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Comparing deliantra/server/server/player.C (file contents):
Revision 1.5 by root, Sat Aug 26 08:44:06 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 1.5 2006/08/26 08:44:06 root Exp $"; 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen
7 *
8 * This program is free software; you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or
11 * (at your option) any later version.
12 *
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de>
4 */ 23 */
5 24
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The author can be reached via e-mail to crossfire-devel@real-time.com
27*/
28
29#include <global.h> 25#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 26#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 27#include <sproto.h>
35#endif
36#include <sounds.h> 28#include <sounds.h>
37#include <living.h> 29#include <living.h>
38#include <object.h> 30#include <object.h>
39#include <spells.h> 31#include <spells.h>
40#include <skills.h> 32#include <skills.h>
41#include <newclient.h>
42 33
43#ifdef COZY_SERVER 34#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 35#include <functional>
45#endif
46 36
47player *find_player(const char *plname) 37playervec players;
38
39void
40display_motd (const object *op)
48{ 41{
49 player *pl; 42 char buf[MAX_BUF];
50 for(pl=first_player;pl!=NULL;pl=pl->next) 43 char motd[HUGE_BUF];
51 { 44 FILE *fp;
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 45 int comp;
46 int size;
47
48 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
49 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
53 return pl; 50 return;
54 };
55 return NULL;
56}
57 51
58player* find_player_partial_name( const char* plname ) 52 motd[0] = '\0';
53 size = 0;
54
55 while (fgets (buf, MAX_BUF, fp))
59 { 56 {
60 player* pl; 57 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 58 continue;
67 59
68 if ( !strcmp( pl->ob->name, plname) ) 60 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 61 size += strlen (buf);
62 }
70 63
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 64 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
65 close_and_delete (fp, comp);
66}
67
68void
69send_rules (const object *op)
70{
71 char buf[MAX_BUF];
72 char rules[HUGE_BUF];
73 FILE *fp;
74 int comp;
75 int size;
76
77 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
78 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
79 return;
80
81 rules[0] = '\0';
82 size = 0;
83
84 while (fgets (buf, MAX_BUF, fp))
85 {
86 if (*buf == '#')
87 continue;
88
89 if (size + strlen (buf) >= HUGE_BUF)
72 { 90 {
73 if ( found ) 91 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 92 break;
93 }
75 94
76 found = pl; 95 strncat (rules + size, buf, HUGE_BUF - size);
96 size += strlen (buf);
97 }
98
99 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
100 close_and_delete (fp, comp);
101}
102
103void
104send_news (const object *op)
105{
106 char buf[MAX_BUF];
107 char news[HUGE_BUF];
108 char subject[MAX_BUF];
109 FILE *fp;
110 int comp;
111 int size;
112
113 sprintf (buf, "%s/%s", settings.confdir, settings.news);
114 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
115 return;
116
117 news[0] = '\0';
118 subject[0] = '\0';
119 size = 0;
120
121 while (fgets (buf, MAX_BUF, fp) != NULL)
122 {
123 if (*buf == '#')
124 continue;
125
126 if (*buf == '%')
127 { /* send one news */
128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
130
131 strcpy (subject, buf + 1);
132 strip_endline (subject);
133 size = 0;
134 news[0] = '\0';
135 }
136 else
137 {
138 if (size + strlen (buf) >= HUGE_BUF)
139 {
140 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
141 break;
77 } 142 }
143 strncat (news + size, buf, HUGE_BUF - size);
144 size += strlen (buf);
78 } 145 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88 146 }
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd); 147
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
91 return; 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp); 150 close_and_delete (fp, comp);
103} 151}
104 152
105void send_rules(const object *op) { 153/* This loads the first map an puts the player on it. */
106 char buf[MAX_BUF]; 154static void
107 char rules[HUGE_BUF]; 155set_first_map (object *op)
108 FILE *fp; 156{
109 int comp; 157 op->contr->maplevel = first_map_path;
110 int size; 158 op->x = -1;
111 159 op->y = -1;
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules); 160}
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) { 161
162void
163player::enter_map ()
164{
165 object *tmp = object::create ();
166
167 EXIT_PATH (tmp) = maplevel;
168 EXIT_X (tmp) = ob->x;
169 EXIT_Y (tmp) = ob->y;
170 ob->enter_exit (tmp);
171
172 tmp->destroy ();
173}
174
175void
176player::activate ()
177{
178 if (active)
114 return; 179 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132 180
133void send_news(const object *op) { 181 players.insert (this);
134 char buf[MAX_BUF]; 182 ob->remove ();
135 char news[HUGE_BUF]; 183 ob->map = 0;
136 char subject[MAX_BUF]; 184 ob->activate_recursive ();
137 FILE *fp; 185 CLEAR_FLAG (ob, FLAG_FRIENDLY);
138 int comp; 186 add_friendly_object (ob);
139 int size; 187 enter_map ();
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size);
169 size+=strlen(buf);
170 }
171 }
172
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp);
179} 188}
180 189
181int playername_ok(const char *cp) { 190void
182 /* Don't allow - or _ as first character in the name */ 191player::deactivate ()
183 if (*cp == '-' || *cp == '_') return 0; 192{
184 193 if (!active)
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1; 194 return;
189}
190 195
191/* This no longer sets the player map. Also, it now updates 196 terminate_all_pets (ob);
192 * all the pointers so the caller doesn't need to do that. 197 remove_friendly_object (ob);
193 * Caller is responsible for setting the correct map. 198 ob->deactivate_recursive ();
194 */ 199 maplevel = ob->map->path;
200 ob->remove ();
201 ob->map = 0;
195 202
196/* Redo this to do both get_player_ob and get_player. 203 // for weird reasons, this is often "ob", keeping a circular reference
197 * Hopefully this will be less bugfree and simpler. 204 ranges [range_skill] = 0;
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* 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 (static_cast<player_memset *>(p), 0, sizeof (player_memset)); 249 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
250 SET_FLAG (ob, FLAG_USE_SHIELD);
234 251
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{
235 /* There are some elements we want initialized to non zero value - 328 /* There are some elements we want initialised to non zero value -
236 * we deal with that below this point. 329 * we deal with that below this point.
237 */ 330 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */ 331 outputs_sync = 16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */ 332 outputs_count = 8; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice; 333 unapply = unapply_nochoice;
242 p->Swap_First = -1;
243 334
244#ifdef AUTOSAVE 335 savebed_map = first_map_path; /* Init. respawn position */
245 p->last_save_tick = 9999999; 336
246#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)
247 355 {
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */ 356 ob->destroy_inv (false);
357 ob->destroy ();
249 358 }
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300} 359}
301 360
302 361player::~player ()
303/* This loads the first map an puts the player on it. */
304static void set_first_map(object *op)
305{ 362{
306 strcpy(op->contr->maplevel, first_map_path); 363 /* Clear item stack */
307 op->x = -1; 364 free (stack_items);
308 op->y = -1;
309 enter_exit(op, NULL);
310} 365}
311 366
312/* Tries to add player on the connection passwd in ns. 367/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 368 * All we can really get in this is some settings like host and display
314 * mode. 369 * mode.
315 */ 370 */
371player *
372player::create ()
373{
374 player *pl = new player;
316 375
317int add_player(NewSocket *ns) { 376 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob); 377 set_first_map (pl->ob);
332 378
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 379 return pl;
340} 380}
341 381
342/* 382/*
343 * get_player_archetype() return next player archetype from archetype 383 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 384 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 385 * Note: there MUST be at least one player archetype!
346 */ 386 */
387archetype *
347archetype *get_player_archetype(archetype* at) 388get_player_archetype (archetype *at)
348{ 389{
349 archetype *start = at; 390 archetype *start = at;
391
350 for (;;) { 392 for (;;)
393 {
351 if (at==NULL || at->next==NULL) 394 if (at == NULL || at->next == NULL)
352 at=first_archetype; 395 at = first_archetype;
353 else 396 else
354 at=at->next; 397 at = at->next;
398
355 if(at->clone.type==PLAYER) 399 if (at->clone.type == PLAYER)
356 return at; 400 return at;
401
357 if (at == start) { 402 if (at == start)
403 {
358 LOG (llevError, "No Player archetypes\n"); 404 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 405 exit (-1);
360 } 406 }
361 } 407 }
362} 408}
363 409
364 410object *
365object *get_nearest_player(object *mon) { 411get_nearest_player (object *mon)
412{
366 object *op = NULL; 413 object *op = NULL;
367 player *pl = NULL;
368 objectlink *ol; 414 objectlink *ol;
369 unsigned lastdist; 415 unsigned lastdist;
370 rv_vector rv; 416 rv_vector rv;
371 417
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 418 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
419 {
373 /* We should not find free objects on this friendly list, but it 420 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 421 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 422 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 423 * list is also free, so encapsulate this in a while loop.
377 */ 424 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 425 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
426 {
379 object *tmp=ol->ob; 427 object *tmp = ol->ob;
380 428
381 /* Can't do much more other than log the fact, because the object 429 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 430 * itself will have been cleared.
383 */ 431 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 432 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
433 tmp->debug_desc ());
385 ol = ol->next; 434 ol = ol->next;
386 remove_friendly_object(tmp); 435 remove_friendly_object (tmp);
387 if (!ol) return op; 436 if (!ol)
388 } 437 return op;
438 }
389 439
390 /* Remove special check for player from this. First, it looks to cause 440 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 441 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 442 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 443 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 444 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 445 * on_same_map check, as can_detect_enemy also does this
396 */ 446 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 447 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 448 continue;
399 449
400 if(lastdist>rv.distance) {
401 op=ol->ob;
402 lastdist=rv.distance;
403 }
404 }
405 for (pl=first_player; pl != NULL; pl=pl->next) {
406 if (can_detect_enemy(mon, pl->ob,&rv)) {
407
408 if(lastdist>rv.distance) { 450 if (lastdist > rv.distance)
409 op=pl->ob; 451 {
452 op = ol->ob;
410 lastdist=rv.distance; 453 lastdist = rv.distance;
454 }
411 } 455 }
412 } 456
413 } 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
414#if 0 465#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 466 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 467#endif
417 return op; 468 return op;
418} 469}
419 470
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 471/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 472 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 473 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 487 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 488 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 489 * is probably not a good thing.
439 */ 490 */
440#define MAX_SPACES 50 491#define MAX_SPACES 50
441
442 492
443/* 493/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 494 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 495 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 496 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 509 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 510 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 511 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 512 * is blocking itself.
