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Comparing deliantra/server/server/player.C (file contents):
Revision 1.2 by elmex, Tue Aug 15 16:19:55 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 1.2 2006/08/15 16:19:55 elmex Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 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* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205 205
206 if (!p) { 206 players.erase (this);
207 player *tmp; 207}
208 208
209 p = (player *) malloc(sizeof(player)); 209// connect the player with a specific client
210 if(p==NULL) 210// also changed, rationalises, and fixes some incorrect settings
211 fatal(OUT_OF_MEMORY); 211void
212player::connect (client *ns)
213{
214 this->ns = ns;
215 ns->pl = this;
212 216
213 /* This adds the player in the linked list. There is extra 217 run_on = 0;
214 * complexity here because we want to add the new player at the 218 fire_on = 0;
215 * end of the list - there is in fact no compelling reason that 219 ob->container = 0; //TODO: client-specific
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226 220
227 p->next = NULL; 221 ns->update_look = 0;
228 } 222 ns->look_position = 0;
229 223
230 /* Clears basically the entire player structure except 224 clear_los (ob);
231 * for next and socket. 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.
232 */ 248 */
233 memset((void*)((char*)p + offsetof(player, ob)), 0, 249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
234 sizeof(player) - offsetof(player, ob)); 250 SET_FLAG (ob, FLAG_USE_SHIELD);
235 251
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{
236 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
237 * we deal with that below this point. 329 * we deal with that below this point.
238 */ 330 */
239 p->party=NULL;
240 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
241 p->outputs_count=1; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
242 p->unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
243 p->Swap_First = -1;
244 334
245#ifdef AUTOSAVE 335 savebed_map = first_map_path; /* Init. respawn position */
246 p->last_save_tick = 9999999; 336
247#endif 337 gen_sp_armour = 10;
338 shoottype = range_none;
339 bowtype = bow_normal;
340 petmode = pet_normal;
341 listening = 10;
342 usekeys = containers;
343 peaceful = 1; /* default peaceful */
344 do_los = 1;
345}
346
347void
348player::do_destroy ()
349{
350 disconnect ();
351
352 attachable::do_destroy ();
353
354 if (ob)
248 355 {
249 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 356 ob->destroy_inv (false);
357 ob->destroy ();
250 358 }
251 op->contr=p; /* this aren't yet in archetype */
252 p->ob = op;
253 op->speed_left=0.5;
254 op->speed=1.0;
255 op->direction=5; /* So player faces south */
256 op->stats.wc=2;
257 op->run_away = 25; /* Then we panick... */
258 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
259
260 roll_stats(op);
261 p->state=ST_ROLL_STAT;
262 clear_los(op);
263
264 p->gen_sp_armour=10;
265 p->last_speed= -1;
266 p->shoottype=range_none;
267 p->bowtype=bow_normal;
268 p->petmode=pet_normal;
269 p->listening=10;
270 p->usekeys=containers;
271 p->last_weapon_sp= -1;
272 p->peaceful=1; /* default peaceful */
273 p->do_los=1;
274 p->explore=0;
275 p->no_shout=0; /* default can shout */
276
277 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
278 p->title[sizeof(p->title)-1] = '\0';
279 op->race = add_string (op->arch->clone.race);
280
281 CLEAR_FLAG(op,FLAG_READY_SKILL);
282
283 /* we need to clear these to -1 and not zero - otherwise,
284 * if a player quits and starts a new character, we wont
285 * send new values to the client, as things like exp start
286 * at zero.
287 */
288 for (i=0; i < NUM_SKILLS; i++) {
289 p->last_skill_exp[i] = -1;
290 p->last_skill_ob[i] = NULL;
291 }
292 for (i=0; i < NROFATTACKS; i++) {
293 p->last_resist[i] = -1;
294 }
295 p->last_stats.exp = -1;
296 p->last_weight = (uint32)-1;
297
298 p->socket.update_look=0;
299 p->socket.look_position=0;
300 return p;
301} 359}
302 360
303 361player::~player ()
304/* This loads the first map an puts the player on it. */
305static void set_first_map(object *op)
306{ 362{
307 strcpy(op->contr->maplevel, first_map_path); 363 /* Clear item stack */
308 op->x = -1; 364 free (stack_items);
309 op->y = -1;
310 enter_exit(op, NULL);
311} 365}
312 366
313/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
314 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
315 * mode. 369 * mode.
316 */ 370 */
371player *
372player::create ()
373{
374 player *pl = new player;
317 375
318int add_player(NewSocket *ns) { 376 pl->set_object (arch_to_object (get_player_archetype (0)));
319 player *p;
320
321 p=get_player(NULL);
322 p->socket = *ns;
323 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
324 if(p->socket.faces_sent == NULL)
325 fatal(OUT_OF_MEMORY);
326 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
327 /* Needed because the socket we just copied over needs to be cleared.
328 * Note that this can result in a client reset if there is partial data
329 * on the uncoming socket.
330 */
331 p->socket.inbuf.len = 0;
332 set_first_map(p->ob); 377 set_first_map (pl->ob);
333 378
334 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
335 add_friendly_object(p->ob);
336 send_rules(p->ob);
337 send_news(p->ob);
338 display_motd(p->ob);
339 get_name(p->ob);
340 return 0; 379 return pl;
341} 380}
342 381
343/* 382/*
344 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
345 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
346 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
347 */ 386 */
387archetype *
348archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
349{ 389{
350 archetype *start = at; 390 archetype *start = at;
391
351 for (;;) { 392 for (;;)
393 {
352 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
353 at=first_archetype; 395 at = first_archetype;
354 else 396 else
355 at=at->next; 397 at = at->next;
398
356 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
357 return at; 400 return at;
401
358 if (at == start) { 402 if (at == start)
403 {
359 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
360 exit (-1); 405 exit (-1);
361 } 406 }
362 } 407 }
363} 408}
364 409
365 410object *
366object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
367 object *op = NULL; 413 object *op = NULL;
368 player *pl = NULL;
369 objectlink *ol; 414 objectlink *ol;
370 unsigned lastdist; 415 unsigned lastdist;
371 rv_vector rv; 416 rv_vector rv;
372 417
373 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 {
374 /* 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
375 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
376 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
377 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
378 */ 424 */
379 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 {
380 object *tmp=ol->ob; 427 object *tmp = ol->ob;
381 428
382 /* 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
383 * itself will have been cleared. 430 * itself will have been cleared.
384 */ 431 */
385 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 ());
386 ol = ol->next; 434 ol = ol->next;
387 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
388 if (!ol) return op; 436 if (!ol)
389 } 437 return op;
438 }
390 439
391 /* 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
392 * 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
393 * complicated method of state checking would be needed in any case - 442 * complicated method of state checking would be needed in any case -
394 * as it was, a clever player could type quit, and the function would 443 * as it was, a clever player could type quit, and the function would
395 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
396 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
397 */ 446 */
398 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
399 continue; 448 continue;
400 449
401 if(lastdist>rv.distance) {
402 op=ol->ob;
403 lastdist=rv.distance;
404 }
405 }
406 for (pl=first_player; pl != NULL; pl=pl->next) {
407 if (can_detect_enemy(mon, pl->ob,&rv)) {
408
409 if(lastdist>rv.distance) { 450 if (lastdist > rv.distance)
410 op=pl->ob; 451 {
452 op = ol->ob;
411 lastdist=rv.distance; 453 lastdist = rv.distance;
454 }
412 } 455 }
413 } 456
414 } 457 for_all_players (pl)
458 if (can_detect_enemy (mon, pl->ob, &rv))
459 if (lastdist > rv.distance)
460 {
461 op = pl->ob;
462 lastdist = rv.distance;
463 }
464
415#if 0 465#if 0
416 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)");
417#endif 467#endif
418 return op; 468 return op;
419} 469}
420 470
421/* 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
422 * 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
423 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
437 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
438 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
439 * is probably not a good thing. 489 * is probably not a good thing.
440 */ 490 */
441#define MAX_SPACES 50 491#define MAX_SPACES 50
442
443 492
444/* 493/*
445 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
446 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
447 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
460 * monster can in fact move one space in that direction. 509 * monster can in fact move one space in that direction.
461 * 3) I'm not sure how good this code will be for moving multipart monsters, 510 * 3) I'm not sure how good this code will be for moving multipart monsters,
462 * since only simple checks to blocked are being called, which could mean the monster 511 * since only simple checks to blocked are being called, which could mean the monster
463 * is blocking itself. 512 * is blocking itself.
464 */ 513 */
514int
465int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
466 rv_vector rv; 517 rv_vector rv;
467 sint16 x,y; 518 sint16 x, y;
468 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;
469 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
470 521
471 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
472 523
473 if (rv.distance<mindiff) return 0; 524 if (rv.distance < mindiff)
474
475 x=mon->x;
476 y=mon->y;
477 m=mon->map;
478 dir = rv.direction;
479 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
480 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
481 /* If we can't solve it within the search distance, return now. */
482 if (diff>max) return 0;
483 while (diff >1 && max>0) {
484 lastx = x;
485 lasty = y;
486 lastmap = m;
487 x = lastx + freearr_x[dir];
488 y = lasty + freearr_y[dir];
489
490 mflags = get_map_flags(m, &m, x, y, &x, &y);
491 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
492
493 /* Space is blocked - try changing direction a little */
494 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
495 && (m == mon->map && blocked_link(mon, m, x, y)))) {
496 /* recalculate direction from last good location. Possible
497 * we were not traversing ideal location before.
498 */
499 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
500 if (rv.direction != dir) {
501 /* OK - says direction should be different - lets reset the
502 * the values so it will try again.
503 */
504 x = lastx;
505 y = lasty;
506 m = lastmap;
507 dir = firstdir = rv.direction;
508 } else {
509 /* direct path is blocked - try taking a side step to
510 * either the left or right.
511 * Note increase the values in the loop below to be
512 * more than -1/1 respectively will mean the monster takes
513 * bigger detour. Have to be careful about these values getting
514 * too big (3 or maybe 4 or higher) as the monster may just try
515 * stepping back and forth
516 */
517 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
518 if (i==0) continue; /* already did this, so skip it */
519 /* Use lastdir here - otherwise,
520 * since the direction that the creature should move in
521 * may change, you could get infinite loops.
522 * ie, player is northwest, but monster can only
523 * move west, so it does that. It goes some distance,
524 * gets blocked, finds that it should move north,
525 * can't do that, but now finds it can move east, and
526 * gets back to its original point. lastdir contains
527 * the last direction the creature has successfully
528 * moved.
529 */
530
531 x = lastx + freearr_x[absdir(lastdir+i)];
532 y = lasty + freearr_y[absdir(lastdir+i)];
533 m = lastmap;
534 mflags = get_map_flags(m, &m, x, y, &x, &y);
535 if (mflags & P_OUT_OF_MAP) continue;
536 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
537 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
538 if (mflags & P_BLOCKSVIEW) continue;
539
540 if (m == mon->map && blocked_link(mon, m, x, y)) break;
541 }
542 /* go through entire loop without finding a valid
543 * sidestep to take - thus, no valid path.
544 */
545 if (i==(DETOUR_AMOUNT+1))
546 return 0;
547 diff--;
548 lastdir=dir;
549 max--;
550 if (!firstdir) firstdir = dir+i;
551 } /* else check alternate directions */
552 } /* if blocked */
553 else {
554 /* we moved towards creature, so diff is less */
555 diff--;
556 max--;
557 lastdir=dir;
558 if (!firstdir) firstdir = dir;
559 }
560 if (diff<=1) {
561 /* Recalculate diff (distance) because we may not have actually
562 * headed toward player for entire distance.
563 */
564 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
565 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
566 }
567 if (diff>max) return 0;
568 }
569 /* If we reached the max, didn't find a direction in time */
570 if (!max) return 0;
571
572 return firstdir;
573}
574
575void give_initial_items(object *pl,treasurelist *items) {
576 object *op,*next=NULL;
577
578 if(pl->randomitems!=NULL)
579 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
580
581 for (op=pl->inv; op; op=next) {
582 next = op->below;
583
584 /* Forces get applied per default, unless they have the
585 * flag "neutral" set. Sorry but I can't think of a better way
586 */
587 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
588 SET_FLAG(op,FLAG_APPLIED);
589
590 /* we never give weapons/armour if these cannot be used
591 * by this player due to race restrictions
592 */
593 if (pl->type == PLAYER) {
594 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
595 (op->type == ARMOUR || op->type == BOOTS ||
596 op->type == CLOAK || op->type == HELMET ||
597 op->type == SHIELD || op->type == GLOVES ||
598 op->type == BRACERS || op->type == GIRDLE)) ||
599 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
600 remove_ob (op);
601 free_object (op);
602 continue;
603 }
604 }
605
606 /* This really needs to be better - we should really give
607 * a substitute spellbook. The problem is that we don't really
608 * have a good idea what to replace it with (need something like
609 * a first level treasurelist for each skill.)
610 * remove duplicate skills also
611 */
612 if(op->type==SPELLBOOK || op->type == SKILL) {
613 object *tmp;
614
615 for (tmp=op->below; tmp; tmp=tmp->below)
616 if (tmp->type == op->type && tmp->name == op->name) break;
617
618 if (tmp) {
619 remove_ob(op);
620 free_object(op);
621 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
622 tmp->name);
623 continue;
624 }
625 if (op->nrof > 1) op->nrof = 1;
626 }
627
628 if (op->type == SPELLBOOK && op->inv) {
629 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
630 }
631
632 /* Give starting characters identified, uncursed, and undamned
633 * items. Just don't identify gold or silver, or it won't be
634 * merged properly.
635 */
636 if (need_identify(op)) {
637 SET_FLAG(op, FLAG_IDENTIFIED);
638 CLEAR_FLAG(op, FLAG_CURSED);
639 CLEAR_FLAG(op, FLAG_DAMNED);
640 }
641 if(op->type==SPELL) {
642 remove_ob(op);
643 free_object(op);
644 continue;
645 }
646 else if(op->type==SKILL) {
647 SET_FLAG(op, FLAG_CAN_USE_SKILL);
648 op->stats.exp = 0;
649 op->level = 1;
650 }
651 /* lock all 'normal items by default */
652 else SET_FLAG(op, FLAG_INV_LOCKED);
653 } /* for loop of objects in player inv */
654
655 /* Need to set up the skill pointers */
656 link_player_skills(pl);
657}
658
659void get_name(object *op) {
660 op->contr->write_buf[0]='\0';
661 op->contr->state=ST_GET_NAME;
662 send_query(&op->contr->socket,0,"What is your name?\n:");
663}
664
665void get_password(object *op) {
666 op->contr->write_buf[0]='\0';
667 op->contr->state=ST_GET_PASSWORD;
668 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
669}
670
671void play_again(object *op)
672{
673 op->contr->state=ST_PLAY_AGAIN;
674 op->chosen_skill = NULL;
675 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
676 /* a bit of a hack, but there are various places early in th
677 * player creation process that a user can quit (eg, roll
678 * stats) that isn't removing the player. Taking a quick
679 * look, there are many places that call play_again without
680 * removing the player - it probably makes more sense
681 * to leave it to play_again to remove the object in all
682 * cases.
683 */
684 if (!QUERY_FLAG(op, FLAG_REMOVED))
685 remove_ob(op);
686 /* Need to set this to null - otherwise, it could point to garbage,
687 * and draw() doesn't check to see if the player is removed, only if
688 * the map is null or not swapped out.
