297
3244 if (op->contr && op->contr->tmp_invis == 0) return 0; 3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3245 3300
3246 /* If monsters, they should become visible */ 3301 /* If monsters, they should become visible */
3247 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3248 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3304 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3249 return 1; 3305 return 1;
3250 } 3306 }
3251 } 3307 }
3252 return 0; 3308 return 0;
3253} 3309}
3254 3310
3255/* op_on_battleground - checks if the given object op (usually 3311/* op_on_battleground - checks if the given object op (usually
3256 * a player) is standing on a valid battleground-tile, 3312 * a player) is standing on a valid battleground-tile,
3257 * function returns TRUE/FALSE. If true x, y returns the battleground 3313 * function returns TRUE/FALSE. If true x, y returns the battleground
3258 * -exit-coord. (and if x, y not NULL) 3314 * -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 3315 * 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 3316 * 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 3317 * Default is to do the same as before, so only people wanting to have different points need worry about this
3262 */ 3318 */
3319int
3263int op_on_battleground (object *op, int *x, int *y) { 3320op_on_battleground (object *op, int *x, int *y)
3321{
3264 object *tmp; 3322 object *tmp;
3265 3323
3266 /* A battleground-tile needs the following attributes to be valid: 3324 /* 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), 3325 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3268 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3269 * and the exit-coordinates sp/hp must both be > 0. 3327 * and the exit-coordinates sp/hp must both be > 0.
3270 * => The intention here is to prevent abuse of the battleground- 3328 * => The intention here is to prevent abuse of the battleground-
3271 * feature (like pickable or hidden battleground tiles). */ 3329 * feature (like pickable or hidden battleground tiles). */
3272 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3331 {
3273 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 {
3274 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3275 strcmp(tmp->name, "battleground")==0 && 3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3276 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3336 {
3277 /*before we assign the exit, check if this is a teambattle*/ 3337 /*before we assign the exit, check if this is a teambattle */
3278 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3338 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3339 {
3279 object *invtmp; 3340 object *invtmp;
3341
3280 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3281 if(invtmp->type==FORCE && invtmp->slaying && 3343 {
3282 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3283 if (x != NULL && y != NULL) 3346 if (x != NULL && y != NULL)
3284 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3285 return 1; 3348 return 1;
3349 }
3286 } 3350 }
3287 } 3351 }
3288 }
3289 if (x != NULL && y != NULL) 3352 if (x != NULL && y != NULL)
3290 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3291 return 1; 3354 return 1;
3355 }
3292 } 3356 }
3293 }
3294 } 3357 }
3295 /* If we got here, did not find a battleground */ 3358 /* If we got here, did not find a battleground */
3296 return 0; 3359 return 0;
3297} 3360}
3298 3361
3299/* 3362/*
3303 * attributes: 3366 * attributes:
3304 * object *who the dragon player 3367 * object *who the dragon player
3305 * int atnr the attack-number of the ability focus 3368 * int atnr the attack-number of the ability focus
3306 * int level ability level 3369 * int level ability level
3307 */ 3370 */
3371void
3308void dragon_ability_gain(object *who, int atnr, int level) { 3372dragon_ability_gain (object *who, int atnr, int level)
3373{
3309 treasurelist *trlist = NULL; /* treasurelist */ 3374 treasurelist *trlist = NULL; /* treasurelist */
3310 treasure *tr; /* treasure */ 3375 treasure *tr; /* treasure */
3311 object *tmp,*skop; /* tmp. object */ 3376 object *tmp, *skop; /* tmp. object */
3312 object *item; /* treasure object */ 3377 object *item; /* treasure object */
3313 char buf[MAX_BUF]; /* tmp. string buffer */ 3378 char buf[MAX_BUF]; /* tmp. string buffer */
3314 int i=0, j=0; 3379 int i = 0, j = 0;
3315 3380
3316 /* get the appropriate treasurelist */ 3381 /* get the appropriate treasurelist */
3317 if (atnr == ATNR_FIRE) 3382 if (atnr == ATNR_FIRE)
3318 trlist = find_treasurelist("dragon_ability_fire"); 3383 trlist = find_treasurelist ("dragon_ability_fire");
3319 else if (atnr == ATNR_COLD) 3384 else if (atnr == ATNR_COLD)
3320 trlist = find_treasurelist("dragon_ability_cold"); 3385 trlist = find_treasurelist ("dragon_ability_cold");
3321 else if (atnr == ATNR_ELECTRICITY) 3386 else if (atnr == ATNR_ELECTRICITY)
3322 trlist = find_treasurelist("dragon_ability_elec"); 3387 trlist = find_treasurelist ("dragon_ability_elec");
3323 else if (atnr == ATNR_POISON) 3388 else if (atnr == ATNR_POISON)
3324 trlist = find_treasurelist("dragon_ability_poison"); 3389 trlist = find_treasurelist ("dragon_ability_poison");
3325 3390
3326 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3392 return;
3393
3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3395
3396 if (!tr || !tr->item)
3397 {
3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3399 return;
3400 }
3401
3402 /* everything seems okay - now bring on the gift: */
3403 item = &(tr->item->clone);
3404
3405 if (item->type == SPELL)
3406 {
3407 if (check_spell_known (who, item->name))
3327 return; 3408 return;
3328 3409
3329 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3410 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3330 tr = tr->next, i++); 3411 do_learn_spell (who, item, 0);
3331 3412 return;
3332 if (tr == NULL || tr->item == NULL) { 3413 }
3333 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3414
3415 /* grant direct spell */
3416 if (item->type == SPELLBOOK)
3417 {
3418 if (!item->inv)
3419 {
3420 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3421 return;
3422 }
3423 if (check_spell_known (who, item->inv->name))
3334 return; 3424 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) { 3425 if (item->invisible)
3426 {
3358 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name); 3427 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); 3428 do_learn_spell (who, item->inv, 0);
3360 return; 3429 return;
3361 } 3430 }
3362 } 3431 }
3363 else if (item->type == SKILL_TOOL && item->invisible) { 3432 else if (item->type == SKILL_TOOL && item->invisible)
3433 {
3364 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3434 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3435 {
3365 3436
3366 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3437 /* 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 3438 * 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, 3439 * them. As it is now, if the player has any that match the granted skill,
3369 * but not all of them, he gets nothing. 3440 * but not all of them, he gets nothing.