463 */ 513 */
514int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 515path_to_player (object *mon, object *pl, unsigned mindiff)
516{
465 rv_vector rv; 517 rv_vector rv;
466 sint16 x,y; 518 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 519 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 520 maptile *m, *lastmap;
469 521
470 get_rangevector(mon, pl, &rv, 0); 522 get_rangevector (mon, pl, &rv, 0);
471 523
472 if (rv.distance<mindiff) return 0; 524 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 525 return 0;
725}
726 526
727void 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];
728 543
729 op->contr->write_buf[0]='\0'; 544 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 545 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732}
733 546
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
734void get_party_password(object *op, partylist *party) { 740get_party_password (object *op, partylist *party)
741{
735 if (party == NULL) { 742 if (party == NULL)
743 {
736 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);
737 return; 745 return;
738 } 746 }
747
739 op->contr->write_buf[0]='\0'; 748 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 749 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 750 op->contr->party_to_join = party;
742 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:");
743} 752}
744
745 753
746/* 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
747int roll_stat(void) { 756roll_stat (void)
757{
748 int a[4],i,j,k; 758 int a[4], i, j, k;
749 759
750 for(i=0;i<4;i++) 760 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 761 a[i] = (int) rndm (6) + 1;
752 762
753 for(i=0,j=0,k=7;i<4;i++) 763 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 764 if (a[i] < k)
755 k=a[i],j=i; 765 k = a[i], j = i;
756 766
757 for(i=0,k=0;i<4;i++) { 767 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 768 if (i != j)
759 k+=a[i]; 769 k += a[i];
760 } 770
761 return k; 771 return k;
762} 772}
763 773
764void roll_stats(object *op) { 774void
765 int sum=0; 775object::roll_stats ()
766 int i = 0, j = 0; 776{
767 int statsort[7]; 777 int statsort [7];
768 778
779 for (;;)
769 do { 780 {
770 op->stats.Str=roll_stat(); 781 int sum = 0;
771 op->stats.Dex=roll_stat(); 782 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 783 sum += statsort [i] = roll_stat ();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 784
785 if (sum >= 82 && sum <= 116)
786 break;
787 }
788
782 /* Sort the stats so that rerolling is easier... */ 789 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 790 std::sort (statsort, statsort + 7, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 791
791 /* a quick and dirty bubblesort? */
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 792 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 793 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 794 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 795 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 796 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 797 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 798 stats.Cha = statsort[6];
810 799
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 800 stats.exp = 0;
822 op->stats.ac=0; 801 stats.ac = 0;
823 802
803 stats.hp = stats.maxhp;
804 stats.sp = stats.maxsp;
805 stats.grace = stats.maxgrace;
806
807 if (contr)
808 {
824 op->contr->levhp[1] = 9; 809 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 810 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 811 contr->levgrace[1] = 3;
827 812
828 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
829 op->stats.hp = op->stats.maxhp; 840 stats.hp = stats.maxhp;
830 op->stats.sp = op->stats.maxsp; 841 stats.sp = stats.maxsp;
831 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
832 op->contr->orig_stats=op->stats; 850 contr->orig_stats = stats;
851 }
833} 852}
834 853
835void Roll_Again(object *op) 854static void
855start_info (object *op)
836{ 856{
837 esrv_new_player(op->contr, 0);
838 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)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF]; 857 char buf[MAX_BUF];
845 858
846 if ( op->contr->Swap_First == -1 ) { 859 sprintf (buf, "Welcome to Crossfire v%s!", VERSION);
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf); 860 new_draw_info (NDI_UNIQUE, 0, op, buf);
862 op->stats.Str = op->contr->orig_stats.Str; 861 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf); 862 //new_draw_info (NDI_UNIQUE, 0, op, " ");
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 }
921
922#if 0
923 /* So that enter_exit will put us at startx/starty */
924 op->x= -1;
925
926 enter_exit(op,NULL);
927#endif
928 SET_ANIMATION(op, 2); /* So player faces south */
929 /* Enter exit adds a player otherwise */
930 add_statbonus(op);
931 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");
932 op->contr->state = ST_CHANGE_CLASS;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942
943 case 'q':
944 case 'Q':
945 play_again(op);
946 return 1;
947
948 default:
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
950 return 0;
951 }
952 return 0;
953} 863}
954 864
955/* This function takes the key that is passed, and does the 865/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 866 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 867 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 868 * separate race and class; this actually changes the RACE,
959 * not the class. 869 * not the class.
960 */ 870 */
961 871int
962int key_change_class(object *op, char key) 872key_change_class (object *op, char key)
963{ 873{
964 int tmp_loop; 874 int tmp_loop;
965 875
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 876 if (key == 'd' || key == 'D')
877 {
972 char buf[MAX_BUF]; 878 char buf[MAX_BUF];
973 879
974 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 881 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 882
883 treasurelist *tl = find_treasurelist ("starting_wealth");
884 if (tl)
885 create_treasure (tl, op, 0, 0, 0);
886
978 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, op->contr);
980 889
981 op->contr->state=ST_PLAYING; 890 op->contr->ns->state = ST_PLAYING;
982 891
983 if (op->msg) { 892 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 893 op->msg = NULL;
986 }
987 894
988 /* 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
989 * to save here. 896 * to save here.
990 */ 897 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 898 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 899 make_path_to_file (buf);
993 900
994#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks;
996#endif
997 start_info(op); 901 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 902 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 903 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 904 link_player_skills (op);
1001 esrv_send_inventory(op, op); 905 esrv_send_inventory (op, op);
1002 fix_player(op); 906 op->update_stats ();
1003 907
1004 /* This moves the player to a different start map, if there 908 /* This moves the player to a different start map, if there
1005 * is one for this race 909 * is one for this race
1006 */ 910 */
1007 if(*first_map_ext_path) { 911 if (*first_map_ext_path)
912 {
1008 object *tmp; 913 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 914 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 915
1012 first_map_ext_path, op->arch->name); 916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 917 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 918 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 919 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 920 EXIT_Y (tmp) = op->y;
1017 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;
1018 * if the map isn't there, then stay on the 922 * if the map isn't there, then stay on the
1019 * default initial map */ 923 * default initial map */
1020 free_object(tmp); 924 tmp->destroy ();
925 }
1021 } else { 926 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 927 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 928
929 return 0;
930 }
931
1027 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
1029 */ 934 */
1030 935
1031 tmp_loop = 0; 936 tmp_loop = 0;
1032 while(!tmp_loop) { 937 while (!tmp_loop)
1033 const char *name = add_string (op->name); 938 {
939 shstr name = op->name;
1034 int x = op->x, y = op->y; 940 int x = op->x, y = op->y;
1035 remove_statbonus(op); 941
1036 remove_ob (op); 942 op->remove_statbonus ();
943 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 944 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 945 op->arch->clone.copy_to (op);
946 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 947 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 948 op->name = op->name_pl = name;
1041 op->name = name; 949 op->x = x;
1042 free_string(op->name_pl); 950 op->y = y;
1043 op->name_pl = add_string(name);
1044 op->x = x;
1045 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 951 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 952 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 953 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 954 op->add_statbonus ();
1050 add_statbonus(op);
1051 tmp_loop=allowed_class(op); 955 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 956 }
957
1055 update_object(op,UP_OBJ_FACE); 958 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 959 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 960 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 961 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 962 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 963 op->stats.grace = 0;
964
1061 if (op->msg) 965 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 966 new_draw_info (NDI_BLUE, 0, op, op->msg);
967
1063 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");
1064 return 0; 969 return 0;
1065} 970}
1066 971
1067int key_confirm_quit(object *op, char key) 972void
1068{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') {
1072 op->contr->state=ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play.");
1074 return 1;
1075 }
1076
1077 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr);
1079
1080 terminate_all_pets(op);
1081 leave_map(op);
1082 op->direction=0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL,
1084 "%s quits the game.",op->name);
1085
1086 strcpy(op->contr->killer,"quit");
1087 check_score(op);
1088 op->contr->party=NULL;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0';
1091
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) {
1093 mapstruct *mp, *next;
1094
1095 /* We need to hunt for any per player unique maps in memory and
1096 * get rid of them. The trailing slash in the path is intentional,
1097 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) {
1101 next = mp->next;
1102 if (!strncmp(mp->path, buf, strlen(buf)))
1103 delete_map(mp);
1104 }
1105
1106 delete_character(op->name, 1);
1107 }
1108 play_again(op);
1109 return 1;
1110}
1111
1112void flee_player(object *op) { 973flee_player (object *op)
974{
1113 int dir,diff; 975 int dir, diff;
1114 rv_vector rv; 976 rv_vector rv;
1115 977
1116 if(op->stats.hp < 0) { 978 if (op->stats.hp < 0)
979 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 980 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 981 CLEAR_FLAG (op, FLAG_SCARED);
1119 return; 982 return;
1120 } 983 }
1121 984
1122 if(op->enemy==NULL) { 985 if (op->enemy == NULL)
986 {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n"); 987 LOG (llevDebug, "Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED); 988 CLEAR_FLAG (op, FLAG_SCARED);
1125 return; 989 return;
1126 } 990 }
1127 991
1128 /* Seen some crashes here. Since we don't store an 992 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the 993 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled. 994 * actual enemy, and the object is recycled.
1131 */ 995 */
1132 if (op->enemy->map == NULL) { 996 if (op->enemy->map == NULL)
997 {
1133 CLEAR_FLAG(op, FLAG_SCARED); 998 CLEAR_FLAG (op, FLAG_SCARED);
1134 op->enemy=NULL; 999 op->enemy = NULL;
1135 return; 1000 return;
1136 } 1001 }
1137 1002
1138 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 {
1139 op->enemy=NULL; 1005 op->enemy = NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED); 1006 CLEAR_FLAG (op, FLAG_SCARED);
1141 return; 1007 return;
1142 } 1008 }
1009
1143 get_rangevector(op, op->enemy, &rv, 0); 1010 get_rangevector (op, op->enemy, &rv, 0);
1144 1011
1145 dir=absdir(4+rv.direction); 1012 dir = absdir (4 + rv.direction);
1146 for(diff=0;diff<3;diff++) { 1013 for (diff = 0; diff < 3; diff++)
1147 int m=1-(RANDOM()&2);
1148 if(move_ob(op,absdir(dir+diff*m),op)||
1149 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1150 return;
1151 }
1152 } 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
1153 /* Cornered, get rid of scared */ 1021 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1022 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1023 op->enemy = NULL;
1156} 1024}
1157 1025
1158 1026
1159/* 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.
1160 * 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
1161 * stop. 1029 * stop.