689 */
690 op->map = NULL;
691}
692
693
694int receive_play_again(object *op, char key)
695{
696 if(key=='q'||key=='Q') {
697 remove_friendly_object(op);
698 leave(op->contr,0); /* ericserver will draw the message */
699 return 2;
700 }
701 else if(key=='a'||key=='A') {
702 player *pl = op->contr;
703 const char *name = op->name;
704
705 add_refcount(name);
706 remove_friendly_object(op);
707 free_object(op);
708 pl = get_player(pl);
709 op = pl->ob;
710 add_friendly_object(op);
711 op->contr->password[0]='~';
712 FREE_AND_CLEAR_STR(op->name);
713 FREE_AND_CLEAR_STR(op->name_pl);
714
715 /* Lets put a space in here */
716 new_draw_info(NDI_UNIQUE, 0, op, "\n");
717 get_name(op);
718 op->name = name; /* Alrady added a refcount above */
719 op->name_pl = add_string(name);
720 set_first_map(op);
721 } else {
722 /* user pressed something else so just ask again... */
723 play_again(op);
724 }
725 return 0; 525 return 0;
726}
727 526
728void confirm_password(object *op) { 527 x = mon->x;
528 y = mon->y;
529 m = mon->map;
530 dir = rv.direction;
531 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
532 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
533 /* If we can't solve it within the search distance, return now. */
534 if (diff > max)
535 return 0;
536 while (diff > 1 && max > 0)
537 {
538 lastx = x;
539 lasty = y;
540 lastmap = m;
541 x = lastx + freearr_x[dir];
542 y = lasty + freearr_y[dir];
729 543
730 op->contr->write_buf[0]='\0'; 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
731 op->contr->state=ST_CONFIRM_PASSWORD; 545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
732 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
733}
734 546
547 /* Space is blocked - try changing direction a little */
548 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
549 && (m == mon->map && blocked_link (mon, m, x, y))))
550 {
551 /* recalculate direction from last good location. Possible
552 * we were not traversing ideal location before.
553 */
554 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
555 if (rv.direction != dir)
556 {
557 /* OK - says direction should be different - lets reset the
558 * the values so it will try again.
559 */
560 x = lastx;
561 y = lasty;
562 m = lastmap;
563 dir = firstdir = rv.direction;
564 }
565 else
566 {
567 /* direct path is blocked - try taking a side step to
568 * either the left or right.
569 * Note increase the values in the loop below to be
570 * more than -1/1 respectively will mean the monster takes
571 * bigger detour. Have to be careful about these values getting
572 * too big (3 or maybe 4 or higher) as the monster may just try
573 * stepping back and forth
574 */
575 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
576 {
577 if (i == 0)
578 continue; /* already did this, so skip it */
579 /* Use lastdir here - otherwise,
580 * since the direction that the creature should move in
581 * may change, you could get infinite loops.
582 * ie, player is northwest, but monster can only
583 * move west, so it does that. It goes some distance,
584 * gets blocked, finds that it should move north,
585 * can't do that, but now finds it can move east, and
586 * gets back to its original point. lastdir contains
587 * the last direction the creature has successfully
588 * moved.
589 */
590
591 x = lastx + freearr_x[absdir (lastdir + i)];
592 y = lasty + freearr_y[absdir (lastdir + i)];
593 m = lastmap;
594 mflags = get_map_flags (m, &m, x, y, &x, &y);
595 if (mflags & P_OUT_OF_MAP)
596 continue;
597 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
598 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
599 continue;
600 if (mflags & P_BLOCKSVIEW)
601 continue;
602
603 if (m == mon->map && blocked_link (mon, m, x, y))
604 break;
605 }
606 /* go through entire loop without finding a valid
607 * sidestep to take - thus, no valid path.
608 */
609 if (i == (DETOUR_AMOUNT + 1))
610 return 0;
611 diff--;
612 lastdir = dir;
613 max--;
614 if (!firstdir)
615 firstdir = dir + i;
616 } /* else check alternate directions */
617 } /* if blocked */
618 else
619 {
620 /* we moved towards creature, so diff is less */
621 diff--;
622 max--;
623 lastdir = dir;
624 if (!firstdir)
625 firstdir = dir;
626 }
627 if (diff <= 1)
628 {
629 /* Recalculate diff (distance) because we may not have actually
630 * headed toward player for entire distance.
631 */
632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
633 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
634 }
635 if (diff > max)
636 return 0;
637 }
638 /* If we reached the max, didn't find a direction in time */
639 if (!max)
640 return 0;
641
642 return firstdir;
643}
644
645void
646give_initial_items (object *pl, treasurelist * items)
647{
648 object *op, *next = NULL;
649
650 if (pl->randomitems != NULL)
651 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
652
653 for (op = pl->inv; op; op = next)
654 {
655 next = op->below;
656
657 /* Forces get applied per default, unless they have the
658 * flag "neutral" set. Sorry but I can't think of a better way
659 */
660 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
661 SET_FLAG (op, FLAG_APPLIED);
662
663 /* we never give weapons/armour if these cannot be used
664 * by this player due to race restrictions
665 */
666 if (pl->type == PLAYER)
667 {
668 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
669 (op->type == ARMOUR || op->type == BOOTS ||
670 op->type == CLOAK || op->type == HELMET ||
671 op->type == SHIELD || op->type == GLOVES ||
672 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
673 {
674 op->destroy ();
675 continue;
676 }
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)
686 {
687 object *tmp;
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
704 if (op->type == SPELLBOOK && op->inv)
705 {
706 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
707 }
708
709 /* Give starting characters identified, uncursed, and undamned
710 * items. Just don't identify gold or silver, or it won't be
711 * merged properly.
712 */
713 if (need_identify (op))
714 {
715 SET_FLAG (op, FLAG_IDENTIFIED);
716 CLEAR_FLAG (op, FLAG_CURSED);
717 CLEAR_FLAG (op, FLAG_DAMNED);
718 }
719 if (op->type == SPELL)
720 {
721 op->destroy ();
722 continue;
723 }
724 else if (op->type == SKILL)
725 {
726 SET_FLAG (op, FLAG_CAN_USE_SKILL);
727 op->stats.exp = 0;
728 op->level = 1;
729 }
730 /* lock all 'normal items by default */
731 else
732 SET_FLAG (op, FLAG_INV_LOCKED);
733 } /* for loop of objects in player inv */
734
735 /* Need to set up the skill pointers */
736 link_player_skills (pl);
737}
738
739void
735void get_party_password(object *op, partylist *party) { 740get_party_password (object *op, partylist *party)
741{
736 if (party == NULL) { 742 if (party == NULL)
743 {
737 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);
738 return; 745 return;
739 } 746 }
747
740 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
741 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
742 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
743 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:");
744} 752}
745
746 753
747/* 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
748int roll_stat(void) { 756roll_stat (void)
757{
749 int a[4],i,j,k; 758 int a[4], i, j, k;
750 759
751 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
752 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) rndm (6) + 1;
753 762
754 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
755 if(a[i]<k) 764 if (a[i] < k)
756 k=a[i],j=i; 765 k = a[i], j = i;
757 766
758 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
759 if(i!=j) 768 if (i != j)
760 k+=a[i]; 769 k += a[i];
761 } 770
762 return k; 771 return k;
763} 772}
764 773
765void roll_stats(object *op) { 774void
766 int sum=0; 775object::roll_stats ()
767 int i = 0, j = 0; 776{
768 int statsort[7]; 777 int statsort [7];
769 778
779 for (;;)
770 do { 780 {
771 op->stats.Str=roll_stat(); 781 int sum = 0;
772 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
773 op->stats.Int=roll_stat(); 783 sum += statsort [i] = roll_stat ();
774 op->stats.Con=roll_stat();
775 op->stats.Wis=roll_stat();
776 op->stats.Pow=roll_stat();
777 op->stats.Cha=roll_stat();
778 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
779 op->stats.Con+op->stats.Wis+op->stats.Pow+
780 op->stats.Cha;
781 } while(sum<82||sum>116);
782 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
783 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
784 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
785 statsort[1] = op->stats.Dex;
786 statsort[2] = op->stats.Int;
787 statsort[3] = op->stats.Con;
788 statsort[4] = op->stats.Wis;
789 statsort[5] = op->stats.Pow;
790 statsort[6] = op->stats.Cha;
791 791
792 /* a quick and dirty bubblesort? */
793 do {
794 if (statsort[i] < statsort[i + 1]) {
795 j = statsort[i];
796 statsort[i] = statsort[i + 1];
797 statsort[i + 1] = j;
798 i = 0;
799 } else {
800 i++;
801 }
802 } while (i < 6);
803
804 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
805 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
806 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
807 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
808 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
809 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
810 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
811 799
812
813 op->contr->orig_stats.Str=op->stats.Str;
814 op->contr->orig_stats.Dex=op->stats.Dex;
815 op->contr->orig_stats.Int=op->stats.Int;
816 op->contr->orig_stats.Con=op->stats.Con;
817 op->contr->orig_stats.Wis=op->stats.Wis;
818 op->contr->orig_stats.Pow=op->stats.Pow;
819 op->contr->orig_stats.Cha=op->stats.Cha;
820
821 op->level=1;
822 op->stats.exp=0; 800 stats.exp = 0;
823 op->stats.ac=0; 801 stats.ac = 0;
824 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
825 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
826 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
827 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
828 812
829 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
830 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
831 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
832 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
833 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
834} 852}
835 853
836void Roll_Again(object *op) 854static void
855start_info (object *op)
837{ 856{
838 esrv_new_player(op->contr, 0);
839 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
840}
841
842void Swap_Stat(object *op,int Swap_Second)
843{
844 signed char tmp;
845 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
846 858
847 if ( op->contr->Swap_First == -1 ) { 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
848 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
849 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
850 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
851 return;
852 }
853
854 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
855
856 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
857 get_attr_value(&op->contr->orig_stats, Swap_Second));
858
859 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
860
861 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
862 new_draw_info(NDI_UNIQUE, 0,op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
863 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
864 op->stats.Dex = op->contr->orig_stats.Dex;
865 op->stats.Con = op->contr->orig_stats.Con;
866 op->stats.Int = op->contr->orig_stats.Int;
867 op->stats.Wis = op->contr->orig_stats.Wis;
868 op->stats.Pow = op->contr->orig_stats.Pow;
869 op->stats.Cha = op->contr->orig_stats.Cha;
870 op->stats.ac=0;
871
872 op->level=1;
873 op->stats.exp=0;
874 op->stats.ac=0;
875
876 op->contr->levhp[1] = 9;
877 op->contr->levsp[1] = 6;
878 op->contr->levgrace[1] = 3;
879
880 fix_player(op);
881 op->stats.hp = op->stats.maxhp;
882 op->stats.sp = op->stats.maxsp;
883 op->stats.grace = op->stats.maxgrace;
884 op->contr->orig_stats=op->stats;
885 op->contr->Swap_First=-1;
886}
887
888
889/* This code has been greatly reduced, because with set_attr_value
890 * and get_attr_value, the stats can be accessed just numeric
891 * ids. stat_trans is a table that translate the number entered
892 * into the actual stat. It is needed because the order the stats
893 * are displayed in the stat window is not the same as how
894 * the number's access that stat. The table does that translation.
895 */
896int key_roll_stat(object *op, char key)
897{
898 int keynum = key -'0';
899 char buf[MAX_BUF];
900 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
901
902 if (keynum>0 && keynum<=7) {
903 if (op->contr->Swap_First==-1) {
904 op->contr->Swap_First=stat_trans[keynum];
905 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
906 new_draw_info(NDI_UNIQUE, 0,op,buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
907 }
908 else
909 Swap_Stat(op,stat_trans[keynum]);
910
911 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
912 return 1;
913 }
914 switch (key) {
915 case 'n':
916 case 'N': {
917 SET_FLAG(op, FLAG_WIZ);
918 if(op->map==NULL) {
919 LOG(llevError,"Map == NULL in state 2\n");
920 break;
921 }
922
923#if 0
924 /* So that enter_exit will put us at startx/starty */
925 op->x= -1;
926
927 enter_exit(op,NULL);
928#endif
929 SET_ANIMATION(op, 2); /* So player faces south */
930 /* Enter exit adds a player otherwise */
931 add_statbonus(op);
932 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n");
933 op->contr->state = ST_CHANGE_CLASS;
934 if (op->msg)
935 new_draw_info(NDI_BLUE, 0, op, op->msg);
936 return 0;
937 }
938 case 'y':
939 case 'Y':
940 roll_stats(op);
941 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
942 return 1;
943
944 case 'q':
945 case 'Q':
946 play_again(op);
947 return 1;
948
949 default:
950 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
951 return 0;
952 }
953 return 0;
954} 863}
955 864
956/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
957 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
958 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
959 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
960 * not the class. 869 * not the class.
961 */ 870 */
962 871int
963int key_change_class(object *op, char key) 872key_change_class (object *op, char key)
964{ 873{
965 int tmp_loop; 874 int tmp_loop;
966 875
967 if(key=='q'||key=='Q') {
968 remove_ob(op);
969 play_again(op);
970 return 0;
971 }
972 if(key=='d'||key=='D') { 876 if (key == 'd' || key == 'D')
877 {
973 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
974 879
975 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
976 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
977 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
978 882
979 /* Lauwenmark : Here we handle the BORN global event */ 883 treasurelist *tl = find_treasurelist ("starting_wealth");
980 execute_global_event(EVENT_BORN, op); 884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
981 886
982 /* Lauwenmark : We then generate a LOGIN event */ 887 INVOKE_PLAYER (BIRTH, op->contr);
983 execute_global_event(EVENT_LOGIN, op->contr, op->contr->socket.host); 888 INVOKE_PLAYER (LOGIN, op->contr);
889
984 op->contr->state=ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
985 891
986 if (op->msg) { 892 if (op->msg)
987 free_string(op->msg);
988 op->msg=NULL; 893 op->msg = NULL;
989 }
990 894
991 /* 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
992 * to save here. 896 * to save here.
993 */ 897 */
994 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
995 make_path_to_file(buf); 899 make_path_to_file (buf);
996 900
997#ifdef AUTOSAVE
998 op->contr->last_save_tick = pticks;
999#endif
1000 start_info(op); 901 start_info (op);
1001 CLEAR_FLAG(op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
1002 give_initial_items(op,op->randomitems); 903 give_initial_items (op, op->randomitems);
1003 link_player_skills(op); 904 link_player_skills (op);
1004 esrv_send_inventory(op, op); 905 esrv_send_inventory (op, op);
1005 fix_player(op); 906 op->update_stats ();
1006 907
1007 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1008 * is one for this race 909 * is one for this race
1009 */ 910 */
1010 if(*first_map_ext_path) { 911 if (*first_map_ext_path)
912 {
1011 object *tmp; 913 object *tmp;
1012 mapstruct *oldmap = op->map;
1013 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1014 snprintf(mapname, MAX_BUF-1, "%s/%s", 915
1015 first_map_ext_path, op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1016 tmp=get_object(); 917 tmp = object::create ();
1017 EXIT_PATH(tmp) = add_string(mapname); 918 EXIT_PATH (tmp) = mapname;
1018 EXIT_X(tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1019 EXIT_Y(tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1020 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;
1021 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1022 * default initial map */ 923 * default initial map */
1023 free_object(tmp); 924 tmp->destroy ();
925 }
1024 } else { 926 else
1025 LOG(llevDebug,"first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1026 }
1027 return 0;
1028 }
1029 928
929 return 0;
930 }
931
1030 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1031 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1032 */ 934 */
1033 935
1034 tmp_loop = 0; 936 tmp_loop = 0;
1035 while(!tmp_loop) { 937 while (!tmp_loop)
1036 const char *name = add_string (op->name); 938 {
939 shstr name = op->name;
1037 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1038 remove_statbonus(op); 941
1039 remove_ob (op); 942 op->remove_statbonus ();
943 op->remove ();
1040 op->arch = get_player_archetype(op->arch); 944 op->arch = get_player_archetype (op->arch);
1041 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
946 op->instantiate ();
1042 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1043 free_string (op->name); 948 op->name = op->name_pl = name;
1044 op->name = name; 949 op->x = x;
1045 free_string(op->name_pl); 950 op->y = y;
1046 op->name_pl = add_string(name);
1047 op->x = x;
1048 op->y = y;
1049 SET_ANIMATION(op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1050 insert_ob_in_map (op, op->map, op,0); 952 insert_ob_in_map (op, op->map, op, 0);
1051 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 953 assign (op->contr->title, op->arch->clone.name);
1052 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 954 op->add_statbonus ();
1053 add_statbonus(op);
1054 tmp_loop=allowed_class(op); 955 tmp_loop = allowed_class (op);
1055
1056 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1057 } 956 }
957
1058 update_object(op,UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1059 esrv_update_item(UPD_FACE,op,op); 959 esrv_update_item (UPD_FACE, op, op);
1060 fix_player(op); 960 op->update_stats ();
1061 op->stats.hp=op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1062 op->stats.sp=op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1063 op->stats.grace=0; 963 op->stats.grace = 0;
964
1064 if (op->msg) 965 if (op->msg)
1065 new_draw_info(NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
1066 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");
1067 return 0; 969 return 0;
1068} 970}
1069 971
1070int key_confirm_quit(object *op, char key) 972void
1071{
1072 char buf[MAX_BUF];
1073
1074 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1075 op->contr->state=ST_PLAYING;
1076 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1077 return 1;
1078 }
1079
1080 /* Lauwenmark : Here we handle the REMOVE global event */
1081 execute_global_event(EVENT_REMOVE, op);
1082 terminate_all_pets(op);
1083 leave_map(op);
1084 op->direction=0;
1085 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1086 "%s quits the game.",op->name);
1087
1088 strcpy(op->contr->killer,"quit");
1089 check_score(op);
1090 op->contr->party=NULL;
1091 if (settings.set_title == TRUE)
1092 op->contr->own_title[0]='\0';
1093
1094 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1095 mapstruct *mp, *next;
1096
1097 /* We need to hunt for any per player unique maps in memory and
1098 * get rid of them. The trailing slash in the path is intentional,
1099 * so that players named 'Ab' won't match against players 'Abe' pathname
1100 */
1101 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1102 for (mp=first_map; mp!=NULL; mp=next) {
1103 next = mp->next;
1104 if (!strncmp(mp->path, buf, strlen(buf)))
1105 delete_map(mp);
1106 }
1107
1108 delete_character(op->name, 1);
1109 }
1110 play_again(op);
1111 return 1;
1112}
1113
1114void flee_player(object *op) { 973flee_player (object *op)
974{
1115 int dir,diff; 975 int dir, diff;
1116 rv_vector rv; 976 rv_vector rv;
1117 977
1118 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1119 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1120 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1121 return; 982 return;
1122 } 983 }
1123 984
1124 if(op->enemy==NULL) { 985 if (op->enemy == NULL)
986 {
1125 LOG(llevDebug,"Fleeing player had no enemy.\n"); 987 LOG (llevDebug, "Fleeing player had no enemy.\n");
1126 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1127 return; 989 return;
1128 } 990 }
1129 991
1130 /* Seen some crashes here. Since we don't store an 992 /* Seen some crashes here. Since we don't store an
1131 * op->enemy_count, it is possible that something destroys the 993 * op->enemy_count, it is possible that something destroys the
1132 * actual enemy, and the object is recycled. 994 * actual enemy, and the object is recycled.