3370 */ 3441 */
3371 if (!(skop->attacktype & item->attacktype)) { 3442 if (!(skop->attacktype & item->attacktype))
3443 {
3372 /* Give new attacktype */ 3444 /* Give new attacktype */
3373 skop->attacktype |= item->attacktype; 3445 skop->attacktype |= item->attacktype;
3374 3446
3375 /* always add physical if there's none */ 3447 /* always add physical if there's none */
3376 skop->attacktype |= AT_PHYSICAL; 3448 skop->attacktype |= AT_PHYSICAL;
3377 3449
3378 if (item->msg != NULL) 3450 if (item->msg != NULL)
3379 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3380 3452
3381 /* Give player new face */ 3453 /* Give player new face */
3382 if (item->animation_id) { 3454 if (item->animation_id)
3455 {
3383 who->face = skop->face; 3456 who->face = skop->face;
3384 who->animation_id = item->animation_id; 3457 who->animation_id = item->animation_id;
3385 who->anim_speed = item->anim_speed; 3458 who->anim_speed = item->anim_speed;
3386 who->last_anim = 0; 3459 who->last_anim = 0;
3387 who->state = 0; 3460 who->state = 0;
3388 animate_object(who, who->direction); 3461 animate_object (who, who->direction);
3389 } 3462 }
3390 } 3463 }
3391 } 3464 }
3392 } 3465 }
3393 else if (item->type == FORCE) { 3466 else if (item->type == FORCE)
3467 {
3394 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3395 object *skin; 3469 object *skin;
3470
3396 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3397 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3398 skin=skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3399 if (skin == NULL) return; 3474 ;
3400 3475
3476 if (!skin)
3477 return;
3478
3401 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3402 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3481 {
3403 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3482 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3404 3483
3405 /* print message */ 3484 /* print message */
3406 sprintf(buf, "You feel attuned to "); 3485 sprintf (buf, "You feel attuned to ");
3407 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3486 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3487 {
3408 if(item->path_attuned & (1<<i)) { 3488 if (item->path_attuned & (1 << i))
3489 {
3409 if (j) 3490 if (j)
3410 strcat(buf," and "); 3491 strcat (buf, " and ");
3411 else 3492 else
3412 j = 1; 3493 j = 1;
3413 strcat(buf, spellpathnames[i]); 3494 strcat (buf, spellpathnames[i]);
3414 } 3495 }
3415 } 3496 }
3416 strcat(buf,"."); 3497 strcat (buf, ".");
3417 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3418 } 3499 }
3419 3500
3420 /* evtl. adding flags: */ 3501 /* evtl. adding flags: */
3421 if(QUERY_FLAG(item, FLAG_XRAYS)) 3502 if (QUERY_FLAG (item, FLAG_XRAYS))
3422 SET_FLAG(skin, FLAG_XRAYS); 3503 SET_FLAG (skin, FLAG_XRAYS);
3423 if(QUERY_FLAG(item, FLAG_STEALTH)) 3504 if (QUERY_FLAG (item, FLAG_STEALTH))
3424 SET_FLAG(skin, FLAG_STEALTH); 3505 SET_FLAG (skin, FLAG_STEALTH);
3425 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3426 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3507 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3427 3508
3428 /* print message if there is one */ 3509 /* print message if there is one */
3429 if (item->msg != NULL) 3510 if (item->msg != NULL)
3430 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3512 }
3513 else
3431 } 3514 {
3432 else {
3433 /* generate misc. treasure */ 3515 /* generate misc. treasure */
3434 tmp = arch_to_object (tr->item); 3516 tmp = arch_to_object (tr->item);
3435 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3517 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); 3518 tmp = insert_ob_in_ob (tmp, who);
3437 if (who->type == PLAYER) 3519 if (who->type == PLAYER)
3438 esrv_send_item(who, tmp); 3520 esrv_send_item (who, tmp);
3439 } 3521 }
3440} 3522}
3441 3523
3442/** 3524/**
3443 * Unready an object for a player. This function does nothing if the object was 3525 * Unready an object for a player. This function does nothing if the object was
3444 * not readied. 3526 * not readied.
3445 */ 3527 */
3528void
3446void player_unready_range_ob(player *pl, object *ob) { 3529player_unready_range_ob (player *pl, object *ob)
3447 rangetype i; 3530{
3448
3449 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3531 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3450 if (pl->ranges[i] == ob) { 3532 if (pl->ranges[i] == ob)
3533 {
3451 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3452 if (pl->shoottype == i) { 3535 if (pl->shoottype == i)
3453 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3454 }
3455 } 3537 }
3456 }
3457} 3538}

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