1162 */ 1030 */
1031int
1163int check_pick(object *op) { 1032check_pick (object *op)
1033{
1164 object *tmp, *next; 1034 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1035 int stop = 0;
1167 int j, k, wvratio; 1036 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1037 char putstring[128], tmpstr[16];
1169 1038
1170
1171 /* if you're flying, you cna't pick up anything */ 1039 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1040 if (op->move_type & MOVE_FLYING)
1173 return 1; 1041 return 1;
1174 1042
1175 op_tag = op->count;
1176
1177 next = op->below; 1043 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1044
1181 /* 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
1182 * destroyed */ 1046 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1047 while (next && !next->destroyed ())
1184 { 1048 {
1185 tmp = next; 1049 tmp = next;
1186 next = tmp->below; 1050 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1051
1190 if (was_destroyed (op, op_tag)) 1052 if (op->destroyed ())
1191 return 0; 1053 return 0;
1192 1054
1193 if ( ! can_pick (op, tmp)) 1055 if (!can_pick (op, tmp))
1194 continue; 1056 continue;
1195 1057
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1058 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1059 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1060 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1061 pick_up (op, tmp);
1200 continue; 1062 continue;
1201 } 1063 }
1202 1064
1203 /* high not bit set? We're using the old autopickup model */ 1065 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1066 if (!(op->contr->mode & PU_NEWMODE))
1067 {
1205 switch (op->contr->mode) { 1068 switch (op->contr->mode)
1206 case 0: return 1; /* don't pick up */ 1069 {
1207 case 1: pick_up (op, tmp); 1070 case 0:
1208 return 1; 1071 return 1; /* don't pick up */
1209 case 2: pick_up (op, tmp); 1072 case 1:
1210 return 0; 1073 pick_up (op, tmp);
1211 case 3: return 0; /* stop before pickup */ 1074 return 1;
1212 case 4: pick_up (op, tmp); 1075 case 2:
1213 break; 1076 pick_up (op, tmp);
1214 case 5: pick_up (op, tmp); 1077 return 0;
1215 stop = 1; 1078 case 3:
1216 break; 1079 return 0; /* stop before pickup */
1217 case 6: 1080 case 4:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1081 pick_up (op, tmp);
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1082 break;
1220 pick_up(op, tmp); 1083 case 5:
1221 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;
1222 1091
1223 case 7: 1092 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1093 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1094 pick_up (op, tmp);
1226 break; 1095 break;
1227 1096
1228 default: 1097 default:
1229 /* use value density */ 1098 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1099 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1100 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1))) 1101 pick_up (op, tmp);
1233 >= op->contr->mode) 1102 }
1234 pick_up(op,tmp); 1103 }
1235 } 1104 else
1236 } 1105 { /* old model */
1237 else { /* old model */
1238 /* NEW pickup handling */ 1106 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG) 1107 if (op->contr->mode & PU_DEBUG)
1240 { 1108 {
1241 /* some debugging code to figure out item information */ 1109 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL) 1110 if (tmp->name != NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1111 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type, 1112 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1113 else
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1114 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1248 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))));
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1116
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1117 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1118 }
1251 1119
1252 sprintf(putstring,"...flags: "); 1120 /* philosophy:
1253 for(k=0;k<4;k++) 1121 * It's easy to grab an item type from a pile, as long as it's
1254 { 1122 * generic. This takes no game-time. For more detailed pickups
1255 for(j=0;j<32;j++) 1123 * and selections, select-items should be used. This is a
1256 { 1124 * grab-as-you-run type mode that's really useful for arrows for
1257 if((tmp->flags[k]>>j)&0x01) 1125 * example.
1258 { 1126 * The drawback: right now it has no frontend, so you need to
1259 sprintf(tmpstr,"%d ",k*32+j); 1127 * stick the bits you want into a calculator in hex mode and then
1260 strcat(putstring, tmpstr); 1128 * convert to decimal and then 'pickup <#>
1261 } 1129 */
1262 }
1263 }
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1265 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);
1266#if 0 1356#if 0
1267 /* print the flags too */ 1357 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1358 if (tmp->name != NULL)
1269 { 1359 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1360 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1361 }
1272 { 1362 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1363 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1364 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1365 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1366#endif
1367 continue;
1368 }
1369 }
1370 } /* the new pickup model */
1279 } 1371 }
1280 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290 1372
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 }
1433 else fprintf(stderr,"%s",tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 }
1440 } /* the new pickup model */
1441 }
1442 return ! stop; 1373 return !stop;
1443} 1374}
1444 1375
1445/* 1376/*
1446 * Find an arrow in the inventory and after that 1377 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1378 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1379 * found object is returned.
1449 */ 1380 */
1381object *
1450object *find_arrow(object *op, const char *type) 1382find_arrow (object *op, const char *type)
1451{ 1383{
1452 object *tmp = NULL; 1384 object *tmp = NULL;
1453 1385
1454 for(op=op->inv; op; op=op->below) 1386 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1387 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1456 QUERY_FLAG(op,FLAG_APPLIED))
1457 tmp = find_arrow (op, type); 1388 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1389 else if (op->type == ARROW && op->race == type)
1459 return op; 1390 return op;
1460 return tmp; 1391 return tmp;
1461} 1392}
1462 1393
1463/* 1394/*
1464 * 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
1465 * 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
1466 * 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
1467 * 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.
1468 */ 1399 */
1469 1400
1401object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1402find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1403{
1472 object *tmp = NULL, *arrow, *ntmp; 1404 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1405 int attacknum, attacktype, betterby = 0, i;
1474 1406
1475 if (!type) 1407 if (!type)
1476 return NULL; 1408 return NULL;
1477 1409
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1410 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1411 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1412 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1481 i = 0; 1413 {
1414 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1415 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1416 if (i > betterby)
1484 tmp = ntmp; 1417 {
1485 betterby = i; 1418 tmp = ntmp;
1486 } 1419 betterby = i;
1420 }
1421 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1422 else if (arrow->type == ARROW && arrow->race == type)
1423 {
1488 /* allways prefer assasination/slaying */ 1424 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1425 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1426 {
1491 if (arrow->attacktype & AT_DEATH) { 1427 if (arrow->attacktype & AT_DEATH)
1492 *better = 100; 1428 {
1493 return arrow; 1429 *better = 100;
1494 } else { 1430 return arrow;
1495 tmp = arrow; 1431 }
1432 else
1433 {
1434 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2; 1435 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1436 }
1498 } else { 1437 }
1438 else
1439 {
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1440 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1441 {
1500 attacktype = 1<<attacknum; 1442 attacktype = 1 << attacknum;
1501 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1443 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1502 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1444 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1503 tmp = arrow; 1445 {
1446 tmp = arrow;
1504 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;
1505 } 1448 }
1506 } 1449 }
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1450 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1508 tmp = arrow; 1451 {
1452 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1453 betterby = 2 + arrow->magic + arrow->stats.dam;
1510 } 1454 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1455 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1512 tmp = arrow; 1456 {
1457 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam; 1458 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1459 }
1460 }
1461 }
1515 } 1462 }
1516 }
1517 }
1518 if (tmp == NULL && arrow == NULL) 1463 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1464 return find_arrow (op, type);
1520 1465
1521 *better = betterby; 1466 *better = betterby;
1522 return tmp; 1467 return tmp;
1523} 1468}
1524 1469
1525/* 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
1526 * find_better_arrow to find a decent arrow to use. 1471 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1472 * op = the shooter
1528 * type = bow->race 1473 * type = bow->race
1529 * dir = fire direction 1474 * dir = fire direction
1530 */ 1475 */
1531 1476
1477object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1478pick_arrow_target (object *op, const char *type, int dir)
1533{ 1479{
1534 object *tmp = NULL; 1480 object *tmp = NULL;
1535 mapstruct *m; 1481 maptile *m;
1536 int i, mflags, found, number; 1482 int i, mflags, found, number;
1537 sint16 x, y; 1483 sint16 x, y;
1538 1484
1539 if (op->map == NULL) 1485 if (op->map == NULL)
1540 return find_arrow(op, type); 1486 return find_arrow (op, type);
1541 1487
1542 /* do a dex check */ 1488 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1489 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1544 if (number > (op->stats.Dex + (op->chosen_skill?op->chosen_skill->level:op->level))) 1490 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1491 return find_arrow (op, type);
1546 1492
1547 m = op->map; 1493 m = op->map;
1548 x = op->x; 1494 x = op->x;
1549 y = op->y; 1495 y = op->y;
1550 1496
1551 /* find the first target */ 1497 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1498 for (i = 0, found = 0; i < 20; i++)
1499 {
1553 x += freearr_x[dir]; 1500 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1501 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1502 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1503 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1504 {
1557 tmp = NULL; 1505 tmp = NULL;
1558 break; 1506 break;
1507 }
1559 } 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 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1510 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption. 1511 * perhaps a bad assumption.
1562 */ 1512 */
1563 tmp = NULL; 1513 tmp = NULL;
1564 break; 1514 break;
1565 } 1515 }
1566 if (mflags & P_IS_ALIVE) { 1516 if (mflags & P_IS_ALIVE)
1517 {
1567 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)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1519 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1569 found++; 1520 {
1570 break; 1521 found++;
1571 } 1522 break;
1523 }
1572 if (found) 1524 if (found)
1573 break; 1525 break;
1574 } 1526 }
1575 } 1527 }
1576 if (tmp == NULL) 1528 if (tmp == NULL)
1577 return find_arrow(op, type); 1529 return find_arrow (op, type);
1578 1530
1579 if (tmp->head) 1531 if (tmp->head)
1580 tmp = tmp->head; 1532 tmp = tmp->head;
1581 1533
1582 return find_better_arrow(op, tmp, type, &i); 1534 return find_better_arrow (op, tmp, type, &i);
1583} 1535}
1584 1536
1585/* 1537/*
1586 * Creature fires a bow - op can be monster or player. Returns 1538 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1539 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1542 * dir is the direction of fire.
1591 * 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)
1592 * 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
1593 * player fire modes. 1545 * player fire modes.
1594 */ 1546 */
1547int
1595int 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)
1596 sint16 sx, sint16 sy)
1597{ 1549{
1598 object *left, *bow; 1550 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1551 int bowspeed, mflags;
1601 mapstruct *m; 1552 maptile *m;
1602 1553
1603 if (!dir) { 1554 if (!dir)
1555 {
1604 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!");
1605 return 0; 1557 return 0;
1606 } 1558 }
1559
1607 if (op->type == PLAYER) 1560 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1561 bow = op->contr->ranges[range_bow];
1609 else { 1562 else
1563 {
1610 for(bow=op->inv; bow; bow=bow->below) 1564 for (bow = op->inv; bow; bow = bow->below)
1611 /* 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
1612 * 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.