1133 */ 995 */
1134 if (op->enemy->map == NULL) { 996 if (op->enemy->map == NULL)
997 {
1135 CLEAR_FLAG(op, FLAG_SCARED); 998 CLEAR_FLAG (op, FLAG_SCARED);
1136 op->enemy=NULL; 999 op->enemy = NULL;
1137 return; 1000 return;
1138 } 1001 }
1139 1002
1140 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1003 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1004 {
1141 op->enemy=NULL; 1005 op->enemy = NULL;
1142 CLEAR_FLAG(op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1143 return; 1007 return;
1144 } 1008 }
1009
1145 get_rangevector(op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1146 1011
1147 dir=absdir(4+rv.direction); 1012 dir = absdir (4 + rv.direction);
1148 for(diff=0;diff<3;diff++) { 1013 for (diff = 0; diff < 3; diff++)
1149 int m=1-(RANDOM()&2);
1150 if(move_ob(op,absdir(dir+diff*m),op)||
1151 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1152 return;
1153 }
1154 } 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)))
1018 return;
1019 }
1020
1155 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1156 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1157 op->enemy=NULL; 1023 op->enemy = NULL;
1158} 1024}
1159 1025
1160 1026
1161/* 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.
1162 * 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
1163 * stop. 1029 * stop.
1164 */ 1030 */
1031int
1165int check_pick(object *op) { 1032check_pick (object *op)
1033{
1166 object *tmp, *next; 1034 object *tmp, *next;
1167 tag_t next_tag=0, op_tag;
1168 int stop = 0; 1035 int stop = 0;
1169 int j, k, wvratio; 1036 int j, k, wvratio;
1170 char putstring[128], tmpstr[16]; 1037 char putstring[128], tmpstr[16];
1171 1038
1172
1173 /* if you're flying, you cna't pick up anything */ 1039 /* if you're flying, you cna't pick up anything */
1174 if (op->move_type & MOVE_FLYING) 1040 if (op->move_type & MOVE_FLYING)
1175 return 1; 1041 return 1;
1176 1042
1177 op_tag = op->count;
1178
1179 next = op->below; 1043 next = op->below;
1180 if (next)
1181 next_tag = next->count;
1182 1044
1183 /* 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
1184 * destroyed */ 1046 * destroyed */
1185 while (next && ! was_destroyed (next, next_tag)) 1047 while (next && !next->destroyed ())
1186 { 1048 {
1187 tmp = next; 1049 tmp = next;
1188 next = tmp->below; 1050 next = tmp->below;
1189 if (next)
1190 next_tag = next->count;
1191 1051
1192 if (was_destroyed (op, op_tag)) 1052 if (op->destroyed ())
1193 return 0; 1053 return 0;
1194 1054
1195 if ( ! can_pick (op, tmp)) 1055 if (!can_pick (op, tmp))
1196 continue; 1056 continue;
1197 1057
1198 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1199 { 1059 {
1200 if (item_matched_string (op, tmp, op->contr->search_str)) 1060 if (item_matched_string (op, tmp, op->contr->search_str))
1201 pick_up (op, tmp); 1061 pick_up (op, tmp);
1202 continue; 1062 continue;
1203 } 1063 }
1204 1064
1205 /* high not bit set? We're using the old autopickup model */ 1065 /* high not bit set? We're using the old autopickup model */
1206 if(!(op->contr->mode & PU_NEWMODE)) { 1066 if (!(op->contr->mode & PU_NEWMODE))
1067 {
1207 switch (op->contr->mode) { 1068 switch (op->contr->mode)
1208 case 0: return 1; /* don't pick up */ 1069 {
1209 case 1: pick_up (op, tmp); 1070 case 0:
1210 return 1; 1071 return 1; /* don't pick up */
1211 case 2: pick_up (op, tmp); 1072 case 1:
1212 return 0; 1073 pick_up (op, tmp);
1213 case 3: return 0; /* stop before pickup */ 1074 return 1;
1214 case 4: pick_up (op, tmp); 1075 case 2:
1215 break; 1076 pick_up (op, tmp);
1216 case 5: pick_up (op, tmp); 1077 return 0;
1217 stop = 1; 1078 case 3:
1218 break; 1079 return 0; /* stop before pickup */
1219 case 6: 1080 case 4:
1220 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 pick_up (op, tmp);
1221 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1082 break;
1222 pick_up(op, tmp); 1083 case 5:
1223 break; 1084 pick_up (op, tmp);
1085 stop = 1;
1086 break;
1087 case 6:
1088 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1089 pick_up (op, tmp);
1090 break;
1224 1091
1225 case 7: 1092 case 7:
1226 if (tmp->type == MONEY || tmp->type == GEM) 1093 if (tmp->type == MONEY || tmp->type == GEM)
1227 pick_up(op, tmp); 1094 pick_up (op, tmp);
1228 break; 1095 break;
1229 1096
1230 default: 1097 default:
1231 /* use value density */ 1098 /* use value density */
1232 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1233 && (query_cost (tmp, op, F_TRUE) * 100 1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1234 / (tmp->weight * MAX (tmp->nrof, 1))) 1101 pick_up (op, tmp);
1235 >= op->contr->mode) 1102 }
1236 pick_up(op,tmp); 1103 }
1237 } 1104 else
1238 } 1105 { /* old model */
1239 else { /* old model */
1240 /* NEW pickup handling */ 1106 /* NEW pickup handling */
1241 if(op->contr->mode & PU_DEBUG) 1107 if (op->contr->mode & PU_DEBUG)
1242 { 1108 {
1243 /* some debugging code to figure out item information */ 1109 /* some debugging code to figure out item information */
1244 if(tmp->name!=NULL) 1110 if (tmp->name != NULL)
1245 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1246 tmp->name, tmp->type, 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1247 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1113 else
1248 else
1249 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1250 tmp->arch->name, tmp->type, 1115 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1251 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1116
1252 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1253 1119
1254 sprintf(putstring,"...flags: "); 1120 /* philosophy:
1255 for(k=0;k<4;k++) 1121 * It's easy to grab an item type from a pile, as long as it's
1256 { 1122 * generic. This takes no game-time. For more detailed pickups
1257 for(j=0;j<32;j++) 1123 * and selections, select-items should be used. This is a
1258 { 1124 * grab-as-you-run type mode that's really useful for arrows for
1259 if((tmp->flags[k]>>j)&0x01) 1125 * example.
1260 { 1126 * The drawback: right now it has no frontend, so you need to
1261 sprintf(tmpstr,"%d ",k*32+j); 1127 * stick the bits you want into a calculator in hex mode and then
1262 strcat(putstring, tmpstr); 1128 * convert to decimal and then 'pickup <#>
1263 } 1129 */
1264 }
1265 }
1266 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1267 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);
1268#if 0 1356#if 0
1269 /* print the flags too */ 1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1270 for(k=0;k<4;k++) 1358 if (tmp->name != NULL)
1271 { 1359 {
1272 fprintf(stderr,"%d [%d] ", k, k*32+31); 1360 fprintf (stderr, "%s", tmp->name);
1273 for(j=0;j<32;j++) 1361 }
1274 { 1362 else
1275 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1363 fprintf (stderr, "%s", tmp->arch->name);
1276 if(!((j+1)%4))fprintf(stderr," "); 1364 fprintf (stderr, ",%d] = ", tmp->type);
1277 } 1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1278 fprintf(stderr," [%d]\n", k*32);
1279 }
1280#endif 1366#endif
1367 continue;
1368 }
1369 }
1370 } /* the new pickup model */
1281 } 1371 }
1282 /* philosophy:
1283 * It's easy to grab an item type from a pile, as long as it's
1284 * generic. This takes no game-time. For more detailed pickups
1285 * and selections, select-items shoul dbe used. This is a
1286 * grab-as-you-run type mode that's really useful for arrows for
1287 * example.
1288 * The drawback: right now it has no frontend, so you need to
1289 * stick the bits you want into a calculator in hex mode and then
1290 * convert to decimal and then 'pickup <#>
1291 */
1292 1372
1293 /* the first two modes are exclusive: if NOTHING we return, if
1294 * STOP then we stop. All the rest are applied sequentially,
1295 * meaning if any test passes, the item gets picked up. */
1296
1297 /* if mode is set to pick nothing up, return */
1298
1299 if(op->contr->mode & PU_NOTHING) return 1;
1300
1301 /* if mode is set to stop when encountering objects, return */
1302 /* take STOP before INHIBIT since it doesn't actually pick
1303 * anything up */
1304
1305 if(op->contr->mode & PU_STOP) return 0;
1306
1307 /* useful for going into stores and not losing your settings... */
1308 /* and for battles wher you don't want to get loaded down while
1309 * fighting */
1310 if(op->contr->mode & PU_INHIBIT) return 1;
1311
1312 /* prevent us from turning into auto-thieves :) */
1313 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1314
1315 /* ignore known cursed objects */
1316 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1317
1318 /* all food and drink if desired */
1319 /* question: don't pick up known-poisonous stuff? */
1320 if(op->contr->mode & PU_FOOD)
1321 if (tmp->type == FOOD)
1322 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1323 if(op->contr->mode & PU_DRINK)
1324 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1325 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1326
1327 if(op->contr->mode & PU_POTION)
1328 if (tmp->type == POTION)
1329 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1330
1331 /* spellbooks, skillscrolls and normal books/scrolls */
1332 if(op->contr->mode & PU_SPELLBOOK)
1333 if (tmp->type == SPELLBOOK)
1334 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1335 if(op->contr->mode & PU_SKILLSCROLL)
1336 if (tmp->type == SKILLSCROLL)
1337 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1338 if(op->contr->mode & PU_READABLES)
1339 if (tmp->type == BOOK || tmp->type == SCROLL)
1340 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1341
1342 /* wands/staves/rods/horns */
1343 if (op->contr->mode & PU_MAGIC_DEVICE)
1344 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1345 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1346
1347 /* pick up all magical items */
1348 if(op->contr->mode & PU_MAGICAL)
1349 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1350 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1351
1352 if(op->contr->mode & PU_VALUABLES)
1353 {
1354 if (tmp->type == MONEY || tmp->type == GEM)
1355 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1356 }
1357
1358 /* rings & amulets - talismans seems to be typed AMULET */
1359 if(op->contr->mode & PU_JEWELS)
1360 if (tmp->type == RING || tmp->type == AMULET)
1361 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1362
1363 /* bows and arrows. Bows are good for selling! */
1364 if(op->contr->mode & PU_BOW)
1365 if (tmp->type == BOW)
1366 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1367 if(op->contr->mode & PU_ARROW)
1368 if (tmp->type == ARROW)
1369 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1370
1371 /* all kinds of armor etc. */
1372 if(op->contr->mode & PU_ARMOUR)
1373 if (tmp->type == ARMOUR)
1374 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1375 if(op->contr->mode & PU_HELMET)
1376 if (tmp->type == HELMET)
1377 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1378 if(op->contr->mode & PU_SHIELD)
1379 if (tmp->type == SHIELD)
1380 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1381 if(op->contr->mode & PU_BOOTS)
1382 if (tmp->type == BOOTS)
1383 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1384 if(op->contr->mode & PU_GLOVES)
1385 if (tmp->type == GLOVES)
1386 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1387 if(op->contr->mode & PU_CLOAK)
1388 if (tmp->type == CLOAK)
1389 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1390
1391 /* hoping to catch throwing daggers here */
1392 if(op->contr->mode & PU_MISSILEWEAPON)
1393 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1394 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1395
1396 /* careful: chairs and tables are weapons! */
1397 if(op->contr->mode & PU_ALLWEAPON)
1398 {
1399 if(tmp->type == WEAPON && tmp->name!=NULL)
1400 {
1401 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1402 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1403 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1404 }
1405 if(tmp->type == WEAPON && tmp->name==NULL)
1406 {
1407 if(strstr(tmp->arch->name,"table")==NULL &&
1408 strstr(tmp->arch->name,"chair")==NULL)
1409 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1410 }
1411 }
1412
1413 /* misc stuff that's useful */
1414 if(op->contr->mode & PU_KEY)
1415 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1416 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1417
1418 /* any of the last 4 bits set means we use the ratio for value
1419 * pickups */
1420 if(op->contr->mode & PU_RATIO)
1421 {
1422 /* use value density to decide what else to grab */
1423 /* >=7 was >= op->contr->mode */
1424 /* >=7 is the old standard setting. Now we take the last 4 bits
1425 * and multiply them by 5, giving 0..15*5== 5..75 */
1426 wvratio=(op->contr->mode & PU_RATIO) * 5;
1427 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1428 {
1429 pick_up(op, tmp);
1430#if 0
1431 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1432 if(tmp->name!=NULL) {
1433 fprintf(stderr,"%s", tmp->name);
1434 }
1435 else fprintf(stderr,"%s",tmp->arch->name);
1436 fprintf(stderr,",%d] = ", tmp->type);
1437 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1438#endif
1439 continue;
1440 }
1441 }
1442 } /* the new pickup model */
1443 }
1444 return ! stop; 1373 return !stop;
1445} 1374}
1446 1375
1447/* 1376/*
1448 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1449 * in the right type container (quiver). Pointer to the 1378 * in the right type container (quiver). Pointer to the
1450 * found object is returned. 1379 * found object is returned.
1451 */ 1380 */
1381object *
1452object *find_arrow(object *op, const char *type) 1382find_arrow (object *op, const char *type)
1453{ 1383{
1454 object *tmp = NULL; 1384 object *tmp = NULL;
1455 1385
1456 for(op=op->inv; op; op=op->below) 1386 for (op = op->inv; op; op = op->below)
1457 if(!tmp && op->type==CONTAINER && op->race==type && 1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1458 QUERY_FLAG(op,FLAG_APPLIED))
1459 tmp = find_arrow (op, type); 1388 tmp = find_arrow (op, type);
1460 else if (op->type==ARROW && op->race==type) 1389 else if (op->type == ARROW && op->race == type)
1461 return op; 1390 return op;
1462 return tmp; 1391 return tmp;
1463} 1392}
1464 1393
1465/* 1394/*
1466 * 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
1467 * 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
1468 * 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
1469 * 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.
1470 */ 1399 */
1471 1400
1401object *
1472object *find_better_arrow(object *op, object *target, const char *type, int *better) 1402find_better_arrow (object *op, object *target, const char *type, int *better)
1473{ 1403{
1474 object *tmp = NULL, *arrow, *ntmp; 1404 object *tmp = NULL, *arrow, *ntmp;
1475 int attacknum, attacktype, betterby=0, i; 1405 int attacknum, attacktype, betterby = 0, i;
1476 1406
1477 if (!type) 1407 if (!type)
1478 return NULL; 1408 return NULL;
1479 1409
1480 for (arrow=op->inv; arrow; arrow=arrow->below) { 1410 for (arrow = op->inv; arrow; arrow = arrow->below)
1481 if (arrow->type==CONTAINER && arrow->race==type && 1411 {
1482 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1483 i = 0; 1413 {
1414 i = 0;
1484 ntmp = find_better_arrow(arrow, target, type, &i); 1415 ntmp = find_better_arrow (arrow, target, type, &i);
1485 if (i > betterby) { 1416 if (i > betterby)
1486 tmp = ntmp; 1417 {
1487 betterby = i; 1418 tmp = ntmp;
1488 } 1419 betterby = i;
1420 }
1421 }
1489 } else if (arrow->type==ARROW && arrow->race==type) { 1422 else if (arrow->type == ARROW && arrow->race == type)
1423 {
1490 /* allways prefer assasination/slaying */ 1424 /* allways prefer assasination/slaying */
1491 if (target->race != NULL && arrow->slaying != NULL && 1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1492 strstr(arrow->slaying, target->race)) { 1426 {
1493 if (arrow->attacktype & AT_DEATH) { 1427 if (arrow->attacktype & AT_DEATH)
1494 *better = 100; 1428 {
1495 return arrow; 1429 *better = 100;
1496 } else { 1430 return arrow;
1497 tmp = arrow; 1431 }
1432 else
1433 {
1434 tmp = arrow;
1498 betterby = (arrow->magic + arrow->stats.dam) * 2; 1435 betterby = (arrow->magic + arrow->stats.dam) * 2;
1499 } 1436 }
1500 } else { 1437 }
1438 else
1439 {
1501 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 {
1502 attacktype = 1<<attacknum; 1442 attacktype = 1 << attacknum;
1503 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1504 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1505 tmp = arrow; 1445 {
1446 tmp = arrow;
1506 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1447 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1507 } 1448 }
1508 } 1449 }
1509 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1510 tmp = arrow; 1451 {
1452 tmp = arrow;
1511 betterby = 2 + arrow->magic + arrow->stats.dam; 1453 betterby = 2 + arrow->magic + arrow->stats.dam;
1512 } 1454 }
1513 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1514 tmp = arrow; 1456 {
1457 tmp = arrow;
1515 betterby = 1 + arrow->magic + arrow->stats.dam; 1458 betterby = 1 + arrow->magic + arrow->stats.dam;
1516 } 1459 }
1460 }
1461 }
1517 } 1462 }
1518 }
1519 }
1520 if (tmp == NULL && arrow == NULL) 1463 if (tmp == NULL && arrow == NULL)
1521 return find_arrow(op, type); 1464 return find_arrow (op, type);
1522 1465
1523 *better = betterby; 1466 *better = betterby;
1524 return tmp; 1467 return tmp;
1525} 1468}
1526 1469
1527/* 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
1528 * find_better_arrow to find a decent arrow to use. 1471 * find_better_arrow to find a decent arrow to use.
1529 * op = the shooter 1472 * op = the shooter
1530 * type = bow->race 1473 * type = bow->race
1531 * dir = fire direction 1474 * dir = fire direction
1532 */ 1475 */
1533 1476
1477object *
1534object *pick_arrow_target(object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1535{ 1479{
1536 object *tmp = NULL; 1480 object *tmp = NULL;
1537 mapstruct *m; 1481 maptile *m;
1538 int i, mflags, found, number; 1482 int i, mflags, found, number;
1539 sint16 x, y; 1483 sint16 x, y;
1540 1484
1541 if (op->map == NULL) 1485 if (op->map == NULL)
1542 return find_arrow(op, type); 1486 return find_arrow (op, type);
1543 1487
1544 /* do a dex check */ 1488 /* do a dex check */
1545 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1489 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1546 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1490 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1547 return find_arrow(op, type); 1491 return find_arrow (op, type);
1548 1492
1549 m = op->map; 1493 m = op->map;
1550 x = op->x; 1494 x = op->x;
1551 y = op->y; 1495 y = op->y;
1552 1496
1553 /* find the first target */ 1497 /* find the first target */
1554 for (i=0, found=0; i<20; i++) { 1498 for (i = 0, found = 0; i < 20; i++)
1499 {
1555 x += freearr_x[dir]; 1500 x += freearr_x[dir];
1556 y += freearr_y[dir]; 1501 y += freearr_y[dir];
1557 mflags = get_map_flags(m, &m, x, y, &x, &y); 1502 mflags = get_map_flags (m, &m, x, y, &x, &y);
1558 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 {
1559 tmp = NULL; 1505 tmp = NULL;
1560 break; 1506 break;
1507 }
1561 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1508 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1509 {
1562 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1563 * perhaps a bad assumption. 1511 * perhaps a bad assumption.
1564 */ 1512 */
1565 tmp = NULL; 1513 tmp = NULL;
1566 break; 1514 break;
1567 } 1515 }
1568 if (mflags & P_IS_ALIVE) { 1516 if (mflags & P_IS_ALIVE)
1517 {
1569 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1518 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1570 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1519 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1571 found++; 1520 {
1572 break; 1521 found++;
1573 } 1522 break;
1523 }
1574 if (found) 1524 if (found)
1575 break; 1525 break;
1576 } 1526 }
1577 } 1527 }
1578 if (tmp == NULL) 1528 if (tmp == NULL)
1579 return find_arrow(op, type); 1529 return find_arrow (op, type);
1580 1530
1581 if (tmp->head) 1531 if (tmp->head)
1582 tmp = tmp->head; 1532 tmp = tmp->head;
1583 1533
1584 return find_better_arrow(op, tmp, type, &i); 1534 return find_better_arrow (op, tmp, type, &i);
1585} 1535}
1586 1536
1587/* 1537/*
1588 * Creature fires a bow - op can be monster or player. Returns 1538 * Creature fires a bow - op can be monster or player. Returns
1589 * 1 if bow was actually fired, 0 otherwise. 1539 * 1 if bow was actually fired, 0 otherwise.
1592 * dir is the direction of fire. 1542 * dir is the direction of fire.
1593 * 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)
1594 * 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
1595 * player fire modes. 1545 * player fire modes.
1596 */ 1546 */
1547int
1597int 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)
1598 sint16 sx, sint16 sy)
1599{ 1549{
1600 object *left, *bow; 1550 object *left, *bow;
1601 tag_t left_tag, tag;
1602 int bowspeed, mflags; 1551 int bowspeed, mflags;
1603 mapstruct *m; 1552 maptile *m;
1604 1553
1605 if (!dir) { 1554 if (!dir)
1555 {
1606 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!");
1607 return 0; 1557 return 0;
1608 } 1558 }
1559
1609 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1610 bow=op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1611 else { 1562 else
1563 {
1612 for(bow=op->inv; bow; bow=bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1613 /* 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
1614 * 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.
1615 */ 1567 */
1616 if(bow->type==BOW) 1568 if (bow->type == BOW)
1617 break; 1569 break;
1618 1570
1619 if (!bow) { 1571 if (!bow)
1572 {
1620 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1621 return 0; 1574 return 0;
1622 } 1575 }
1623 } 1576 }
1577
1624 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1625 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);
1626 return 0; 1581 return 0;
1627 } 1582 }
1628 1583
1629 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1630 1585
1631 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1632 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1633 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1634 if (bowspeed < 1) 1590 if (bowspeed < 1)
1635 bowspeed = 1; 1591 bowspeed = 1;
1636 1592
1637 if (arrow == NULL) { 1593 if (arrow == NULL)
1594 {
1638 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1595 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 {
1639 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1640 new_draw_info_format(NDI_UNIQUE, 0, op, 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1641 "You have no %s left.", bow->race);
1642 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1643 else 1600 else
1644 CLEAR_FLAG(op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1645 return 0; 1602 return 0;
1646 } 1603 }
1647 } 1604 }
1605
1648 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1649 if (mflags & P_OUT_OF_MAP) { 1607 if (mflags & P_OUT_OF_MAP)
1650 return 0; 1608 return 0;
1651 } 1609
1652 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1611 {
1653 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.");
1654 return 0; 1613 return 0;
1655 } 1614 }
1656 1615
1657 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1658 if (arrow->nrof==0) { 1617 if (arrow->nrof == 0)
1659 remove_ob(arrow);
1660 free_object(arrow);
1661 return 0;
1662 } 1618 {
1619 arrow->destroy ();
1620 return 0;
1621 }
1663 1622
1664 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1665 left_tag = left->count;
1666 arrow = get_split_ob(arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1667 if (arrow == NULL) { 1625 if (!arrow)
1626 {
1668 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1669 bow->race); 1628 return 0;
1670 return 0;
1671 } 1629 }
1672 set_owner(arrow, op); 1630
1673 if (arrow->skill) free_string(arrow->skill); 1631 arrow->set_owner (op);
1674 arrow->skill = add_refcount(bow->skill); 1632 arrow->skill = bow->skill;
1675
1676 arrow->direction=dir; 1633 arrow->direction = dir;
1677 arrow->x = sx;
1678 arrow->y = sy;
1679 1634
1680 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1636 {
1681 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1682 fix_player(op); 1638 op->update_stats ();
1683 } 1639 }
1684 1640
1685 SET_ANIMATION(arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1686 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1687 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1688 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1689 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1690 arrow->spellarg = strdup_local(arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1691 1647
1692 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1693 * 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.
1694 */ 1650 */
1695
1696 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1697 0 : dam_bonus[op->stats.Str]) +
1698 bow->stats.dam + bow->magic + arrow->magic;
1699 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
1700 /* update the speed */ 1654 /* update the speed */
1701 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1702 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;
1703 bow->magic + arrow->magic) / 5.0 +
1704 (float)bow->stats.dam / 7.0;
1705 1657
1706 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1707 arrow->speed = 1.0;
1708 update_ob_speed(arrow);
1709 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1710 1660
1711 if (op->type == PLAYER) { 1661 if (op->type == PLAYER)
1662 {
1712 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1713 (op->chosen_skill?op->chosen_skill->level:op->level) - 1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1714 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;
1715 arrow->stats.wc - bow->stats.wc + wc_mod;
1716 1666
1717 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1718 } else { 1668 }
1669 else
1670 {
1719 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;
1720 arrow->stats.wc + wc_mod;
1721
1722 arrow->level = op->level; 1672 arrow->level = op->level;
1723 } 1673 }
1674
1724 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1725 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1677
1726 if (bow->slaying != NULL) 1678 if (bow->slaying)
1727 arrow->slaying = add_string(bow->slaying); 1679 arrow->slaying = bow->slaying;
1728 1680
1729 arrow->map = m;
1730 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1731 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1732 1683
1733 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);
1734 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1735 insert_ob_in_map(arrow, m, op, 0);
1736 1686
1737 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1738 move_arrow(arrow); 1688 move_arrow (arrow);
1739 1689
1740 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1741 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1742 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1743 else 1694 else
1744 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1745 } 1696 }
1697
1746 return 1; 1698 return 1;
1747} 1699}
1748 1700
1749/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1750 * account the special fire modes players can have 1702 * account the special fire modes players can have
1751 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1752 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1753 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1754 * hence the function name. 1706 * hence the function name.
1755 */ 1707 */
1708int
1756int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1757{ 1710{
1758 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1759 1712
1760 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1761 ret = fire_bow(op, op, 1714 {
1762 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);
1763 dir, 0, op->x, op->y); 1716 }
1764 } 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 {
1765 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1766 wcmod =-1; 1720 wcmod = -1;
1721
1767 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);
1768 op->x, op->y); 1723 }
1769 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1770 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);
1771 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)]);
1772 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 }
1773 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1774 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);
1775 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);
1776 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);
1777 1735
1778 } else { 1736 }
1737 else
1738 {
1779 /* Simple case */ 1739 /* Simple case */
1780 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);
1781 } 1741 }
1782 return ret; 1742 return ret;
1783} 1743}
1784 1744
1785 1745
1786/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1787 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1788 */ 1748 */
1749void
1789void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1790{ 1751{
1791 object *item; 1752 object *item;
1792 1753
1793 if (!op->contr->ranges[range_misc]) { 1754 if (!op->contr->ranges[range_misc])
1755 {
1794 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.");
1795 return; 1757 return;
1796 } 1758 }
1797 1759
1798 item = op->contr->ranges[range_misc]; 1760 item = op->contr->ranges[range_misc];
1799 if (!item->inv) { 1761 if (!item->inv)
1762 {
1800 LOG(llevError,"Object %s lacks a spell\n", item->name); 1763 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1801 return; 1764 return;
1802 } 1765 }
1803 if (item->type == WAND) { 1766 if (item->type == WAND)
1767 {
1804 if(item->stats.food<=0) { 1768 if (item->stats.food <= 0)
1769 {
1805 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1806 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1807 return; 1772 return;
1808 } 1773 }
1774 }
1809 } else if (item->type == ROD || item->type==HORN) { 1775 else if (item->type == ROD || item->type == HORN)
1776 {
1810 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 {
1811 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1812 if (item->type== ROD) 1780 if (item->type == ROD)
1813 new_draw_info_format(NDI_UNIQUE, 0,op, 1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1814 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1782 else
1815 else 1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1816 new_draw_info_format(NDI_UNIQUE, 0,op,
1817 "The %s needs more time to charge.", query_base_name(item,0));
1818 return; 1784 return;
1819 } 1785 }
1820 } 1786 }
1821 1787
1822 if(cast_spell(op,item,dir,item->inv,NULL)) { 1788 if (cast_spell (op, item, dir, item->inv, NULL))
1789 {
1823 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 */
1824 if (item->type == WAND) { 1791 if (item->type == WAND)
1792 {
1825 if (!(--item->stats.food)) { 1793 if (!(--item->stats.food))
1826 object *tmp; 1794 {
1827 if (item->arch) { 1795 object *tmp;
1796
1797 if (item->arch)
1798 {
1828 CLEAR_FLAG(item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1829 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1830 item->speed = 0; 1801 item->set_speed (0);
1831 update_ob_speed(item); 1802 }
1832 } 1803
1833 if ((tmp=is_player_inv(item))) 1804 if ((tmp = item->in_player ()))
1834 esrv_update_item(UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1835 } 1806 }
1836 } 1807 }
1837 else if (item->type == ROD || item->type==HORN) { 1808 else if (item->type == ROD || item->type == HORN)
1838 drain_rod_charge(item); 1809 drain_rod_charge (item);
1839 }
1840 } 1810 }
1841} 1811}
1842 1812
1843/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1844 */ 1814 */
1815void
1845void fire(object *op,int dir) { 1816fire (object *op, int dir)
1817{
1846 int spellcost=0; 1818 int spellcost = 0;
1847 1819
1848 /* check for loss of invisiblity/hide */ 1820 /* check for loss of invisiblity/hide */
1849 if (action_makes_visible(op)) make_visible(op); 1821 if (action_makes_visible (op))
1822 make_visible (op);
1850 1823
1851 switch(op->contr->shoottype) { 1824 switch (op->contr->shoottype)
1825 {
1852 case range_none: 1826 case range_none:
1853 return;
1854
1855 case range_bow:
1856 player_fire_bow(op, dir);
1857 return;
1858
1859 case range_magic: /* Casting spells */
1860 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1861 return;
1862
1863 case range_misc:
1864 fire_misc_object(op, dir);
1865 return;
1866
1867 case range_golem: /* Control summoned monsters from scrolls */
1868 if(op->contr->ranges[range_golem]==NULL ||
1869 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1870 op->contr->ranges[range_golem] = NULL;
1871 op->contr->shoottype=range_none;
1872 op->contr->golem_count = 0;
1873 }
1874 else
1875 control_golem(op->contr->ranges[range_golem], dir);
1876 return;
1877
1878 case range_skill:
1879 if(!op->chosen_skill) {
1880 if(op->type==PLAYER)
1881 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1882 return;
1883 }
1884 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1885 return;
1886 case range_builder:
1887 apply_map_builder( op, dir );
1888 return; 1827 return;
1889 default: 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.");
1856 return;
1857 }
1858
1859 do_skill (op, op, op->chosen_skill, dir, NULL);
1860 return;
1861 case range_builder:
1862 apply_map_builder (op, dir);
1863 return;
1864 default:
1890 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1891 return; 1866 return;
1892 } 1867 }
1893} 1868}
1894 1869
1895 1870
1896 1871
1903 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1904 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1905 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1906 */ 1881 */
1907 1882
1883object *
1908object * find_key(object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1909{ 1885{
1910 object *tmp,*key; 1886 object *tmp, *key;
1911 1887
1912 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1913 if (container->inv == NULL) return NULL; 1889 if (container->inv == NULL)
1890 return NULL;
1914 1891
1915 /* 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 */
1916 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1894 {
1917 if (door->type==DOOR && tmp->type==KEY) break; 1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1918 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1919 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1920 */ 1899 */
1921 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1922 tmp->slaying==door->slaying) break; 1901 break;
1923 } 1902 }
1924 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1925 /* 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.