1613 */ 1567 */
1614 if(bow->type==BOW) 1568 if (bow->type == BOW)
1615 break; 1569 break;
1616 1570
1617 if (!bow) { 1571 if (!bow)
1572 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1573 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1574 return 0;
1620 } 1575 }
1621 } 1576 }
1577
1622 if( !bow->race || !bow->skill) { 1578 if (!bow->race || !bow->skill)
1579 {
1623 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);
1624 return 0; 1581 return 0;
1625 } 1582 }
1626 1583
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1584 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1585
1629 /* penalize ROF for bestarrow */ 1586 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1587 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1588 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1589
1632 if (bowspeed < 1) 1590 if (bowspeed < 1)
1633 bowspeed = 1; 1591 bowspeed = 1;
1634 1592
1635 if (arrow == NULL) { 1593 if (arrow == NULL)
1594 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1595 if ((arrow = find_arrow (op, bow->race)) == NULL)
1596 {
1637 if (op->type == PLAYER) 1597 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1639 "You have no %s left.", bow->race);
1640 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1599 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1600 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1601 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1602 return 0;
1644 } 1603 }
1645 } 1604 }
1605
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1606 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1607 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1608 return 0;
1649 } 1609
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1610 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1611 {
1651 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.");
1652 return 0; 1613 return 0;
1653 } 1614 }
1654 1615
1655 /* this should not happen, but sometimes does */ 1616 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1617 if (arrow->nrof == 0)
1657 remove_ob(arrow);
1658 free_object(arrow);
1659 return 0;
1660 } 1618 {
1619 arrow->destroy ();
1620 return 0;
1621 }
1661 1622
1662 left = arrow; /* these are arrows left to the player */ 1623 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1624 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1625 if (!arrow)
1626 {
1666 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);
1667 bow->race); 1628 return 0;
1668 return 0;
1669 } 1629 }
1670 set_owner(arrow, op); 1630
1671 if (arrow->skill) free_string(arrow->skill); 1631 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1632 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1633 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1634
1678 if (op->type == PLAYER) { 1635 if (op->type == PLAYER)
1636 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1637 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1638 op->update_stats ();
1681 } 1639 }
1682 1640
1683 SET_ANIMATION(arrow, arrow->direction); 1641 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1642 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1643 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1644 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1645 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1646 arrow->spellarg = strdup (arrow->slaying);
1689 1647
1690 /* Note that this was different for monsters - they got their level 1648 /* Note that this was different for monsters - they got their level
1691 * 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.
1692 */ 1650 */
1693
1694 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1695 0 : dam_bonus[op->stats.Str]) +
1696 bow->stats.dam + bow->magic + arrow->magic;
1697 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
1698 /* update the speed */ 1654 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1655 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 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;
1701 bow->magic + arrow->magic) / 5.0 +
1702 (float)bow->stats.dam / 7.0;
1703 1657
1704 if (arrow->speed < 1.0) 1658 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1659 arrow->speed_left = 0;
1708 1660
1709 if (op->type == PLAYER) { 1661 if (op->type == PLAYER)
1662 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1663 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1664 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 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;
1713 arrow->stats.wc - bow->stats.wc + wc_mod;
1714 1666
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1667 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1668 }
1669 else
1670 {
1717 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;
1718 arrow->stats.wc + wc_mod;
1719
1720 arrow->level = op->level; 1672 arrow->level = op->level;
1721 } 1673 }
1674
1722 if (arrow->attacktype == AT_PHYSICAL) 1675 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1676 arrow->attacktype |= bow->attacktype;
1677
1724 if (bow->slaying != NULL) 1678 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1679 arrow->slaying = bow->slaying;
1726 1680
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1681 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1682 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1683
1731 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);
1732 tag = arrow->count; 1685 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1686
1735 if (!was_destroyed(arrow, tag)) 1687 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1688 move_arrow (arrow);
1737 1689
1738 if (op->type == PLAYER) { 1690 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1691 {
1692 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1693 esrv_del_item (op->contr, left->count);
1741 else 1694 else
1742 esrv_send_item(op, left); 1695 esrv_send_item (op, left);
1743 } 1696 }
1697
1744 return 1; 1698 return 1;
1745} 1699}
1746 1700
1747/* Special fire code for players - this takes into 1701/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1702 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1703 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1704 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1705 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1706 * hence the function name.
1753 */ 1707 */
1708int
1754int player_fire_bow(object *op, int dir) 1709player_fire_bow (object *op, int dir)
1755{ 1710{
1756 int ret=0, wcmod=0; 1711 int ret = 0, wcmod = 0;
1757 1712
1758 if (op->contr->bowtype == bow_bestarrow) { 1713 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1714 {
1760 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);
1761 dir, 0, op->x, op->y); 1716 }
1762 } 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 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1719 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1720 wcmod = -1;
1721
1765 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);
1766 op->x, op->y); 1723 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1724 else if (op->contr->bowtype == bow_threewide)
1725 {
1768 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);
1769 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)]);
1770 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 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1730 else if (op->contr->bowtype == bow_spreadshot)
1731 {
1772 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);
1773 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);
1774 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);
1775 1735
1776 } else { 1736 }
1737 else
1738 {
1777 /* Simple case */ 1739 /* Simple case */
1778 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);
1779 } 1741 }
1780 return ret; 1742 return ret;
1781} 1743}
1782 1744
1783 1745
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1746/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1747 * Broken apart from 'fire' to keep it more readable.
1786 */ 1748 */
1749void
1787void fire_misc_object(object *op, int dir) 1750fire_misc_object (object *op, int dir)
1788{ 1751{
1789 object *item; 1752 object *item;
1790 1753
1791 if (!op->contr->ranges[range_misc]) { 1754 if (!op->contr->ranges[range_misc])
1755 {
1792 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.");
1793 return; 1757 return;
1794 } 1758 }
1795 1759
1796 item = op->contr->ranges[range_misc]; 1760 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1761 if (!item->inv)
1762 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1763 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1764 return;
1800 } 1765 }
1801 if (item->type == WAND) { 1766 if (item->type == WAND)
1767 {
1802 if(item->stats.food<=0) { 1768 if (item->stats.food <= 0)
1769 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1770 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1804 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1771 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1772 return;
1806 } 1773 }
1774 }
1807 } else if (item->type == ROD || item->type==HORN) { 1775 else if (item->type == ROD || item->type == HORN)
1776 {
1808 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 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1780 if (item->type == ROD)
1811 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));
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1782 else
1813 else 1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1814 new_draw_info_format(NDI_UNIQUE, 0,op,
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1784 return;
1817 } 1785 }
1818 } 1786 }
1819 1787
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1788 if (cast_spell (op, item, dir, item->inv, NULL))
1789 {
1821 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 */
1822 if (item->type == WAND) { 1791 if (item->type == WAND)
1792 {
1823 if (!(--item->stats.food)) { 1793 if (!(--item->stats.food))
1824 object *tmp; 1794 {
1825 if (item->arch) { 1795 object *tmp;
1796
1797 if (item->arch)
1798 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1799 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1800 item->face = item->arch->clone.face;
1828 item->speed = 0; 1801 item->set_speed (0);
1829 update_ob_speed(item); 1802 }
1830 } 1803
1831 if ((tmp=is_player_inv(item))) 1804 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1805 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1806 }
1834 } 1807 }
1835 else if (item->type == ROD || item->type==HORN) { 1808 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1809 drain_rod_charge (item);
1837 }
1838 } 1810 }
1839} 1811}
1840 1812
1841/* Received a fire command for the player - go and do it. 1813/* Received a fire command for the player - go and do it.
1842 */ 1814 */
1815void
1843void fire(object *op,int dir) { 1816fire (object *op, int dir)
1817{
1844 int spellcost=0; 1818 int spellcost = 0;
1845 1819
1846 /* check for loss of invisiblity/hide */ 1820 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1821 if (action_makes_visible (op))
1822 make_visible (op);
1848 1823
1849 switch(op->contr->shoottype) { 1824 switch (op->contr->shoottype)
1825 {
1850 case range_none: 1826 case range_none:
1851 return;
1852
1853 case range_bow:
1854 player_fire_bow(op, dir);
1855 return;
1856
1857 case range_magic: /* Casting spells */
1858 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1859 return;
1860
1861 case range_misc:
1862 fire_misc_object(op, dir);
1863 return;
1864
1865 case range_golem: /* Control summoned monsters from scrolls */
1866 if(op->contr->ranges[range_golem]==NULL ||
1867 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1868 op->contr->ranges[range_golem] = NULL;
1869 op->contr->shoottype=range_none;
1870 op->contr->golem_count = 0;
1871 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1827 return;
1887 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:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1865 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1866 return;
1890 } 1867 }
1891} 1868}
1892 1869
1893 1870
1894 1871
1901 * inv is the objects inventory to searched 1878 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1879 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1880 * This function can be called recursively to search containers.
1904 */ 1881 */
1905 1882
1883object *
1906object * find_key(object *pl, object *container, object *door) 1884find_key (object *pl, object *container, object *door)
1907{ 1885{
1908 object *tmp,*key; 1886 object *tmp, *key;
1909 1887
1910 /* Should not happen, but sanity checking is never bad */ 1888 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1889 if (container->inv == NULL)
1890 return NULL;
1912 1891
1913 /* 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 */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1893 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1894 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1895 if (door->type == DOOR && tmp->type == KEY)
1896 break;
1916 /* For sanity, we should really check door type, but other stuff 1897 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1898 * (like containers) can be locked with special keys
1918 */ 1899 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1900 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1901 break;
1921 } 1902 }
1922 /* No key found - lets search inventories now */ 1903 /* No key found - lets search inventories now */
1923 /* 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.
1924 * 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
1925 * a key, return 1906 * a key, return
1926 */ 1907 */
1927 if (!tmp) { 1908 if (!tmp)
1909 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1910 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1911 {
1929 /* No reason to search empty containers */ 1912 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1913 if (tmp->type == CONTAINER && tmp->inv)
1931 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;
1932 } 1921 }
1933 }
1934 if (!tmp) return NULL;
1935 }
1936 /* 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,
1937 * see if we actually want to use it 1923 * see if we actually want to use it
1938 */ 1924 */
1939 if (pl!=container) { 1925 if (pl != container)
1926 {
1940 /* Only let players use keys in containers */ 1927 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1928 if (!pl->contr)
1929 return NULL;
1942 /* cases where this fails: 1930 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1931 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1932 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1933 * If the container is not active, return now since only active
1946 * containers can be used. 1934 * containers can be used.
1947 * If we only search keyrings and the container does not have 1935 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1936 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1937 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1938 * inv must have been an container and must have been active.
1951 * 1939 *
1952 * Change the color so that the message doesn't disappear with 1940 * Change the color so that the message doesn't disappear with
1953 * all the others. 1941 * all the others.
1954 */ 1942 */
1955 if (pl->contr->usekeys == key_inventory || 1943 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1944 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings && 1945 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1958 (!container->race || strcmp(container->race, "keys"))) 1946 {
1959 ) {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1947 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "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));
1962 query_name(tmp), query_name(container));
1963 return NULL; 1949 return NULL;
1964 } 1950 }
1965 } 1951 }
1966 return tmp; 1952 return tmp;
1967} 1953}
1968 1954
1969/* moved door processing out of move_player_attack. 1955/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1956 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1957 * such that the caller should not do anything more,
1972 * 0 otherwise 1958 * 0 otherwise
1973 */ 1959 */
1960static int
1974static int player_attack_door(object *op, object *door) 1961player_attack_door (object *op, object *door)
1975{ 1962{
1976
1977 /* 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,
1978 * 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 -
1979 * otherwise, we fall through to the rest of the code. 1965 * otherwise, we fall through to the rest of the code.