1926 * 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
1927 * a key, return 1906 * a key, return
1928 */ 1907 */
1929 if (!tmp) { 1908 if (!tmp)
1909 {
1930 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1911 {
1931 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1932 if (tmp->type==CONTAINER && tmp->inv) { 1913 if (tmp->type == CONTAINER && tmp->inv)
1933 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1914 {
1915 if ((key = find_key (pl, tmp, door)) != NULL)
1916 return key;
1917 }
1918 }
1919 if (!tmp)
1920 return NULL;
1934 } 1921 }
1935 }
1936 if (!tmp) return NULL;
1937 }
1938 /* 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,
1939 * see if we actually want to use it 1923 * see if we actually want to use it
1940 */ 1924 */
1941 if (pl!=container) { 1925 if (pl != container)
1926 {
1942 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1943 if (!pl->contr) return NULL; 1928 if (!pl->contr)
1929 return NULL;
1944 /* cases where this fails: 1930 /* cases where this fails:
1945 * If we only search the player inventory, return now since we 1931 * If we only search the player inventory, return now since we
1946 * are not in the players inventory. 1932 * are not in the players inventory.
1947 * If the container is not active, return now since only active 1933 * If the container is not active, return now since only active
1948 * containers can be used. 1934 * containers can be used.
1949 * If we only search keyrings and the container does not have 1935 * If we only search keyrings and the container does not have
1950 * a race/isn't a keyring. 1936 * a race/isn't a keyring.
1951 * No checking for all containers - to fall through past here, 1937 * No checking for all containers - to fall through past here,
1952 * inv must have been an container and must have been active. 1938 * inv must have been an container and must have been active.
1953 * 1939 *
1954 * Change the color so that the message doesn't disappear with 1940 * Change the color so that the message doesn't disappear with
1955 * all the others. 1941 * all the others.
1956 */ 1942 */
1957 if (pl->contr->usekeys == key_inventory || 1943 if (pl->contr->usekeys == key_inventory ||
1958 !QUERY_FLAG(container, FLAG_APPLIED) || 1944 !QUERY_FLAG (container, FLAG_APPLIED) ||
1959 (pl->contr->usekeys == keyrings && 1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1960 (!container->race || strcmp(container->race, "keys"))) 1946 {
1961 ) {
1962 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1963 "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));
1964 query_name(tmp), query_name(container));
1965 return NULL; 1949 return NULL;
1966 } 1950 }
1967 } 1951 }
1968 return tmp; 1952 return tmp;
1969} 1953}
1970 1954
1971/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1972 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1973 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1974 * 0 otherwise 1958 * 0 otherwise
1975 */ 1959 */
1960static int
1976static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1977{ 1962{
1978
1979 /* 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,
1980 * 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 -
1981 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1982 */ 1966 */
1983 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1984 1968
1985 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1986 if (key) { 1970 if (key)
1971 {
1987 object *container=key->env; 1972 object *container = key->env;
1988 1973
1989 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);
1990 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1991 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);
1992 if (door->type == DOOR) { 1979 if (door->type == DOOR)
1980 {
1993 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 */
1994 } 1982 }
1995 else if(door->type==LOCKED_DOOR) { 1983 else if (door->type == LOCKED_DOOR)
1996 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1984 {
1997 "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));
1998 remove_door2(door); /* remove door without violence ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1999 } 1987 }
2000 /* Do this after we print the message */ 1988 /* Do this after we print the message */
2001 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2002 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2003 if (container != op) 1991 if (container != op)
2004 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
2005 return 1; /* Nothing more to do below */ 1993 return 1; /* Nothing more to do below */
1994 }
2006 } else if (door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1996 {
2007 /* Might as well return now - no other way to open this */ 1997 /* Might as well return now - no other way to open this */
2008 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2009 return 1; 1999 return 1;
2010 } 2000 }
2011 return 0; 2001 return 0;
2012} 2002}
2013 2003
2014/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2015 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2016 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2017 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2018 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2019 */ 2009 */
2020 2010void
2021void move_player_attack(object *op, int dir) 2011move_player_attack (object *op, int dir)
2022{ 2012{
2023 object *tmp, *mon, *tpl; 2013 object *tmp, *mon;
2024 sint16 nx, ny; 2014 sint16 nx, ny;
2025 int on_battleground; 2015 int on_battleground;
2026 mapstruct *m; 2016 maptile *m;
2027 2017
2028 if (op->contr->transport) tpl = op->contr->transport;
2029 else tpl = op;
2030 nx=freearr_x[dir]+tpl->x; 2018 nx = freearr_x[dir] + op->x;
2031 ny=freearr_y[dir]+tpl->y; 2019 ny = freearr_y[dir] + op->y;
2032 2020
2033 on_battleground = op_on_battleground(tpl, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2034 2022
2035 /* 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
2036 * 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
2037 * 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
2038 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2039 * move to some space, it then means that if we are braced, we should 2027 * move to some space, it then means that if we are braced, we should
2040 * do nothing at all. As it is, if we are braced, we go through 2028 * do nothing at all. As it is, if we are braced, we go through
2041 * quite a bit of processing. However, it probably is less than what 2029 * quite a bit of processing. However, it probably is less than what
2042 * move_ob uses. 2030 * move_ob uses.
2043 */ 2031 */
2044 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2032 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2045 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2046 m = get_map_from_coord(tpl->map, &nx, &ny);
2047 if (!m) return; /* Don't think this should happen */
2048 }
2049 else m =tpl->map;
2050 2033 {
2051 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2052 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2035 {
2036 m = op->map->xy_find (nx, ny);
2037 if (!m)
2038 return; /* Don't think this should happen */
2039 }
2040 else
2041 m = op->map;
2042
2043 if (!(tmp = m->at (nx, ny).bot))
2053 return; 2044 return;
2054 }
2055 2045
2056 mon = NULL; 2046 mon = 0;
2057 /* Go through all the objects, and find ones of interest. Only stop if 2047 /* Go through all the objects, and find ones of interest. Only stop if
2058 * we find a monster - that is something we know we want to attack. 2048 * we find a monster - that is something we know we want to attack.
2059 * if its a door or barrel (can roll) see if there may be monsters 2049 * if its a door or barrel (can roll) see if there may be monsters
2060 * on the space 2050 * on the space
2061 */ 2051 */
2062 while (tmp!=NULL) { 2052 while (tmp)
2053 {
2063 if (tmp == op) { 2054 if (tmp == op)
2064 tmp=tmp->above; 2055 {
2065 continue; 2056 tmp = tmp->above;
2066 } 2057 continue;
2058 }
2059
2067 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2068 mon = tmp; 2061 {
2069 break; 2062 mon = tmp;
2070 } 2063 break;
2064 }
2065
2071 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2072 mon = tmp; 2067 mon = tmp;
2068
2073 tmp=tmp->above; 2069 tmp = tmp->above;
2074 } 2070 }
2075 2071
2076 if (mon==NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2077 return; /* into a wall */ 2073 return; /* into a wall */
2078 2074
2079 if(mon->head != NULL) 2075 if (mon->head)
2080 mon = mon->head; 2076 mon = mon->head;
2081 2077
2082 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2078 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2083 if (player_attack_door(op, mon)) return; 2079 if (player_attack_door (op, mon))
2080 return;
2084 2081
2085 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2086 * or frienddly creatures. Basically, all players are considered 2083 * or frienddly creatures. Basically, all players are considered
2087 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2088 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2089 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2090 * and thus will not push them. 2087 * and thus will not push them.
2091 */ 2088 */
2092 2089
2093 /* If the creature is a pet, push it even if the player is not 2090 /* If the creature is a pet, push it even if the player is not
2094 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2095 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2096 */ 2093 */
2097 if ((op->type==PLAYER) 2094 if ((op->type == PLAYER)
2098#if COZY_SERVER 2095#if COZY_SERVER
2099 && 2096 &&
2100 ( 2097 ((mon->owner && mon->owner->contr
2101 (get_owner(mon) && get_owner(mon)->contr
2102 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2103 || get_owner(mon) == op
2104 )
2105#else 2099#else
2106 && get_owner(mon)==op 2100 && mon->owner == op
2107#endif 2101#endif
2108 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2109 { 2103 {
2110 /* If we're braced, we don't want to switch places with it */ 2104 /* If we're braced, we don't want to switch places with it */
2111 if (op->contr->braced) return; 2105 if (op->contr->braced)
2106 return;
2107
2112 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2108 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2113 (void) push_ob(mon,dir,op); 2109 (void) push_ob (mon, dir, op);
2114 if(op->contr->tmp_invis||op->hide) make_visible(op); 2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2115 return; 2113 return;
2116 } 2114 }
2117 2115
2118 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2119 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2120 * someone, but put it inside this loop so that you won't 2118 * someone, but put it inside this loop so that you won't
2121 * attack them either. 2119 * attack them either.
2122 */ 2120 */
2123 if ((mon->type==PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2124 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2122 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2125 (
2126#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2127 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2124 (op->contr->peaceful
2125 || (mon->type == PLAYER
2126 && mon->contr->
2127 peaceful)) &&
2128#else 2128#else
2129 op->contr->peaceful && 2129 op->contr->peaceful &&
2130#endif 2130#endif
2131 !on_battleground 2131 !on_battleground))
2132 {
2133 if (!op->contr->braced)
2132 )) { 2134 {
2133 if (!op->contr->braced) {
2134 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2135 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob(mon,dir,op); 2136 push_ob (mon, dir, op);
2136 } else { 2137 }
2138 else
2137 new_draw_info(0, 0,op,"You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2138 }
2139 if(op->contr->tmp_invis||op->hide) make_visible(op);
2140 }
2141 2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143 }
2144
2142 /* If the object is a boulder or other rollable object, then 2145 /* If the object is a boulder or other rollable object, then
2143 * roll it if not braced. You can't roll it if you are braced. 2146 * roll it if not braced. You can't roll it if you are braced.
2144 */ 2147 */
2145 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2149 {
2146 recursive_roll(mon,dir,op); 2150 recursive_roll (mon, dir, op);
2147 if(action_makes_visible(op)) make_visible(op); 2151 if (action_makes_visible (op))
2148 } 2152 make_visible (op);
2153 }
2149 2154
2150 /* Any generic living creature. Including things like doors. 2155 /* Any generic living creature. Including things like doors.
2151 * Way it works is like this: First, it must have some hit points 2156 * Way it works is like this: First, it must have some hit points
2152 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2153 * 1) Not a player, 2) A player, but of a different party. Note 2158 * 1) Not a player, 2) A player, but of a different party. Note
2154 * that party_number -1 is no party, so attacks can still happen. 2159 * that party_number -1 is no party, so attacks can still happen.
2155 */ 2160 */
2156
2157 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2158 ((mon->type!=PLAYER || op->contr->party==NULL || 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2159 op->contr->party!=mon->contr->party))) { 2163 {
2160 2164
2161 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2162 * so, give them speed boost based on weapon speed. Doing 2166 * so, give them speed boost based on weapon speed. Doing
2163 * it here is better than process_players2, which basically 2167 * it here is better than process_players2, which basically
2164 * incurred a 1 tick offset. 2168 * incurred a 1 tick offset.
2165 */ 2169 */
2166 if (!op->contr->has_hit) { 2170 if (!op->contr->has_hit)
2171 {
2167 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2168 2173
2169 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2174 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2170 } 2175 }
2171 2176
2172 skill_attack(mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2173 2178
2174 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2175 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2176 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2177 * the wiz. 2182 * the wiz.
2178 */ 2183 */
2179 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2184 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2180 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2185 {
2181 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2187
2182 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2183 skill_attack(op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2184 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2185 } 2191 }
2186 if(action_makes_visible(op)) make_visible(op); 2192
2187 } 2193 if (action_makes_visible (op))
2194 make_visible (op);
2195 }
2188 } /* if player should attack something */ 2196 } /* if player should attack something */
2189} 2197}
2190 2198
2199int
2191int move_player(object *op,int dir) { 2200move_player (object *op, int dir)
2201{
2192 int pick; 2202 int pick;
2193 object *transport = op->contr->transport;
2194 2203
2195 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2196 return 0;
2197
2198 /* Sanity check: make sure dir is valid */
2199 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2200 LOG( llevError, "move_player: invalid direction %d\n", dir);
2201 return 0;
2202 }
2203
2204 /* peterm: added following line */
2205 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2206 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2207
2208 op->facing = dir;
2209
2210 if(!transport && op->hide) do_hidden_move(op);
2211
2212 if (transport) {
2213 /* transport->contr is set up for the person in charge of the boat.
2214 * if that isn't this person, he can't steer it, etc
2215 */
2216 if (transport->contr != op->contr) return 0;
2217
2218 /* Transport can't move. But update dir so it at least
2219 * will point in the same direction if player is running.
2220 */
2221 if (transport->speed_left < 0.0) {
2222 transport->direction = dir;
2223 op->direction = dir;
2224 return 0;
2225 }
2226 /* Remove transport speed. Give player just a little speed -
2227 * enough so that they will get an action again quickly.
2228 *
2229 */
2230 transport->speed_left -= 1.0;
2231 if (op->speed_left < 0.0) op->speed_left = -0.01;
2232
2233 }
2234
2235 if(op->contr->fire_on) {
2236 fire(op,dir);
2237 }
2238 else move_player_attack(op,dir);
2239
2240 pick = check_pick(op);
2241
2242
2243 /* Add special check for newcs players and fire on - this way, the
2244 * server can handle repeat firing.
2245 */
2246 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2247 op->direction = dir;
2248 } else {
2249 op->direction=0;
2250 }
2251 /* Update how the player looks. Use the facing, so direction may
2252 * get reset to zero. This allows for full animation capabilities
2253 * for players.
2254 */
2255 if (!transport) animate_object(op, op->facing);
2256 return 0; 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;
2257} 2247}
2258 2248
2259/* 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
2260 * new client/server stuff. 2250 * new client/server stuff.
2261 * 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
2262 * the new speed values for commands. 2252 * the new speed values for commands.
2263 * 2253 *
2264 * Returns true if there are more actions we can do. 2254 * Returns true if there are more actions we can do.
2265 */ 2255 */
2256int
2266int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2267{ 2258{
2268 if (op->contr->hidden) { 2259 if (op->contr->hidden)
2260 {
2269 op->invisible = 1000; 2261 op->invisible = 1000;
2270 /* the socket code flashes the player visible/invisible 2262 /* the socket code flashes the player visible/invisible
2271 * depending on the value of invisible, so we need to 2263 * depending on the value of invisible, so we need to
2272 * alternate it here for it to work correctly. 2264 * alternate it here for it to work correctly.
2273 */ 2265 */
2274 if (pticks & 2) op->invisible--; 2266 if (pticks & 2)
2267 op->invisible--;
2275 } 2268 }
2276 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2277 op->invisible--; 2271 op->invisible--;
2278 if(!op->invisible) { 2272 if (!op->invisible)
2273 {
2279 make_visible(op); 2274 make_visible (op);
2280 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.");
2281 } 2276 }
2282 } 2277 }
2283 2278
2284 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2285 flee_player(op); 2281 flee_player (op);
2286 /* 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 */
2287 if (QUERY_FLAG(op, FLAG_SCARED)) { 2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2288 op->speed_left--; 2285 op->speed_left--;
2289 return 0; 2286 return 0;
2290 } 2287 }
2291 } 2288 }
2292 2289
2293 /* 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
2294 * 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
2295 * 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
2296 * 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.
2297 */ 2294 */
2298 if (op->contr->ranges[range_golem] && 2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2299 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2300 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2301 op->contr->ranges[range_golem] = NULL; 2296 op->contr->ranges[range_golem] = 0;
2302 op->contr->golem_count = 0;
2303 }
2304 2297
2305 /* 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
2306 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2307 * called, so we recheck it here. 2300 * called, so we recheck it here.
2308 */ 2301 */
2309 HandleClient(&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2310 if (op->speed_left<0) return 0; 2303 return 1;
2311 2304
2305 if (op->speed_left > 0)
2306 {
2312 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2313 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2314 op->speed_left--; 2310 op->speed_left--;
2315 2311
2316 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2317 * 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
2318 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2319 */ 2315 */
2320 move_player(op, op->direction); 2316 move_player (op, op->direction);
2321 if (op->speed_left>0) return 1; 2317
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2322 else return 0; 2322 return 0;
2323 } 2323}
2324
2325int
2326save_life (object *op)
2327{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2324 return 0; 2329 return 0;
2325}
2326 2330
2327int save_life(object *op) {
2328 object *tmp;
2329
2330 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2331 return 0;
2332
2333 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2334 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2335 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);
2336 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));
2337 "Your %s vibrates violently, then evaporates.", 2336
2338 query_name(tmp));
2339 if (op->contr) 2337 if (op->contr)
2340 esrv_del_item(op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2341 remove_ob(tmp); 2339
2342 free_object(tmp); 2340 tmp->destroy ();
2343 CLEAR_FLAG(op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2344 if(op->stats.hp<0) 2343 if (op->stats.hp < 0)
2345 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2346 if(op->stats.food<0) 2346 if (op->stats.food < 0)
2347 op->stats.food = 999; 2347 op->stats.food = 999;
2348 fix_player(op); 2348
2349 op->update_stats ();
2349 return 1; 2350 return 1;
2350 } 2351 }
2352
2351 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2352 CLEAR_FLAG(op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2353 enter_player_savebed(op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2354 return 0; 2356 return 0;
2355} 2357}
2356 2358
2357/* 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
2358 * 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
2359 * 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
2360 * from. 2362 * from.
2361 */ 2363 */
2364void
2362void remove_unpaid_objects(object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2363{ 2366{
2364 object *next; 2367 object *next;
2365 2368
2366 while (op) { 2369 while (op)
2367 next=op->below; /* Make sure we have a good value, in case 2370 {
2368 * we remove object 'op' 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2369 */ 2372
2370 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2371 remove_ob(op); 2374 {
2372 op->x = env->x;
2373 op->y = env->y;
2374 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2375 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2376 insert_ob_in_map(op, env->map, NULL,0);
2377 }
2378 else if (op->inv) remove_unpaid_objects(op->inv, env);
2379 op=next;
2380 }
2381}
2382 2377
2378 op->insert_at (env);
2379 }
2380 else if (op->inv)
2381 remove_unpaid_objects (op->inv, env);
2382
2383 op = next;
2384 }
2385}
2383 2386
2384/* 2387/*
2385 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2386 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2387 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2388 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2389 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2390 */ 2393 */
2394char *
2391char *gravestone_text (object *op) 2395gravestone_text (object *op)
2392{ 2396{
2393 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2394 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2395 time_t now = time (NULL); 2399 time_t now = time (NULL);
2396 2400
2397 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2398 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2399 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2400 else 2404 else
2401 sprintf (buf, "%s\n", op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2402 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2403 strcat (buf2, buf); 2408 strcat (buf2, buf);
2404 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2405 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);
2406 else 2411 else
2407 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
2408 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2409 strcat (buf2, buf); 2415 strcat (buf2, buf);
2410 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2411 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2412 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2413 strcat (buf2, buf); 2420 strcat (buf2, buf);
2414 } 2421 }
2422
2415 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2416 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2417 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2418 return buf2; 2427 return buf2;
2419} 2428}
2420 2429
2421 2430void
2422
2423void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2424 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2425 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2426 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2427 int i; 2436 int i;
2428 int rate_hp = 1200; 2437 int rate_hp = 1200;
2429 int rate_sp = 2500; 2438 int rate_sp = 2500;
2430 int rate_grace = 2000; 2439 int rate_grace = 2000;
2431 const int max_hp = 1; 2440 const int max_hp = 1;
2432 const int max_sp = 1; 2441 const int max_sp = 1;
2433 const int max_grace = 1; 2442 const int max_grace = 1;
2434 2443
2435 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2436 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2437 if (op->contr->outputs[i].buf!=NULL && 2447 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2438 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2439 flush_output_element(op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2440 } 2449 }
2441 2450
2442 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2443 2452 {
2444 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2445 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2446 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2447 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2448 else { 2457 else
2458 {
2449 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2450 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2451 } 2461 }
2462
2452 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2453 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2454 else { 2465 else
2466 {
2455 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2456 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2457 } 2469 }
2470
2458 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2459 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2460 else { 2473 else
2474 {
2461 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2462 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2463 } 2477 }
2464 2478
2465 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2466 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2467 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);
2468 if(op->stats.sp<op->stats.maxsp) { 2483 if (op->stats.sp < op->stats.maxsp)
2469 op->stats.sp++; 2484 {
2485 op->stats.sp++;
2470 /* dms do not consume food */ 2486 /* dms do not consume food */
2471 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2472 op->stats.food--; 2488 {
2489 op->stats.food--;
2473 if(op->contr->digestion<0) 2490 if (op->contr->digestion < 0)
2474 op->stats.food+=op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2475 else if(op->contr->digestion>0 && 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2476 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2477 op->stats.food=last_food; 2493 op->stats.food = last_food;
2494 }
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 }
2517 else
2518 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2478 } 2519 }
2479 }
2480 if (max_sp>1) {
2481 over_sp = (gen_sp+10)/rate_sp;
2482 if (over_sp > 0) {
2483 if(op->stats.sp<op->stats.maxsp) {
2484 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2485 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2486 op->stats.sp--;
2487 if(op->stats.sp>op->stats.maxsp)
2488 op->stats.sp=op->stats.maxsp;
2489 }
2490 op->last_sp=0;
2491 } else {
2492 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2493 }
2494 } else {
2495 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2496 }
2497 }
2498 2520
2499 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2500 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2522 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2501 if(--op->last_grace<0) { 2523 if (--op->last_grace < 0)
2524 {
2502 if(op->stats.grace<op->stats.maxgrace/2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2503 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2504 if(max_grace>1) { 2527
2528 if (max_grace > 1)
2529 {
2505 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2506 if (over_grace > 0) { 2531 if (over_grace > 0)
2507 op->stats.sp += over_grace 2532 {
2533 op->stats.sp += over_grace
2508 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2534 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2509 op->last_grace=0; 2535 op->last_grace = 0;
2510 } else { 2536 }
2537 else
2538 {
2511 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2539 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2512 } 2540 }
2513 } else { 2541 }
2542 else
2543 {
2514 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);
2515 } 2545 }
2516 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2517 } 2547 }
2518 2548
2519 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2520 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2521 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2522 op->stats.hp++; 2553 {
2554 op->stats.hp++;
2523 /* dms do not consume food */ 2555 /* dms do not consume food */
2524 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2525 op->stats.food--; 2557 {
2558 op->stats.food--;
2526 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2527 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2528 else if(op->contr->digestion>0 && 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2529 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2530 op->stats.food=last_food; 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 }
2531 } 2583 }
2532 }
2533 if(max_hp>1) {
2534 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2535 if (over_hp > 0) {
2536 op->stats.sp += over_hp
2537 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2538 op->last_heal=0;
2539 } else {
2540 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2541 }
2542 } else {
2543 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2544 }
2545 }
2546 2584
2547 /* Digestion */ 2585 /* Digestion */
2548 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2549#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2550 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;
2551 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2552 penalty=dg<0?-dg:0;
2553#else 2591#else
2554 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;
2555 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2556#endif 2593#endif
2557 2594
2558 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2559 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);
2560 else 2597 else
2561 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2562 /* dms do not consume food */ 2600 /* dms do not consume food */
2563 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2564 } 2602 op->stats.food--;
2565 } 2603 }
2566 2604
2567 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2568 object *tmp, *flesh=NULL; 2606 {
2607 object *tmp, *flesh = 0;
2569 2608
2570 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2571 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2572 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2573 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.");
2574 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2575 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2576 break; 2618 break;
2577 } 2619 }
2578 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2579 } /* End if paid for object */ 2621 flesh = tmp;
2580 } /* end of for loop */ 2622 } /* End if paid for object */
2623 } /* end of for loop */
2624
2581 /* 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
2582 * eat flesh instead. 2626 * eat flesh instead.
2583 */ 2627 */
2584 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2585 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.");
2586 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2587 } 2632 }
2588 } /* end if player is starving */ 2633 }
2589 2634
2590 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2591 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2592 2637
2593 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))
2594 kill_player(op); 2639 kill_player (op);
2640 }
2595} 2641}
2596
2597
2598 2642
2599/* 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.
2600 * 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
2601 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2602 * file. 2646 * file.
2603 */ 2647 */
2648void
2604void kill_player(object *op) 2649kill_player (object *op)
2605{ 2650{
2606 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2607 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2608 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2609 int z; 2657 /* int z;
2610 int num_stats_lose; 2658 int num_stats_lose;
2611 int lost_a_stat; 2659 int lost_a_stat;
2612 int lose_this_stat; 2660 int lose_this_stat;
2613 int this_stat; 2661 int this_stat; */
2614 int will_kill_again; 2662 int will_kill_again;
2615 archetype *at; 2663 archetype *at;
2616 object *tmp; 2664 object *tmp;
2617 2665
2618 if(save_life(op)) 2666 if (save_life (op))
2619 return; 2667 return;
2620 2668
2621 2669
2622 /* 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
2623 * 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.
2624 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2625 */ 2673 */
2626 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2627 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2628 "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2629 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2677 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2630 "Local medics have saved your life..."); 2678
2631
2632 /* restore player */ 2679 /* restore player */
2633 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2634 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2635 if (tmp) { 2682 {
2636 remove_ob(tmp); 2683 tmp->destroy ();
2637 free_object(tmp);
2638 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2639 } 2685 }
2640 2686
2641 at = find_archetype("confusion"); 2687 at = archetype::find ("confusion");
2642 tmp=present_arch_in_ob(at,op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2643 if (tmp) { 2689 {
2644 remove_ob(tmp); 2690 tmp->destroy ();
2645 free_object(tmp);
2646 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2647 } 2692 }
2648 2693
2649 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2650 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2651 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2652 2697 op->stats.food = 999;
2698
2653 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2654 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2655 if (tmp != NULL)
2656 { 2701 {
2657 sprintf(buf,"%s's finger",op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2658 tmp->name = add_string(buf); 2703 tmp->name = buf;
2659 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2660 " 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",
2661 op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2662 op->contr->killer); 2707 tmp->msg = buf;
2663 tmp->msg=add_string(buf);
2664 tmp->value=0, tmp->material=0, tmp->type=0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2665 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2666 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2667 insert_ob_in_map(tmp,op->map,op,0);
2668 }
2669 2711 }
2712
2670 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2671 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2672 op->contr->braced=0; 2715 op->contr->braced = 0;
2673 return;
2674 }
2675
2676 /* Lauwenmark: Handle for plugin death event */
2677 if (execute_event(op, EVENT_DEATH,NULL,NULL,NULL,SCRIPT_FIX_ALL) != 0)
2678 return; 2716 return;
2717 }
2679 2718
2719 INVOKE_PLAYER (DEATH, op->contr);
2720
2680 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2681 2722
2682 /* Lauwenmark: Handle for the global death event */
2683 execute_global_event(EVENT_PLAYER_DEATH, op);
2684 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2685 if (op->contr->explore) { 2724 {
2686 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2687 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2688 op->stats.food=999;
2689 return;
2690 }
2691 sprintf(buf,"%s starved to death.",op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2692 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2693 } 2727 }
2694 else { 2728 else
2695 if (op->contr->explore) {
2696 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2697 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2698 op->stats.hp=op->stats.maxhp;
2699 return;
2700 }
2701 sprintf(buf,"%s died.",op->name); 2729 sprintf (buf, "%s died.", &op->name);
2702 } 2730
2703 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2704 2732
2705 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2706 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2707 2737
2708
2709 if (settings.not_permadeth == TRUE) {
2710 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2711 * 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.
2712 * 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.
2713 */ 2741 */
2714 2742
2715 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2716 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2717 * of death. 2745 * of death.
2718 */ 2746 */
2719#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2720 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2721 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2722 /* 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
2723 more if they do. */ 2752 more if they do. */
2724 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2725 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2726 little bit harder. */ 2755 little bit harder. */
2727 /* GD */ 2756 /* GD */
2728 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2729 num_stats_lose = 1; 2758 num_stats_lose = 1;
2730 else 2759 else
2731 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2732 } else { 2761 }
2762 else
2733 num_stats_lose = 1; 2763 num_stats_lose = 1;
2734 } 2764
2735 lost_a_stat = 0; 2765 lost_a_stat = 0;
2736 2766
2737 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2738 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2739 2770
2740 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2741 /* 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
2742 * what he lost. 2774 * what he lost.
2743 */ 2775 */
2744 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2745 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2746 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2747 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2748 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2749 lost_a_stat = 1; 2781 lost_a_stat = 1;
2750 } else { 2782 }
2783 else
2784 {
2751 /* deplete a stat */ 2785 /* deplete a stat */
2752 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2753 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2754 2791 {
2755 dep = present_arch_in_ob(deparch,op);
2756 if(!dep) {
2757 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2758 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2759 }
2760 lose_this_stat = 1;
2761 if (settings.balanced_stat_loss) {
2762 /* GD */
2763 /* Get the stat that we're about to deplete. */
2764 this_stat = get_attr_value(&(dep->stats), i);
2765 if (this_stat < 0) {
2766 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2767 int keep_chance = this_stat * this_stat;
2768 /* Yes, I am paranoid. Sue me. */
2769 if (keep_chance < 1)
2770 keep_chance = 1;
2771
2772 /* There is a maximum depletion total per level. */
2773 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2774 lose_this_stat = 0;
2775 /* Take loss chance vs keep chance to see if we
2776 retain the stat. */
2777 } else {
2778 if (random_roll(0, loss_chance + keep_chance-1,
2779 op, PREFER_LOW) < keep_chance)
2780 lose_this_stat = 0;
2781 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2782 this_stat, keep_chance, loss_chance,
2783 lose_this_stat?"LOSE":"KEEP"); */
2784 }
2785 }
2786 }
2787 2794 }
2788 if (lose_this_stat) { 2795 lose_this_stat = 1;
2796 if (settings.balanced_stat_loss)
2797 {
2798 /* GD */
2799 /* Get the stat that we're about to deplete. */
2789 this_stat = get_attr_value(&(dep->stats), i); 2800 this_stat = get_attr_value (&(dep->stats), i);
2801 if (this_stat < 0)
2802 {
2803 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2804 int keep_chance = this_stat * this_stat;
2805
2806 /* Yes, I am paranoid. Sue me. */
2807 if (keep_chance < 1)
2808 keep_chance = 1;
2809
2810 /* There is a maximum depletion total per level. */
2811 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2812 {
2813 lose_this_stat = 0;
2814 /* Take loss chance vs keep chance to see if we
2815 retain the stat. */
2816 }
2817 else
2818 {
2819 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
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"); */
2824 }
2825 }
2826 }
2827
2828 if (lose_this_stat)
2829 {
2830 this_stat = get_attr_value (&(dep->stats), i);
2790 /* We could try to do something clever like find another 2831 /* We could try to do something clever like find another
2791 * stat to reduce if this fails. But chances are, if 2832 * stat to reduce if this fails. But chances are, if
2792 * stats have been depleted to -50, all are pretty low 2833 * stats have been depleted to -50, all are pretty low
2793 * and should be roughly the same, so it shouldn't make a 2834 * and should be roughly the same, so it shouldn't make a
2794 * difference. 2835 * difference.