1980 */ 1966 */
1981 object *key=find_key(op, op, door); 1967 object *key = find_key (op, op, door);
1982 1968
1983 /* IF we found a key, do some extra work */ 1969 /* IF we found a key, do some extra work */
1984 if (key) { 1970 if (key)
1971 {
1985 object *container=key->env; 1972 object *container = key->env;
1986 1973
1987 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);
1988 if(action_makes_visible(op)) make_visible(op); 1975 if (action_makes_visible (op))
1976 make_visible (op);
1989 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);
1990 if (door->type == DOOR) { 1979 if (door->type == DOOR)
1980 {
1991 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 */
1992 } 1982 }
1993 else if(door->type==LOCKED_DOOR) { 1983 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 1984 {
1995 "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));
1996 remove_door2(door); /* remove door without violence ;-) */ 1986 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1987 }
1998 /* Do this after we print the message */ 1988 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 1989 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 1990 /* Need to update the weight the container the key was in */
2001 if (container != op) 1991 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 1992 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 1993 return 1; /* Nothing more to do below */
1994 }
2004 } else if (door->type==LOCKED_DOOR) { 1995 else if (door->type == LOCKED_DOOR)
1996 {
2005 /* Might as well return now - no other way to open this */ 1997 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1998 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 1999 return 1;
2008 } 2000 }
2009 return 0; 2001 return 0;
2010} 2002}
2011 2003
2012/* This function is just part of a breakup from move_player. 2004/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2005 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2006 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2007 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2008 * going to try and move (not fire weapons).
2017 */ 2009 */
2018 2010void
2019void move_player_attack(object *op, int dir) 2011move_player_attack (object *op, int dir)
2020{ 2012{
2021 object *tmp, *mon, *tpl; 2013 object *tmp, *mon;
2022 sint16 nx, ny; 2014 sint16 nx, ny;
2023 int on_battleground; 2015 int on_battleground;
2024 mapstruct *m; 2016 maptile *m;
2025 2017
2026 if (op->contr->transport) tpl = op->contr->transport;
2027 else tpl = op;
2028 nx=freearr_x[dir]+tpl->x; 2018 nx = freearr_x[dir] + op->x;
2029 ny=freearr_y[dir]+tpl->y; 2019 ny = freearr_y[dir] + op->y;
2030 2020
2031 on_battleground = op_on_battleground(tpl, NULL, NULL); 2021 on_battleground = op_on_battleground (op, 0, 0);
2032 2022
2033 /* 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
2034 * 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
2035 * 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
2036 * player. This is a pretty nasty hack, because if we could 2026 * player. This is a pretty nasty hack, because if we could
2037 * 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
2038 * 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
2039 * 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
2040 * move_ob uses. 2030 * move_ob uses.
2041 */ 2031 */
2042 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))
2043 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) {
2044 m = get_map_from_coord(tpl->map, &nx, &ny);
2045 if (!m) return; /* Don't think this should happen */
2046 }
2047 else m =tpl->map;
2048 2033 {
2049 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2034 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2050 /* 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))
2051 return; 2044 return;
2052 }
2053 2045
2054 mon = NULL; 2046 mon = 0;
2055 /* 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
2056 * 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.
2057 * 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
2058 * on the space 2050 * on the space
2059 */ 2051 */
2060 while (tmp!=NULL) { 2052 while (tmp)
2053 {
2061 if (tmp == op) { 2054 if (tmp == op)
2062 tmp=tmp->above; 2055 {
2063 continue; 2056 tmp = tmp->above;
2064 } 2057 continue;
2058 }
2059
2065 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2060 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2066 mon = tmp; 2061 {
2067 break; 2062 mon = tmp;
2068 } 2063 break;
2064 }
2065
2069 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2066 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2070 mon = tmp; 2067 mon = tmp;
2068
2071 tmp=tmp->above; 2069 tmp = tmp->above;
2072 } 2070 }
2073 2071
2074 if (mon==NULL) /* This happens anytime the player tries to move */ 2072 if (!mon) /* This happens anytime the player tries to move */
2075 return; /* into a wall */ 2073 return; /* into a wall */
2076 2074
2077 if(mon->head != NULL) 2075 if (mon->head)
2078 mon = mon->head; 2076 mon = mon->head;
2079 2077
2080 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))
2081 if (player_attack_door(op, mon)) return; 2079 if (player_attack_door (op, mon))
2080 return;
2082 2081
2083 /* The following deals with possibly attacking peaceful 2082 /* The following deals with possibly attacking peaceful
2084 * or frienddly creatures. Basically, all players are considered 2083 * or frienddly creatures. Basically, all players are considered
2085 * unaggressive. If the moving player has peaceful set, then the 2084 * unaggressive. If the moving player has peaceful set, then the
2086 * object should be pushed instead of attacked. It is assumed that 2085 * object should be pushed instead of attacked. It is assumed that
2087 * if you are braced, you will not attack friends accidently, 2086 * if you are braced, you will not attack friends accidently,
2088 * and thus will not push them. 2087 * and thus will not push them.
2089 */ 2088 */
2090 2089
2091 /* 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
2092 * peaceful. Our assumption is the creature is a pet if the 2091 * peaceful. Our assumption is the creature is a pet if the
2093 * player owns it and it is either friendly or unagressive. 2092 * player owns it and it is either friendly or unagressive.
2094 */ 2093 */
2095 if ((op->type==PLAYER) 2094 if ((op->type == PLAYER)
2096#if COZY_SERVER 2095#if COZY_SERVER
2097 && 2096 &&
2098 ( 2097 ((mon->owner && mon->owner->contr
2099 (get_owner(mon) && get_owner(mon)->contr
2100 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2098 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2101 || get_owner(mon) == op
2102 )
2103#else 2099#else
2104 && get_owner(mon)==op 2100 && mon->owner == op
2105#endif 2101#endif
2106 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2102 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2107 { 2103 {
2108 /* 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 */
2109 if (op->contr->braced) return; 2105 if (op->contr->braced)
2106 return;
2107
2110 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);
2111 (void) push_ob(mon,dir,op); 2109 (void) push_ob (mon, dir, op);
2112 if(op->contr->tmp_invis||op->hide) make_visible(op); 2110 if (op->contr->tmp_invis || op->hide)
2111 make_visible (op);
2112
2113 return; 2113 return;
2114 } 2114 }
2115 2115
2116 /* in certain circumstances, you shouldn't attack friendly 2116 /* in certain circumstances, you shouldn't attack friendly
2117 * creatures. Note that if you are braced, you can't push 2117 * creatures. Note that if you are braced, you can't push
2118 * someone, but put it inside this loop so that you won't 2118 * someone, but put it inside this loop so that you won't
2119 * attack them either. 2119 * attack them either.
2120 */ 2120 */
2121 if ((mon->type==PLAYER || mon->enemy != op) && 2121 if ((mon->type == PLAYER || mon->enemy != op) &&
2122 (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)) && (
2123 (
2124#ifdef PROHIBIT_PLAYERKILL 2123#ifdef PROHIBIT_PLAYERKILL
2125 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2124 (op->contr->peaceful
2125 || (mon->type == PLAYER
2126 && mon->contr->
2127 peaceful)) &&
2126#else 2128#else
2127 op->contr->peaceful && 2129 op->contr->peaceful &&
2128#endif 2130#endif
2129 !on_battleground 2131 !on_battleground))
2132 {
2133 if (!op->contr->braced)
2130 )) { 2134 {
2131 if (!op->contr->braced) {
2132 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);
2133 (void) push_ob(mon,dir,op); 2136 push_ob (mon, dir, op);
2134 } else { 2137 }
2138 else
2135 new_draw_info(0, 0,op,"You withhold your attack"); 2139 new_draw_info (0, 0, op, "You withhold your attack");
2136 }
2137 if(op->contr->tmp_invis||op->hide) make_visible(op);
2138 }
2139 2140
2141 if (op->contr->tmp_invis || op->hide)
2142 make_visible (op);
2143 }
2144
2140 /* If the object is a boulder or other rollable object, then 2145 /* If the object is a boulder or other rollable object, then
2141 * 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.
2142 */ 2147 */
2143 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2148 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2149 {
2144 recursive_roll(mon,dir,op); 2150 recursive_roll (mon, dir, op);
2145 if(action_makes_visible(op)) make_visible(op); 2151 if (action_makes_visible (op))
2146 } 2152 make_visible (op);
2153 }
2147 2154
2148 /* Any generic living creature. Including things like doors. 2155 /* Any generic living creature. Including things like doors.
2149 * 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
2150 * and be living. Then, it must be one of the following: 2157 * and be living. Then, it must be one of the following:
2151 * 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
2152 * 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.
2153 */ 2160 */
2154
2155 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2161 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2156 ((mon->type!=PLAYER || op->contr->party==NULL || 2162 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2157 op->contr->party!=mon->contr->party))) { 2163 {
2158 2164
2159 /* If the player hasn't hit something this tick, and does 2165 /* If the player hasn't hit something this tick, and does
2160 * so, give them speed boost based on weapon speed. Doing 2166 * so, give them speed boost based on weapon speed. Doing
2161 * it here is better than process_players2, which basically 2167 * it here is better than process_players2, which basically
2162 * incurred a 1 tick offset. 2168 * incurred a 1 tick offset.
2163 */ 2169 */
2164 if (!op->contr->has_hit) { 2170 if (!op->contr->has_hit)
2171 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2172 op->speed_left += op->speed / op->contr->weapon_sp;
2166 2173
2167 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 */
2168 } 2175 }
2169 2176
2170 skill_attack(mon, op, 0, NULL, NULL); 2177 skill_attack (mon, op, 0, 0, 0);
2171 2178
2172 /* If attacking another player, that player gets automatic 2179 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2180 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is 2181 * Disable hitback on the battleground or if the target is
2175 * the wiz. 2182 * the wiz.
2176 */ 2183 */
2177 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))
2178 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2185 {
2179 short luck = mon->stats.luck; 2186 short luck = mon->stats.luck;
2187
2180 mon->contr->has_hit = 1; 2188 mon->contr->has_hit = 1;
2181 skill_attack(op, mon, 0, NULL, NULL); 2189 skill_attack (op, mon, 0, 0, 0);
2182 mon->stats.luck = luck; 2190 mon->stats.luck = luck;
2183 } 2191 }
2184 if(action_makes_visible(op)) make_visible(op); 2192
2185 } 2193 if (action_makes_visible (op))
2194 make_visible (op);
2195 }
2186 } /* if player should attack something */ 2196 } /* if player should attack something */
2187} 2197}
2188 2198
2199int
2189int move_player(object *op,int dir) { 2200move_player (object *op, int dir)
2201{
2190 int pick; 2202 int pick;
2191 object *transport = op->contr->transport;
2192 2203
2193 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2204 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2194 return 0;
2195
2196 /* Sanity check: make sure dir is valid */
2197 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2198 LOG( llevError, "move_player: invalid direction %d\n", dir);
2199 return 0;
2200 }
2201
2202 /* peterm: added following line */
2203 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2204 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2205
2206 op->facing = dir;
2207
2208 if(!transport && op->hide) do_hidden_move(op);
2209
2210 if (transport) {
2211 /* transport->contr is set up for the person in charge of the boat.