2795 */ 2836 */
2796 if (this_stat>=-50) { 2837 if (this_stat >= -50)
2838 {
2797 change_attr_value(&(dep->stats), i, -1); 2839 change_attr_value (&(dep->stats), i, -1);
2798 SET_FLAG(dep, FLAG_APPLIED); 2840 SET_FLAG (dep, FLAG_APPLIED);
2799 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2800 fix_player(op); 2842 op->update_stats ();
2801 lost_a_stat = 1; 2843 lost_a_stat = 1;
2802 } 2844 }
2803 } 2845 }
2846 }
2804 } 2847 }
2805 }
2806 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
2807 if (!lost_a_stat) 2849 if (!lost_a_stat)
2808 { 2850 {
2809 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
2810 Should I be using something else? GD */ 2852 Should I be using something else? GD */
2811 const char *god = determine_god(op); 2853 const char *god = determine_god (op);
2854
2812 if (god && (strcmp(god, "none"))) 2855 if (god && (strcmp (god, "none")))
2813 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2856 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2814 "moment you feel the holy presence of %s protecting" 2857 else
2815 " you.", god); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2816 else
2817 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2818 " feel a holy presence protecting you.");
2819 } 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.");
2820#endif 2862#endif
2821 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2822 " feel a holy presence protecting you from losing yourself completely.");
2823 2863
2824 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2825 * exp loss on the stone. 2865 * exp loss on the stone.
2826 */ 2866 */
2827 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2828 sprintf(buf,"%s's gravestone",op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
2829 FREE_AND_COPY(tmp->name, buf); 2869 tmp->name = buf;
2830 sprintf(buf,"%s's gravestones",op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
2831 FREE_AND_COPY(tmp->name_pl, buf); 2871 tmp->name_pl = buf;
2832 sprintf(buf,"RIP\nHere rests the hero %s the %s,\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);
2833 "who was killed\n" 2873 tmp->msg = buf;
2834 "by %s.\n",
2835 op->name, op->contr->title,
2836 op->contr->killer);
2837 tmp->msg = add_string(buf);
2838 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2876
2841 /**************************************/ 2877 /**************************************/
2842 /* */ 2878 /* */
2843 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2846 /* */ 2882 /* */
2847 /**************************************/ 2883 /**************************************/
2848 2884
2849 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */ 2886 /* restore player */
2851 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2852 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2889
2853 if (tmp) { 2890 if (tmp)
2854 remove_ob(tmp); 2891 {
2855 free_object(tmp); 2892 tmp->destroy ();
2856 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2857 } 2894 }
2858 2895
2859 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2860 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2861 if (tmp) { 2898 if (tmp)
2862 remove_ob(tmp); 2899 {
2863 free_object(tmp); 2900 tmp->destroy ();
2864 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2865 } 2902 }
2903
2866 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2867 2905
2868 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2869 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2870 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2871 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2872 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2873 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2874 2913
2875 /* 2914 /*
2876 * 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
2877 * 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
2878 * in the map. 2917 * in the map.
2879 */ 2918 */
2880 2919
2881 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2920 if (is_in_shop (op))
2882 if (tmp->type == SHOP_FLOOR) {
2883 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2884 break;
2885 }
2886 }
2887
2888 2922
2889 /****************************************/ 2923 /****************************************/
2890 /* */ 2924 /* */
2891 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
2892 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
2893 /* */ 2927 /* */
2894 /****************************************/ 2928 /****************************************/
2895 2929
2896 enter_player_savebed(op); 2930 enter_player_savebed (op);
2897 2931
2898 /* Save the player before inserting the force to reduce
2899 * chance of abuse.
2900 */
2901 op->contr->braced=0; 2932 op->contr->braced = 0;
2902 save_player(op,1);
2903 2933
2904 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2905 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2906 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2907 * on the space that might harm the player. 2937 * on the space that might harm the player.
2908 */ 2938 */
2909 will_kill_again=0; 2939 will_kill_again = 0;
2910 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)
2911 if (tmp->type ==SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
2912 will_kill_again|=tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
2913 } 2943
2914 if (will_kill_again) { 2944 if (will_kill_again)
2945 {
2915 object *force; 2946 object *force;
2916 int at; 2947 int at;
2917 2948
2918 force=get_archetype(FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
2919 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
2920 force->speed=0.1; 2951 force->speed = 0.1;
2921 force->speed_left=-5.0; 2952 force->speed_left = -5.0;
2922 SET_FLAG(force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
2923 for (at=0; at<NROFATTACKS; at++) { 2954 for (at = 0; at < NROFATTACKS; at++)
2924 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
2925 force->resist[at] = 100; 2956 force->resist[at] = 100;
2926 } 2957
2927 insert_ob_in_ob(force, op); 2958 insert_ob_in_ob (force, op);
2928 fix_player(op); 2959 op->update_stats ();
2929
2930 }
2931 /**************************************/
2932 /* */
2933 /* Repaint the characters inv, and */
2934 /* stats, and show a nasty message ;) */
2935 /* */
2936 /**************************************/
2937 2960
2961 }
2962
2938 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2939 return;
2940 } /* NOT_PERMADETH */
2941 else {
2942 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2943 * should probably be embedded in an else statement.
2944 */
2945
2946 op->contr->party=NULL;
2947 if (settings.set_title == TRUE)
2948 op->contr->own_title[0]='\0';
2949 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2950 check_score(op);
2951 if(op->contr->ranges[range_golem]!=NULL) {
2952 remove_friendly_object(op->contr->ranges[range_golem]);
2953 remove_ob(op->contr->ranges[range_golem]);
2954 free_object(op->contr->ranges[range_golem]);
2955 op->contr->ranges[range_golem]=NULL;
2956 op->contr->golem_count=0;
2957 }
2958 loot_object(op); /* Remove some of the items for good */
2959 remove_ob(op);
2960 op->direction=0;
2961
2962 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2963 delete_character(op->name,0);
2964 if (settings.resurrection == TRUE) {
2965 /* save playerfile sans equipment when player dies
2966 ** then save it as player.pl.dead so that future resurrection
2967 ** type spells will work on them nicely
2968 */
2969 delete_character(op->name,0);
2970 op->stats.hp = op->stats.maxhp;
2971 op->stats.food = 999;
2972
2973 /* set the location of where the person will reappear when */
2974 /* maybe resurrection code should fix map also */
2975 strcpy(op->contr->maplevel, settings.emergency_mapname);
2976 if(op->map!=NULL)
2977 op->map = NULL;
2978 op->x = settings.emergency_x;
2979 op->y = settings.emergency_y;
2980 save_player(op,0);
2981 op->map = map;
2982 /* please see resurrection.c: peterm */
2983 dead_player(op);
2984 } else {
2985 delete_character(op->name,1);
2986 }
2987 }
2988 play_again(op);
2989
2990 /* peterm: added to create a corpse at deathsite. */
2991 tmp=arch_to_object(find_archetype("corpse_pl"));
2992 sprintf(buf,"%s", op->name);
2993 FREE_AND_COPY(tmp->name, buf);
2994 FREE_AND_COPY(tmp->name_pl, buf);
2995 tmp->level=op->level;
2996 tmp->x=x;tmp->y=y;
2997 if (tmp->msg)
2998 free_string(tmp->msg);
2999 tmp->msg = add_string (gravestone_text(op));
3000 SET_FLAG (tmp, FLAG_UNIQUE);
3001 insert_ob_in_map (tmp, map, NULL,0);
3002 }
3003} 2964}
3004 2965
3005 2966void
3006void loot_object(object *op) { /* Grab and destroy some treasure */ 2967loot_object (object *op)
2968{ /* Grab and destroy some treasure */
3007 object *tmp,*tmp2,*next; 2969 object *tmp, *tmp2, *next;
3008 2970
2971 if (op->container)
3009 if (op->container) { /* close open sack first */ 2972 esrv_apply_container (op, op->container); /* close open sack first */
3010 esrv_apply_container (op, op->container);
3011 }
3012 2973
3013 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2974 for (tmp = op->inv; tmp; tmp = next)
2975 {
3014 next=tmp->below; 2976 next = tmp->below;
3015 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2977
3016 remove_ob(tmp); 2978 if (tmp->invisible)
2979 continue;
2980
2981 tmp->remove ();
3017 tmp->x=op->x,tmp->y=op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3018 if (tmp->type == CONTAINER) { /* empty container to ground */ 2983 if (tmp->type == CONTAINER)
3019 loot_object(tmp); 2984 { /* empty container to ground */
3020 } 2985 loot_object (tmp);
3021 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2986 }
3022 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 2987 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2988 {
3023 if(tmp->nrof>1) { 2989 if (tmp->nrof > 1)
2990 {
3024 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3025 free_object(tmp2); 2992 tmp2->destroy ();
3026 insert_ob_in_map(tmp,op->map,NULL,0); 2993 insert_ob_in_map (tmp, op->map, NULL, 0);
2994 }
2995 else
2996 tmp->destroy ();
2997 }
3027 } else 2998 else
3028 free_object(tmp);
3029 } else
3030 insert_ob_in_map(tmp,op->map,NULL,0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
3031 } 3000 }
3032} 3001}
3033 3002
3034/* 3003/*
3035 * fix_weight(): Check recursively the weight of all players, and fix 3004 * fix_weight(): Check recursively the weight of all players, and fix
3036 * 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
3037 * was changed. 3006 * was changed.
3038 */ 3007 */
3039 3008
3009void
3040void fix_weight(void) { 3010fix_weight (void)
3041 player *pl; 3011{
3042 for (pl = first_player; pl != NULL; pl = pl->next) { 3012 for_all_players (pl)
3013 {
3043 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3015
3044 if(old == sum) 3016 if (old == sum)
3045 continue; 3017 continue;
3046 fix_player(pl->ob); 3018 pl->ob->update_stats ();
3047 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3048 pl->ob->name, old, sum);
3049 } 3020 }
3050} 3021}
3051 3022
3023void
3052void fix_luck(void) { 3024fix_luck (void)
3053 player *pl; 3025{
3054 for (pl = first_player; pl != NULL; pl = pl->next) 3026 for_all_players (pl)
3055 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3056 change_luck(pl->ob, 0); 3028 pl->ob->change_luck (0);
3057} 3029}
3058
3059 3030
3060/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3061 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3062 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3063 */ 3034 */
3064
3065void 3035void
3066cast_dust (object * op, object * throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3067{ 3037{
3068 object *skop, *spob; 3038 object *skop, *spob;
3069 3039
3070 skop = find_skill_by_name (op, throw_ob->skill); 3040 skop = find_skill_by_name (op, throw_ob->skill);
3071 3041
3072 /* casting POTION 'dusts' is really a use_magic_item skill */ 3042 /* casting POTION 'dusts' is really a use_magic_item skill */
3073 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3074 { 3044 {
3075 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);
3076 op->name);
3077 return; 3046 return;
3078 } 3047 }
3079 3048
3080 spob = throw_ob->inv; 3049 spob = throw_ob->inv;
3081 3050
3082 // 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
3083 // 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
3084 // errors should be reported as early as possible IMHO) 3053 // errors should be reported as early as possible IMHO)
3085 if (!spob) 3054 if (!spob)
3086 { 3055 {
3087 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);
3088 throw_ob->name, op->name);
3089 return; 3057 return;
3090 } 3058 }
3091 3059
3092 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3093 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);
3094 3062
3095 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3096 3064
3097 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3098 remove_ob (throw_ob);
3099 free_object (throw_ob);
3100} 3066}
3101 3067
3068void
3102void make_visible (object *op) { 3069make_visible (object *op)
3070{
3103 op->hide = 0; 3071 op->hide = 0;
3104 op->invisible = 0; 3072 op->invisible = 0;
3105 if(op->type==PLAYER) { 3073 if (op->type == PLAYER)
3074 {
3106 op->contr->tmp_invis = 0; 3075 op->contr->tmp_invis = 0;
3107 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3076 op->contr->invis_race = 0;
3108 } 3077 }
3109 update_object(op,UP_OBJ_FACE); 3078 update_object (op, UP_OBJ_FACE);
3110} 3079}
3111 3080
3081int
3112int is_true_undead(object *op) { 3082is_true_undead (object *op)
3083{
3113 object *tmp=NULL; 3084 object *tmp = NULL;
3114 3085
3115 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1;
3116 3088
3117 if(op->type==PLAYER)
3118 for(tmp=op->inv;tmp;tmp=tmp->below)
3119 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3120 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3121 return 0; 3089 return 0;
3122} 3090}
3123 3091
3124/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3125 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3126 * indicate greater hideability. 3094 * indicate greater hideability.
3127 */ 3095 */
3128 3096
3097int
3129int hideability(object *ob) { 3098hideability (object *ob)
3099{
3130 int i,level=0, mflag; 3100 int i, level = 0, mflag;
3131 sint16 x,y; 3101 sint16 x, y;
3132 3102
3133 if(!ob||!ob->map) return 0; 3103 if (!ob || !ob->map)
3104 return 0;
3134 3105
3135 /* so, on normal lighted maps, its hard to hide */ 3106 /* so, on normal lighted maps, its hard to hide */
3136 level=ob->map->darkness - 2; 3107 level = ob->map->darkness - 2;
3137 3108
3138 /* this also picks up whether the object is glowing. 3109 /* this also picks up whether the object is glowing.
3139 * 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
3140 * as bad as carrying a light on a pitch dark map */ 3111 * as bad as carrying a light on a pitch dark map */
3141 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3112 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness));
3142 3114
3143 /* scan through all nearby squares for terrain to hide in */ 3115 /* scan through all nearby squares for terrain to hide in */
3144 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 {
3145 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3146 if (mflag & P_OUT_OF_MAP) { continue; } 3119 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue;
3122 }
3147 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3148 level += 2; 3124 level += 2;
3149 else /* open terrain! */ 3125 else /* open terrain! */
3150 level -= 1; 3126 level -= 1;
3151 } 3127 }
3152 3128
3153#if 0 3129#if 0
3154 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3130 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3155#endif 3131#endif
3156 return level; 3132 return level;
3157} 3133}
3158 3134
3159/* For Hidden creatures - a chance of becoming 'unhidden' 3135/* For Hidden creatures - a chance of becoming 'unhidden'
3160 * every time they move - as we subtract off 'invisibility' 3136 * every time they move - as we subtract off 'invisibility'
3161 * AND, for players, if they move into a ridiculously unhideable 3137 * AND, for players, if they move into a ridiculously unhideable
3162 * spot (surrounded by clear terrain in broad daylight). -b.t. 3138 * spot (surrounded by clear terrain in broad daylight). -b.t.