2212 * if that isn't this person, he can't steer it, etc
2213 */
2214 if (transport->contr != op->contr) return 0;
2215
2216 /* Transport can't move. But update dir so it at least
2217 * will point in the same direction if player is running.
2218 */
2219 if (transport->speed_left < 0.0) {
2220 transport->direction = dir;
2221 op->direction = dir;
2222 return 0;
2223 }
2224 /* Remove transport speed. Give player just a little speed -
2225 * enough so that they will get an action again quickly.
2226 *
2227 */
2228 transport->speed_left -= 1.0;
2229 if (op->speed_left < 0.0) op->speed_left = -0.01;
2230
2231 }
2232
2233 if(op->contr->fire_on) {
2234 fire(op,dir);
2235 }
2236 else move_player_attack(op,dir);
2237
2238 pick = check_pick(op);
2239
2240
2241 /* Add special check for newcs players and fire on - this way, the
2242 * server can handle repeat firing.
2243 */
2244 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2245 op->direction = dir;
2246 } else {
2247 op->direction=0;
2248 }
2249 /* Update how the player looks. Use the facing, so direction may
2250 * get reset to zero. This allows for full animation capabilities
2251 * for players.
2252 */
2253 if (!transport) animate_object(op, op->facing);
2254 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;
2255} 2247}
2256 2248
2257/* 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
2258 * new client/server stuff. 2250 * new client/server stuff.
2259 * 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
2260 * the new speed values for commands. 2252 * the new speed values for commands.
2261 * 2253 *
2262 * Returns true if there are more actions we can do. 2254 * Returns true if there are more actions we can do.
2263 */ 2255 */
2256int
2264int handle_newcs_player(object *op) 2257handle_newcs_player (object *op)
2265{ 2258{
2266 if (op->contr->hidden) { 2259 if (op->contr->hidden)
2260 {
2267 op->invisible = 1000; 2261 op->invisible = 1000;
2268 /* the socket code flashes the player visible/invisible 2262 /* the socket code flashes the player visible/invisible
2269 * depending on the value of invisible, so we need to 2263 * depending on the value of invisible, so we need to
2270 * alternate it here for it to work correctly. 2264 * alternate it here for it to work correctly.
2271 */ 2265 */
2272 if (pticks & 2) op->invisible--; 2266 if (pticks & 2)
2267 op->invisible--;
2273 } 2268 }
2274 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2269 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2270 {
2275 op->invisible--; 2271 op->invisible--;
2276 if(!op->invisible) { 2272 if (!op->invisible)
2273 {
2277 make_visible(op); 2274 make_visible (op);
2278 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.");
2279 } 2276 }
2280 } 2277 }
2281 2278
2282 if (QUERY_FLAG(op, FLAG_SCARED)) { 2279 if (QUERY_FLAG (op, FLAG_SCARED))
2280 {
2283 flee_player(op); 2281 flee_player (op);
2284 /* 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 */
2285 if (QUERY_FLAG(op, FLAG_SCARED)) { 2283 if (QUERY_FLAG (op, FLAG_SCARED))
2284 {
2286 op->speed_left--; 2285 op->speed_left--;
2287 return 0; 2286 return 0;
2288 } 2287 }
2289 } 2288 }
2290 2289
2291 /* 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
2292 * 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
2293 * 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
2294 * 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.
2295 */ 2294 */
2296 if (op->contr->ranges[range_golem] && 2295 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2297 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2298 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2299 op->contr->ranges[range_golem] = NULL; 2296 op->contr->ranges[range_golem] = 0;
2300 op->contr->golem_count = 0;
2301 }
2302 2297
2303 /* 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
2304 * the players time has been increased when doericserver has been 2299 * the players time has been increased when doericserver has been
2305 * called, so we recheck it here. 2300 * called, so we recheck it here.
2306 */ 2301 */
2307 HandleClient(&op->contr->socket, op->contr); 2302 if (op->contr->ns->handle_command ())
2308 if (op->speed_left<0) return 0; 2303 return 1;
2309 2304
2305 if (op->speed_left > 0)
2306 {
2310 if(op->direction && (op->contr->run_on || op->contr->fire_on)) { 2307 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2308 {
2311 /* All move commands take 1 tick, at least for now */ 2309 /* All move commands take 1 tick, at least for now */
2312 op->speed_left--; 2310 op->speed_left--;
2313 2311
2314 /* Instead of all the stuff below, let move_player take care 2312 /* Instead of all the stuff below, let move_player take care
2315 * 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
2316 * there, as well as the confusion stuff. 2314 * there, as well as the confusion stuff.
2317 */ 2315 */
2318 move_player(op, op->direction); 2316 move_player (op, op->direction);
2319 if (op->speed_left>0) return 1; 2317
2318 return op->speed_left > 0;
2319 }
2320 }
2321
2320 else return 0; 2322 return 0;
2321 } 2323}
2324
2325int
2326save_life (object *op)
2327{
2328 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2322 return 0; 2329 return 0;
2323}
2324 2330
2325int save_life(object *op) {
2326 object *tmp;
2327
2328 if(!QUERY_FLAG(op,FLAG_LIFESAVE))
2329 return 0;
2330
2331 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2331 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2332 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2332 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2333 {
2333 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);
2334 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));
2335 "Your %s vibrates violently, then evaporates.", 2336
2336 query_name(tmp));
2337 if (op->contr) 2337 if (op->contr)
2338 esrv_del_item(op->contr, tmp->count); 2338 esrv_del_item (op->contr, tmp->count);
2339 remove_ob(tmp); 2339
2340 free_object(tmp); 2340 tmp->destroy ();
2341 CLEAR_FLAG(op, FLAG_LIFESAVE); 2341 CLEAR_FLAG (op, FLAG_LIFESAVE);
2342
2342 if(op->stats.hp<0) 2343 if (op->stats.hp < 0)
2343 op->stats.hp = op->stats.maxhp; 2344 op->stats.hp = op->stats.maxhp;
2345
2344 if(op->stats.food<0) 2346 if (op->stats.food < 0)
2345 op->stats.food = 999; 2347 op->stats.food = 999;
2346 fix_player(op); 2348
2349 op->update_stats ();
2347 return 1; 2350 return 1;
2348 } 2351 }
2352
2349 LOG(llevError,"Error: LIFESAVE set without applied object.\n"); 2353 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2350 CLEAR_FLAG(op, FLAG_LIFESAVE); 2354 CLEAR_FLAG (op, FLAG_LIFESAVE);
2351 enter_player_savebed(op); /* bring him home. */ 2355 enter_player_savebed (op); /* bring him home. */
2352 return 0; 2356 return 0;
2353} 2357}
2354 2358
2355/* 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
2356 * 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
2357 * 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
2358 * from. 2362 * from.
2359 */ 2363 */
2364void
2360void remove_unpaid_objects(object *op, object *env) 2365remove_unpaid_objects (object *op, object *env)
2361{ 2366{
2362 object *next; 2367 object *next;
2363 2368
2364 while (op) { 2369 while (op)
2365 next=op->below; /* Make sure we have a good value, in case 2370 {
2366 * we remove object 'op' 2371 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2367 */ 2372
2368 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2373 if (QUERY_FLAG (op, FLAG_UNPAID))
2369 remove_ob(op); 2374 {
2370 op->x = env->x;
2371 op->y = env->y;
2372 if (env->type == PLAYER) 2375 if (env->type == PLAYER)
2373 esrv_del_item(env->contr, op->count); 2376 esrv_del_item (env->contr, op->count);
2374 insert_ob_in_map(op, env->map, NULL,0);
2375 }
2376 else if (op->inv) remove_unpaid_objects(op->inv, env);
2377 op=next;
2378 }
2379}
2380 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}
2381 2386
2382/* 2387/*
2383 * Returns pointer a static string containing gravestone text 2388 * Returns pointer a static string containing gravestone text
2384 * Moved from apply.c to player.c - player.c is what 2389 * Moved from apply.c to player.c - player.c is what
2385 * actually uses this function. player.c may not be quite the 2390 * actually uses this function. player.c may not be quite the
2386 * best, a misc file for object actions is probably better, 2391 * best, a misc file for object actions is probably better,
2387 * but there isn't one in the server directory. 2392 * but there isn't one in the server directory.
2388 */ 2393 */
2394char *
2389char *gravestone_text (object *op) 2395gravestone_text (object *op)
2390{ 2396{
2391 static char buf2[MAX_BUF]; 2397 static char buf2[MAX_BUF];
2392 char buf[MAX_BUF]; 2398 char buf[MAX_BUF];
2393 time_t now = time (NULL); 2399 time_t now = time (NULL);
2394 2400
2395 strcpy (buf2, " R.I.P.\n\n"); 2401 strcpy (buf2, " R.I.P.\n\n");
2396 if (op->type == PLAYER) 2402 if (op->type == PLAYER)
2397 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2403 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2398 else 2404 else
2399 sprintf (buf, "%s\n", op->name); 2405 sprintf (buf, "%s\n", &op->name);
2406
2400 strncat (buf2, " ", 20 - strlen (buf) / 2); 2407 strncat (buf2, " ", 20 - strlen (buf) / 2);
2401 strcat (buf2, buf); 2408 strcat (buf2, buf);
2402 if (op->type == PLAYER) 2409 if (op->type == PLAYER)
2403 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);
2404 else 2411 else
2405 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
2406 strncat (buf2, " ", 20 - strlen (buf) / 2); 2414 strncat (buf2, " ", 20 - strlen (buf) / 2);
2407 strcat (buf2, buf); 2415 strcat (buf2, buf);
2408 if (op->type == PLAYER) { 2416 if (op->type == PLAYER)
2417 {
2409 sprintf (buf, "by %s.\n\n", op->contr->killer); 2418 sprintf (buf, "by %s.\n\n", op->contr->killer);
2410 strncat (buf2, " ", 21 - strlen (buf) / 2); 2419 strncat (buf2, " ", 21 - strlen (buf) / 2);
2411 strcat (buf2, buf); 2420 strcat (buf2, buf);
2412 } 2421 }
2422
2413 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2423 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2414 strncat (buf2, " ", 20 - strlen (buf) / 2); 2424 strncat (buf2, " ", 20 - strlen (buf) / 2);
2415 strcat (buf2, buf); 2425 strcat (buf2, buf);
2426
2416 return buf2; 2427 return buf2;
2417} 2428}
2418 2429
2419 2430void
2420
2421void do_some_living(object *op) { 2431do_some_living (object *op)
2432{
2422 int last_food=op->stats.food; 2433 int last_food = op->stats.food;
2423 int gen_hp, gen_sp, gen_grace; 2434 int gen_hp, gen_sp, gen_grace;
2424 int over_hp, over_sp, over_grace; 2435 int over_hp, over_sp, over_grace;
2425 int i; 2436 int i;
2426 int rate_hp = 1200; 2437 int rate_hp = 1200;
2427 int rate_sp = 2500; 2438 int rate_sp = 2500;
2428 int rate_grace = 2000; 2439 int rate_grace = 2000;
2429 const int max_hp = 1; 2440 const int max_hp = 1;
2430 const int max_sp = 1; 2441 const int max_sp = 1;
2431 const int max_grace = 1; 2442 const int max_grace = 1;
2432 2443
2433 if (op->contr->outputs_sync) { 2444 if (op->contr->outputs_sync)
2445 {
2434 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2446 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2435 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)
2436 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2437 flush_output_element(op, &op->contr->outputs[i]); 2448 flush_output_element (op, &op->contr->outputs[i]);
2438 } 2449 }
2439 2450
2440 if(op->contr->state==ST_PLAYING) { 2451 if (op->contr->ns->state == ST_PLAYING)
2441 2452 {
2442 /* these next three if clauses make it possible to SLOW DOWN 2453 /* these next three if clauses make it possible to SLOW DOWN
2443 hp/grace/spellpoint regeneration. */ 2454 hp/grace/spellpoint regeneration. */
2444 if(op->contr->gen_hp >= 0 ) 2455 if (op->contr->gen_hp >= 0)
2445 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2456 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2446 else { 2457 else
2458 {
2447 gen_hp = op->stats.maxhp; 2459 gen_hp = op->stats.maxhp;
2448 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2460 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2449 } 2461 }
2462
2450 if(op->contr->gen_sp >= 0 ) 2463 if (op->contr->gen_sp >= 0)
2451 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2464 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2452 else { 2465 else
2466 {
2453 gen_sp = op->stats.maxsp; 2467 gen_sp = op->stats.maxsp;
2454 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2468 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2455 } 2469 }
2470
2456 if(op->contr->gen_grace >= 0) 2471 if (op->contr->gen_grace >= 0)
2457 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2472 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2458 else { 2473 else
2474 {
2459 gen_grace = op->stats.maxgrace; 2475 gen_grace = op->stats.maxgrace;
2460 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2461 } 2477 }
2462 2478
2463 /* Regenerate Spell Points */ 2479 /* Regenerate Spell Points */
2464 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2481 {
2465 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);
2466 if(op->stats.sp<op->stats.maxsp) { 2483 if (op->stats.sp < op->stats.maxsp)
2467 op->stats.sp++; 2484 {
2485 op->stats.sp++;
2468 /* dms do not consume food */ 2486 /* dms do not consume food */
2469 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2487 if (!QUERY_FLAG (op, FLAG_WIZ))
2470 op->stats.food--; 2488 {
2489 op->stats.food--;
2471 if(op->contr->digestion<0) 2490 if (op->contr->digestion < 0)
2472 op->stats.food+=op->contr->digestion; 2491 op->stats.food += op->contr->digestion;
2473 else if(op->contr->digestion>0 && 2492 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2474 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2475 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);
2476 } 2519 }
2477 }
2478 if (max_sp>1) {
2479 over_sp = (gen_sp+10)/rate_sp;
2480 if (over_sp > 0) {
2481 if(op->stats.sp<op->stats.maxsp) {
2482 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2483 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2484 op->stats.sp--;
2485 if(op->stats.sp>op->stats.maxsp)
2486 op->stats.sp=op->stats.maxsp;
2487 }
2488 op->last_sp=0;
2489 } else {
2490 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2491 }
2492 } else {
2493 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2494 }
2495 }
2496 2520
2497 /* Regenerate Grace */ 2521 /* Regenerate Grace */
2498 /* 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. */
2499 if(--op->last_grace<0) { 2523 if (--op->last_grace < 0)
2524 {
2500 if(op->stats.grace<op->stats.maxgrace/2) 2525 if (op->stats.grace < op->stats.maxgrace / 2)
2501 op->stats.grace++; /* no penalty in food for regaining grace */ 2526 op->stats.grace++; /* no penalty in food for regaining grace */
2502 if(max_grace>1) { 2527
2528 if (max_grace > 1)
2529 {
2503 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2530 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2504 if (over_grace > 0) { 2531 if (over_grace > 0)
2505 op->stats.sp += over_grace 2532 {
2533 op->stats.sp += over_grace
2506 + (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;
2507 op->last_grace=0; 2535 op->last_grace = 0;
2508 } else { 2536 }
2537 else
2538 {
2509 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);
2510 } 2540 }
2511 } else { 2541 }
2542 else
2543 {
2512 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);
2513 } 2545 }
2514 /* wearing stuff doesn't detract from grace generation. */ 2546 /* wearing stuff doesn't detract from grace generation. */
2515 } 2547 }
2516 2548
2517 /* Regenerate Hit Points */ 2549 /* Regenerate Hit Points */
2518 if(--op->last_heal<0) { 2550 if (--op->last_heal < 0)
2551 {
2519 if(op->stats.hp<op->stats.maxhp) { 2552 if (op->stats.hp < op->stats.maxhp)
2520 op->stats.hp++; 2553 {
2554 op->stats.hp++;
2521 /* dms do not consume food */ 2555 /* dms do not consume food */
2522 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2556 if (!QUERY_FLAG (op, FLAG_WIZ))
2523 op->stats.food--; 2557 {
2558 op->stats.food--;
2524 if(op->contr->digestion<0) 2559 if (op->contr->digestion < 0)
2525 op->stats.food+=op->contr->digestion; 2560 op->stats.food += op->contr->digestion;
2526 else if(op->contr->digestion>0 && 2561 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2527 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2528 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 }
2529 } 2583 }
2530 }
2531 if(max_hp>1) {
2532 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2533 if (over_hp > 0) {
2534 op->stats.sp += over_hp
2535 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2536 op->last_heal=0;
2537 } else {
2538 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2539 }
2540 } else {
2541 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2542 }
2543 }
2544 2584
2545 /* Digestion */ 2585 /* Digestion */
2546 if(--op->last_eat<0) { 2586 if (--op->last_eat < 0)
2587 {
2547#ifdef COZY_SERVER 2588#ifdef COZY_SERVER
2548 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;
2549 int bonus=dg>0?dg:0, 2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2550 penalty=dg<0?-dg:0;
2551#else 2591#else
2552 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;
2553 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2554#endif 2593#endif
2555 2594
2556 if(op->contr->gen_hp > 0) 2595 if (op->contr->gen_hp > 0)
2557 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);
2558 else 2597 else
2559 op->last_eat=25*(1+bonus)/(penalty +1); 2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2599
2560 /* dms do not consume food */ 2600 /* dms do not consume food */
2561 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2601 if (!QUERY_FLAG (op, FLAG_WIZ))
2562 } 2602 op->stats.food--;
2563 } 2603 }
2564 2604
2565 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2605 if (op->stats.food < 0 && op->stats.hp >= 0)
2566 object *tmp, *flesh=NULL; 2606 {
2607 object *tmp, *flesh = 0;
2567 2608
2568 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2609 for (tmp = op->inv; tmp; tmp = tmp->below)
2610 {
2569 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2611 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2612 {
2570 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2613 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2614 {
2571 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.");
2572 manual_apply(op,tmp,0); 2616 manual_apply (op, tmp, 0);
2573 if(op->stats.food>=0||op->stats.hp<0) 2617 if (op->stats.food >= 0 || op->stats.hp < 0)
2574 break; 2618 break;
2575 } 2619 }
2576 else if (tmp->type==FLESH) flesh=tmp; 2620 else if (tmp->type == FLESH)
2577 } /* End if paid for object */ 2621 flesh = tmp;
2578 } /* end of for loop */ 2622 } /* End if paid for object */
2623 } /* end of for loop */
2624
2579 /* 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
2580 * eat flesh instead. 2626 * eat flesh instead.
2581 */ 2627 */
2582 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2628 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2629 {
2583 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.");
2584 manual_apply(op,flesh,0); 2631 manual_apply (op, flesh, 0);
2585 } 2632 }
2586 } /* end if player is starving */ 2633 }
2587 2634
2588 while(op->stats.food<0&&op->stats.hp>0) 2635 while (op->stats.food < 0 && op->stats.hp >= 0)
2589 op->stats.food++,op->stats.hp--; 2636 op->stats.food++, op->stats.hp--;
2590 2637
2591 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))
2592 kill_player(op); 2639 kill_player (op);
2640 }
2593} 2641}
2594
2595
2596 2642
2597/* 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.
2598 * 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
2599 * permadeath, no lifesave), this will take care of removing the player 2645 * permadeath, no lifesave), this will take care of removing the player
2600 * file. 2646 * file.
2601 */ 2647 */
2648void
2602void kill_player(object *op) 2649kill_player (object *op)
2603{ 2650{
2604 char buf[MAX_BUF]; 2651 char buf[MAX_BUF];
2605 int x,y,i; 2652 int x, y;
2653
2654 //int i;
2606 mapstruct *map; /* this is for resurrection */ 2655 maptile *map; /* this is for resurrection */
2656
2607 int z; 2657 /* int z;
2608 int num_stats_lose; 2658 int num_stats_lose;
2609 int lost_a_stat; 2659 int lost_a_stat;
2610 int lose_this_stat; 2660 int lose_this_stat;
2611 int this_stat; 2661 int this_stat; */
2612 int will_kill_again; 2662 int will_kill_again;
2613 archetype *at; 2663 archetype *at;
2614 object *tmp; 2664 object *tmp;
2615 2665
2616 if(save_life(op)) 2666 if (save_life (op))
2617 return; 2667 return;
2618 2668
2619 2669
2620 /* 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
2621 * 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.