3163 */ 3139 */
3164 3140
3141void
3165void do_hidden_move (object *op) { 3142do_hidden_move (object *op)
3143{
3166 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3167 object *skop; 3145 object *skop;
3168 3146
3169 if(!op || !op->map) return; 3147 if (!op || !op->map)
3148 return;
3170 3149
3171 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3172 3151
3173 /* 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! */
3174 if(op->type==PLAYER && op->contr->run_on) { 3153 if (op->type == PLAYER && op->contr->run_on)
3175 if(!skop || num >= skop->level) { 3154 if (!skop || num >= skop->level)
3155 {
3176 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!");
3177 make_visible(op); 3157 make_visible (op);
3178 return; 3158 return;
3179 } else num += 20;
3180 } 3159 }
3160 else
3161 num += 20;
3162
3181 num += op->map->difficulty; 3163 num += op->map->difficulty;
3182 hide = hideability(op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3183 num -= hide; 3165 num -= hide;
3166
3184 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 {
3185 make_visible(op); 3169 make_visible (op);
3186 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3170 if (op->type == PLAYER)
3187 "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3188 } 3172 }
3189 else if (op->type == PLAYER && skop) { 3173 else if (op->type == PLAYER && skop)
3190 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);
3191 }
3192} 3175}
3193 3176
3194/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3195 3178
3179int
3196int stand_near_hostile( object *who ) { 3180stand_near_hostile (object *who)
3181{
3197 object *tmp=NULL; 3182 object *tmp = NULL;
3198 int i,friendly=0,player=0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3199 mapstruct *m; 3184 maptile *m;
3200 sint16 x,y; 3185 sint16 x, y;
3201 3186
3202 if(!who) return 0; 3187 if (!who)
3203
3204 if(who->type==PLAYER) player=1;
3205 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3206
3207 /* search adjacent squares */
3208 for(i=1;i<9;i++) {
3209 x = who->x+freearr_x[i];
3210 y = who->y+freearr_y[i];
3211 m = who->map;
3212 mflags = get_map_flags(m, &m, x, y, &x, &y);
3213 /* space must be blocked if there is a monster. If not
3214 * blocked, don't need to check this space.
3215 */
3216 if (mflags & P_OUT_OF_MAP) continue;
3217 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3218
3219 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3220 if((player||friendly)
3221 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3222 return 1;
3223 else if(tmp->type==PLAYER)
3224 {
3225 /*don't let a hidden DM prevent you from hiding*/
3226 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3227 return 1;
3228 }
3229 }
3230 }
3231 return 0; 3188 return 0;
3189
3190 if (who->type == PLAYER)
3191 player = 1;
3192
3193 else
3194 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3195
3196 /* search adjacent squares */
3197 for (i = 1; i < 9; i++)
3198 {
3199 x = who->x + freearr_x[i];
3200 y = who->y + freearr_y[i];
3201 m = who->map;
3202 mflags = get_map_flags (m, &m, x, y, &x, &y);
3203 /* space must be blocked if there is a monster. If not
3204 * blocked, don't need to check this space.
3205 */
3206 if (mflags & P_OUT_OF_MAP)
3207 continue;
3208 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3209 continue;
3210
3211 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3212 {
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)
3219 return 1;
3220 }
3221 }
3222 }
3223 return 0;
3232} 3224}
3233 3225
3234/* check the player los field for viewability of the 3226/* check the player los field for viewability of the
3235 * object op. This function works fine for monsters, 3227 * object op. This function works fine for monsters,
3236 * 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
3243 * 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.
3244 * -b.t. 3236 * -b.t.
3245 * This function is now map tiling safe. 3237 * This function is now map tiling safe.
3246 */ 3238 */
3247 3239
3240int
3248int player_can_view (object *pl,object *op) { 3241player_can_view (object *pl, object *op)
3242{
3249 rv_vector rv; 3243 rv_vector rv;
3250 int dx,dy; 3244 int dx, dy;
3251 3245
3252 if(pl->type!=PLAYER) { 3246 if (pl->type != PLAYER)
3247 {
3253 LOG(llevError,"player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3254 return -1;
3255 }
3256 if (!pl || !op) return 0;
3257
3258 if(op->head) { op = op->head; }
3259 get_rangevector(pl, op, &rv, 0x1);
3260
3261 /* starting with the 'head' part, lets loop
3262 * through the object and find if it has any
3263 * part that is in the los array but isnt on
3264 * a blocked los square.
3265 * we use the archetype to figure out offsets.
3266 */
3267 while(op) {
3268 dx = rv.distance_x + op->arch->clone.x;
3269 dy = rv.distance_y + op->arch->clone.y;
3270
3271 /* only the viewable area the player sees is updated by LOS
3272 * code, so we need to restrict ourselves to that range of values
3273 * for any meaningful values.
3274 */
3275 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3276 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3277 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3278 return 1; 3249 return -1;
3279 op = op->more;
3280 } 3250 }
3251
3252 if (!pl || !op)
3281 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;
3282} 3281}
3283 3282
3284/* routine for both players and monsters. We call this when 3283/* routine for both players and monsters. We call this when
3285 * there is a possibility for our action distrubing our hiding 3284 * there is a possibility for our action distrubing our hiding
3286 * place or invisiblity spell. Artefact invisiblity is not 3285 * place or invisiblity spell. Artefact invisiblity is not
3287 * effected by this. If we arent invisible to begin with, we 3286 * effected by this. If we arent invisible to begin with, we
3288 * return 0. 3287 * return 0.
3289 */ 3288 */
3289int
3290int action_makes_visible (object *op) { 3290action_makes_visible (object *op)
3291{
3291 3292
3292 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3293 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3294 return 0; 3296 return 0;
3295 3297
3296 if (op->contr && op->contr->tmp_invis == 0) return 0; 3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3297 3300
3298 /* If monsters, they should become visible */ 3301 /* If monsters, they should become visible */
3299 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3300 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");
3301 return 1; 3305 return 1;
3302 } 3306 }
3303 } 3307 }
3304 return 0; 3308 return 0;
3305} 3309}
3306 3310
3307/* op_on_battleground - checks if the given object op (usually 3311/* op_on_battleground - checks if the given object op (usually
3308 * a player) is standing on a valid battleground-tile, 3312 * a player) is standing on a valid battleground-tile,
3309 * function returns TRUE/FALSE. If true x, y returns the battleground 3313 * function returns TRUE/FALSE. If true x, y returns the battleground
3310 * -exit-coord. (and if x, y not NULL) 3314 * -exit-coord. (and if x, y not NULL)
3311 * 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
3312 * 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
3313 * 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
3314 */ 3318 */
3319int
3315int op_on_battleground (object *op, int *x, int *y) { 3320op_on_battleground (object *op, int *x, int *y)
3321{
3316 object *tmp; 3322 object *tmp;
3317 3323
3318 /* A battleground-tile needs the following attributes to be valid: 3324 /* A battleground-tile needs the following attributes to be valid:
3319 * 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),
3320 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3321 * and the exit-coordinates sp/hp must both be > 0. 3327 * and the exit-coordinates sp/hp must both be > 0.
3322 * => The intention here is to prevent abuse of the battleground- 3328 * => The intention here is to prevent abuse of the battleground-
3323 * feature (like pickable or hidden battleground tiles). */ 3329 * feature (like pickable or hidden battleground tiles). */
3324 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3331 {
3325 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 {
3326 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3327 strcmp(tmp->name, "battleground")==0 && 3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3328 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3336 {
3329 /*before we assign the exit, check if this is a teambattle*/ 3337 /*before we assign the exit, check if this is a teambattle */
3330 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 {
3331 object *invtmp; 3340 object *invtmp;
3341
3332 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3333 if(invtmp->type==FORCE && invtmp->slaying && 3343 {
3334 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3344 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3345 {
3346 if (x != NULL && y != NULL)
3347 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3348 return 1;
3349 }
3350 }
3351 }
3335 if (x != NULL && y != NULL) 3352 if (x != NULL && y != NULL)
3336 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3337 return 1; 3354 return 1;
3338 } 3355 }
3339 } 3356 }
3340 }
3341 if (x != NULL && y != NULL)
3342 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3343 return 1;
3344 } 3357 }
3345 }
3346 }
3347 /* If we got here, did not find a battleground */ 3358 /* If we got here, did not find a battleground */
3348 return 0; 3359 return 0;
3349} 3360}
3350 3361
3351/* 3362/*
3355 * attributes: 3366 * attributes:
3356 * object *who the dragon player 3367 * object *who the dragon player
3357 * int atnr the attack-number of the ability focus 3368 * int atnr the attack-number of the ability focus
3358 * int level ability level 3369 * int level ability level
3359 */ 3370 */
3371void
3360void dragon_ability_gain(object *who, int atnr, int level) { 3372dragon_ability_gain (object *who, int atnr, int level)
3373{
3361 treasurelist *trlist = NULL; /* treasurelist */ 3374 treasurelist *trlist = NULL; /* treasurelist */
3362 treasure *tr; /* treasure */ 3375 treasure *tr; /* treasure */
3363 object *tmp,*skop; /* tmp. object */ 3376 object *tmp, *skop; /* tmp. object */
3364 object *item; /* treasure object */ 3377 object *item; /* treasure object */
3365 char buf[MAX_BUF]; /* tmp. string buffer */ 3378 char buf[MAX_BUF]; /* tmp. string buffer */
3366 int i=0, j=0; 3379 int i = 0, j = 0;
3367 3380
3368 /* get the appropriate treasurelist */ 3381 /* get the appropriate treasurelist */
3369 if (atnr == ATNR_FIRE) 3382 if (atnr == ATNR_FIRE)
3370 trlist = find_treasurelist("dragon_ability_fire"); 3383 trlist = find_treasurelist ("dragon_ability_fire");
3371 else if (atnr == ATNR_COLD) 3384 else if (atnr == ATNR_COLD)
3372 trlist = find_treasurelist("dragon_ability_cold"); 3385 trlist = find_treasurelist ("dragon_ability_cold");
3373 else if (atnr == ATNR_ELECTRICITY) 3386 else if (atnr == ATNR_ELECTRICITY)
3374 trlist = find_treasurelist("dragon_ability_elec"); 3387 trlist = find_treasurelist ("dragon_ability_elec");
3375 else if (atnr == ATNR_POISON) 3388 else if (atnr == ATNR_POISON)
3376 trlist = find_treasurelist("dragon_ability_poison"); 3389 trlist = find_treasurelist ("dragon_ability_poison");
3377 3390
3378 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3379 return; 3392 return;
3380 3393
3381 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3394 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3382 tr = tr->next, i++); 3395
3383 3396 if (!tr || !tr->item)
3384 if (tr == NULL || tr->item == NULL) { 3397 {
3385 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3398 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3386 return; 3399 return;
3387 } 3400 }
3388 3401
3389 /* everything seems okay - now bring on the gift: */ 3402 /* everything seems okay - now bring on the gift: */
3390 item = &(tr->item->clone); 3403 item = &(tr->item->clone);
3391 3404
3392 if (item->type == SPELL) { 3405 if (item->type == SPELL)
3406 {
3393 if (check_spell_known (who, item->name)) 3407 if (check_spell_known (who, item->name))
3394 return; 3408 return;
3395 3409
3396 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3410 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3397 do_learn_spell (who, item, 0); 3411 do_learn_spell (who, item, 0);
3398 return; 3412 return;
3399 } 3413 }
3400 3414
3401 /* grant direct spell */ 3415 /* grant direct spell */
3402 if (item->type == SPELLBOOK) { 3416 if (item->type == SPELLBOOK)
3417 {
3403 if (!item->inv) { 3418 if (!item->inv)
3419 {
3404 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3420 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3405 item->name);
3406 return; 3421 return;
3407 } 3422 }
3408 if (check_spell_known (who, item->inv->name)) 3423 if (check_spell_known (who, item->inv->name))
3409 return; 3424 return;
3410 if (item->invisible) { 3425 if (item->invisible)
3426 {
3411 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);
3412 do_learn_spell (who, item->inv, 0); 3428 do_learn_spell (who, item->inv, 0);
3413 return; 3429 return;
3414 } 3430 }
3415 } 3431 }
3416 else if (item->type == SKILL_TOOL && item->invisible) { 3432 else if (item->type == SKILL_TOOL && item->invisible)
3433 {
3417 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 {
3418 3436
3419 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3437 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3420 * 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
3421 * 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,
3422 * but not all of them, he gets nothing. 3440 * but not all of them, he gets nothing.
3423 */ 3441 */
3424 if (!(skop->attacktype & item->attacktype)) { 3442 if (!(skop->attacktype & item->attacktype))
3443 {
3425 /* Give new attacktype */ 3444 /* Give new attacktype */
3426 skop->attacktype |= item->attacktype; 3445 skop->attacktype |= item->attacktype;
3427 3446
3428 /* always add physical if there's none */ 3447 /* always add physical if there's none */
3429 skop->attacktype |= AT_PHYSICAL; 3448 skop->attacktype |= AT_PHYSICAL;
3430 3449
3431 if (item->msg != NULL) 3450 if (item->msg != NULL)
3432 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3433 3452
3434 /* Give player new face */ 3453 /* Give player new face */
3435 if (item->animation_id) { 3454 if (item->animation_id)
3455 {
3436 who->face = skop->face; 3456 who->face = skop->face;
3437 who->animation_id = item->animation_id; 3457 who->animation_id = item->animation_id;
3438 who->anim_speed = item->anim_speed; 3458 who->anim_speed = item->anim_speed;
3439 who->last_anim = 0; 3459 who->last_anim = 0;
3440 who->state = 0; 3460 who->state = 0;
3441 animate_object(who, who->direction); 3461 animate_object (who, who->direction);
3442 } 3462 }
3463 }
3464 }
3443 } 3465 }
3444 }
3445 }
3446 else if (item->type == FORCE) { 3466 else if (item->type == FORCE)
3467 {
3447 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3448 object *skin; 3469 object *skin;
3470
3449 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3450 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3451 skin=skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3452 if (skin == NULL) return; 3474 ;
3453 3475
3476 if (!skin)
3477 return;
3478
3454 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3455 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3481 {
3456 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3482 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3457 3483
3458 /* print message */ 3484 /* print message */
3459 sprintf(buf, "You feel attuned to "); 3485 sprintf (buf, "You feel attuned to ");
3460 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3486 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3461 if(item->path_attuned & (1<<i)) { 3487 {
3462 if (j) 3488 if (item->path_attuned & (1 << i))
3463 strcat(buf," and "); 3489 {
3464 else 3490 if (j)
3465 j = 1; 3491 strcat (buf, " and ");
3492 else
3493 j = 1;
3466 strcat(buf, spellpathnames[i]); 3494 strcat (buf, spellpathnames[i]);
3467 } 3495 }
3468 } 3496 }
3469 strcat(buf,"."); 3497 strcat (buf, ".");
3470 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3471 } 3499 }
3472 3500
3473 /* evtl. adding flags: */ 3501 /* evtl. adding flags: */
3474 if(QUERY_FLAG(item, FLAG_XRAYS)) 3502 if (QUERY_FLAG (item, FLAG_XRAYS))
3475 SET_FLAG(skin, FLAG_XRAYS); 3503 SET_FLAG (skin, FLAG_XRAYS);
3476 if(QUERY_FLAG(item, FLAG_STEALTH)) 3504 if (QUERY_FLAG (item, FLAG_STEALTH))
3477 SET_FLAG(skin, FLAG_STEALTH); 3505 SET_FLAG (skin, FLAG_STEALTH);
3478 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3479 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3507 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3480 3508
3481 /* print message if there is one */ 3509 /* print message if there is one */
3482 if (item->msg != NULL) 3510 if (item->msg != NULL)
3483 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
3484 } 3514 {
3485 else {
3486 /* generate misc. treasure */ 3515 /* generate misc. treasure */
3487 tmp = arch_to_object (tr->item); 3516 tmp = arch_to_object (tr->item);
3488 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));
3489 tmp = insert_ob_in_ob (tmp, who); 3518 tmp = insert_ob_in_ob (tmp, who);
3490 if (who->type == PLAYER) 3519 if (who->type == PLAYER)
3491 esrv_send_item(who, tmp); 3520 esrv_send_item (who, tmp);
3492 } 3521 }
3493} 3522}
3494 3523
3495/** 3524/**
3496 * 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
3497 * not readied. 3526 * not readied.
3498 */ 3527 */
3528void
3499void player_unready_range_ob(player *pl, object *ob) { 3529player_unready_range_ob (player *pl, object *ob)
3500 rangetype i; 3530{
3501
3502 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))
3503 if (pl->ranges[i] == ob) { 3532 if (pl->ranges[i] == ob)
3533 {
3504 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3505 if (pl->shoottype == i) { 3535 if (pl->shoottype == i)
3506 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3507 }
3508 } 3537 }
3509 }
3510} 3538}

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