2622 * Look at op_on_battleground() for more info --AndreasV 2672 * Look at op_on_battleground() for more info --AndreasV
2623 */ 2673 */
2624 if (op_on_battleground(op, &x, &y)) { 2674 if (op_on_battleground (op, &x, &y))
2625 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2675 {
2626 "You have been defeated in combat!"); 2676 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2627 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...");
2628 "Local medics have saved your life..."); 2678
2629
2630 /* restore player */ 2679 /* restore player */
2631 at = find_archetype("poisoning"); 2680 at = archetype::find ("poisoning");
2632 tmp=present_arch_in_ob(at,op); 2681 if (object *tmp = present_arch_in_ob (at, op))
2633 if (tmp) { 2682 {
2634 remove_ob(tmp); 2683 tmp->destroy ();
2635 free_object(tmp);
2636 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2684 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2637 } 2685 }
2638 2686
2639 at = find_archetype("confusion"); 2687 at = archetype::find ("confusion");
2640 tmp=present_arch_in_ob(at,op); 2688 if (object *tmp = present_arch_in_ob (at, op))
2641 if (tmp) { 2689 {
2642 remove_ob(tmp); 2690 tmp->destroy ();
2643 free_object(tmp);
2644 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2691 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2645 } 2692 }
2646 2693
2647 cure_disease(op,0); /* remove any disease */ 2694 cure_disease (op, 0); /* remove any disease */
2648 op->stats.hp=op->stats.maxhp; 2695 op->stats.hp = op->stats.maxhp;
2649 if (op->stats.food<=0) op->stats.food=999; 2696 if (op->stats.food <= 0)
2650 2697 op->stats.food = 999;
2698
2651 /* create a bodypart-trophy to make the winner happy */ 2699 /* create a bodypart-trophy to make the winner happy */
2652 tmp=arch_to_object(find_archetype("finger")); 2700 if (object *tmp = arch_to_object (archetype::find ("finger")))
2653 if (tmp != NULL)
2654 { 2701 {
2655 sprintf(buf,"%s's finger",op->name); 2702 sprintf (buf, "%s's finger", &op->name);
2656 tmp->name = add_string(buf); 2703 tmp->name = buf;
2657 sprintf(buf," This finger has been cut off %s\n" 2704 sprintf (buf, " This finger has been cut off %s\n"
2658 " 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",
2659 op->name, op->contr->title, (int)(op->level), 2706 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2660 op->contr->killer); 2707 tmp->msg = buf;
2661 tmp->msg=add_string(buf);
2662 tmp->value=0, tmp->material=0, tmp->type=0; 2708 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2663 tmp->materialname = NULL; 2709 tmp->materialname = NULL;
2664 tmp->x = op->x, tmp->y = op->y; 2710 tmp->insert_at (op, tmp);
2665 insert_ob_in_map(tmp,op->map,op,0);
2666 }
2667 2711 }
2712
2668 /* teleport defeated player to new destination*/ 2713 /* teleport defeated player to new destination */
2669 transfer_ob(op, x, y, 0, NULL); 2714 transfer_ob (op, x, y, 0, NULL);
2670 op->contr->braced=0; 2715 op->contr->braced = 0;
2671 return; 2716 return;
2672 } 2717 }
2673 2718
2674 INVOKE_PLAYER (DEATH, op->contr); 2719 INVOKE_PLAYER (DEATH, op->contr);
2675 2720
2676 command_kill_pets (op, 0); 2721 command_kill_pets (op, 0);
2677 2722
2678 if(op->stats.food<0) { 2723 if (op->stats.food < 0)
2679 if (op->contr->explore) { 2724 {
2680 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are");
2681 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2682 op->stats.food=999;
2683 return;
2684 }
2685 sprintf(buf,"%s starved to death.",op->name); 2725 sprintf (buf, "%s starved to death.", &op->name);
2686 strcpy(op->contr->killer,"starvation"); 2726 strcpy (op->contr->killer, "starvation");
2687 } 2727 }
2688 else { 2728 else
2689 if (op->contr->explore) {
2690 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are");
2691 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so...");
2692 op->stats.hp=op->stats.maxhp;
2693 return;
2694 }
2695 sprintf(buf,"%s died.",op->name); 2729 sprintf (buf, "%s died.", &op->name);
2696 } 2730
2697 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2731 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2698 2732
2699 /* save the map location for corpse, gravestone*/ 2733 /* save the map location for corpse, gravestone */
2700 x=op->x;y=op->y;map=op->map; 2734 x = op->x;
2735 y = op->y;
2736 map = op->map;
2701 2737
2702
2703 if (settings.not_permadeth == TRUE) {
2704 /* NOT_PERMADEATH code. This basically brings the character back to 2738 /* NOT_PERMADEATH code. This basically brings the character back to
2705 * 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.
2706 * 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.
2707 */ 2741 */
2708 2742
2709 /* Basically two ways to go - remove a stat permanently, or just 2743 /* Basically two ways to go - remove a stat permanently, or just
2710 * make it depletion. This bunch of code deals with that aspect 2744 * make it depletion. This bunch of code deals with that aspect
2711 * of death. 2745 * of death.
2712 */ 2746 */
2713#ifndef COZY_SERVER 2747#ifndef COZY_SERVER
2714 if (settings.balanced_stat_loss) { 2748 if (settings.balanced_stat_loss)
2749 {
2715 /* If stat loss is permanent, lose one stat only. */ 2750 /* If stat loss is permanent, lose one stat only. */
2716 /* 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
2717 more if they do. */ 2752 more if they do. */
2718 /* Higher level characters can afford things such as potions of 2753 /* Higher level characters can afford things such as potions of
2719 restoration, or better, stat potions. So we slug them that 2754 restoration, or better, stat potions. So we slug them that
2720 little bit harder. */ 2755 little bit harder. */
2721 /* GD */ 2756 /* GD */
2722 if (settings.stat_loss_on_death) 2757 if (settings.stat_loss_on_death)
2723 num_stats_lose = 1; 2758 num_stats_lose = 1;
2724 else 2759 else
2725 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2760 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2726 } else { 2761 }
2762 else
2727 num_stats_lose = 1; 2763 num_stats_lose = 1;
2728 } 2764
2729 lost_a_stat = 0; 2765 lost_a_stat = 0;
2730 2766
2731 for (z=0; z<num_stats_lose; z++) { 2767 for (z = 0; z < num_stats_lose; z++)
2768 {
2732 i = RANDOM() % NUM_STATS; 2769 i = RANDOM () % NUM_STATS;
2733 2770
2734 if (settings.stat_loss_on_death) { 2771 if (settings.stat_loss_on_death)
2772 {
2735 /* 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
2736 * what he lost. 2774 * what he lost.
2737 */ 2775 */
2738 change_attr_value(&(op->stats), i,-1); 2776 change_attr_value (&(op->stats), i, -1);
2739 check_stat_bounds(&(op->stats)); 2777 check_stat_bounds (&(op->stats));
2740 change_attr_value(&(op->contr->orig_stats), i,-1); 2778 change_attr_value (&(op->contr->orig_stats), i, -1);
2741 check_stat_bounds(&(op->contr->orig_stats)); 2779 check_stat_bounds (&(op->contr->orig_stats));
2742 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2780 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2743 lost_a_stat = 1; 2781 lost_a_stat = 1;
2744 } else { 2782 }
2783 else
2784 {
2745 /* deplete a stat */ 2785 /* deplete a stat */
2746 archetype *deparch=find_archetype("depletion"); 2786 archetype *deparch = archetype::find ("depletion");
2747 object *dep; 2787 object *dep;
2788
2789 dep = present_arch_in_ob (deparch, op);
2790 if (!dep)
2748 2791 {
2749 dep = present_arch_in_ob(deparch,op);
2750 if(!dep) {
2751 dep = arch_to_object(deparch); 2792 dep = arch_to_object (deparch);
2752 insert_ob_in_ob(dep, op); 2793 insert_ob_in_ob (dep, op);
2753 }
2754 lose_this_stat = 1;
2755 if (settings.balanced_stat_loss) {
2756 /* GD */
2757 /* Get the stat that we're about to deplete. */
2758 this_stat = get_attr_value(&(dep->stats), i);
2759 if (this_stat < 0) {
2760 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2761 int keep_chance = this_stat * this_stat;
2762 /* Yes, I am paranoid. Sue me. */
2763 if (keep_chance < 1)
2764 keep_chance = 1;
2765
2766 /* There is a maximum depletion total per level. */
2767 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2768 lose_this_stat = 0;
2769 /* Take loss chance vs keep chance to see if we
2770 retain the stat. */
2771 } else {
2772 if (random_roll(0, loss_chance + keep_chance-1,
2773 op, PREFER_LOW) < keep_chance)
2774 lose_this_stat = 0;
2775 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2776 this_stat, keep_chance, loss_chance,
2777 lose_this_stat?"LOSE":"KEEP"); */
2778 }
2779 }
2780 }
2781 2794 }
2782 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. */
2783 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);
2784 /* We could try to do something clever like find another 2831 /* We could try to do something clever like find another
2785 * stat to reduce if this fails. But chances are, if 2832 * stat to reduce if this fails. But chances are, if
2786 * stats have been depleted to -50, all are pretty low 2833 * stats have been depleted to -50, all are pretty low
2787 * 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
2788 * difference. 2835 * difference.
2789 */ 2836 */
2790 if (this_stat>=-50) { 2837 if (this_stat >= -50)
2838 {
2791 change_attr_value(&(dep->stats), i, -1); 2839 change_attr_value (&(dep->stats), i, -1);
2792 SET_FLAG(dep, FLAG_APPLIED); 2840 SET_FLAG (dep, FLAG_APPLIED);
2793 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2841 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2794 fix_player(op); 2842 op->update_stats ();
2795 lost_a_stat = 1; 2843 lost_a_stat = 1;
2796 } 2844 }
2797 } 2845 }
2846 }
2798 } 2847 }
2799 }
2800 /* If no stat lost, tell the player. */ 2848 /* If no stat lost, tell the player. */
2801 if (!lost_a_stat) 2849 if (!lost_a_stat)
2802 { 2850 {
2803 /* determine_god() seems to not work sometimes... why is this? 2851 /* determine_god() seems to not work sometimes... why is this?
2804 Should I be using something else? GD */ 2852 Should I be using something else? GD */
2805 const char *god = determine_god(op); 2853 const char *god = determine_god (op);
2854
2806 if (god && (strcmp(god, "none"))) 2855 if (god && (strcmp (god, "none")))
2807 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);
2808 "moment you feel the holy presence of %s protecting" 2857 else
2809 " you.", god); 2858 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2810 else
2811 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2812 " feel a holy presence protecting you.");
2813 } 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.");
2814#endif 2862#endif
2815 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2816 " feel a holy presence protecting you from losing yourself completely.");
2817 2863
2818 /* Put a gravestone up where the character 'almost' died. List the 2864 /* Put a gravestone up where the character 'almost' died. List the
2819 * exp loss on the stone. 2865 * exp loss on the stone.
2820 */ 2866 */
2821 tmp=arch_to_object(find_archetype("gravestone")); 2867 tmp = arch_to_object (archetype::find ("gravestone"));
2822 sprintf(buf,"%s's gravestone",op->name); 2868 sprintf (buf, "%s's gravestone", &op->name);
2823 FREE_AND_COPY(tmp->name, buf); 2869 tmp->name = buf;
2824 sprintf(buf,"%s's gravestones",op->name); 2870 sprintf (buf, "%s's gravestones", &op->name);
2825 FREE_AND_COPY(tmp->name_pl, buf); 2871 tmp->name_pl = buf;
2826 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);
2827 "who was killed\n" 2873 tmp->msg = buf;
2828 "by %s.\n",
2829 op->name, op->contr->title,
2830 op->contr->killer);
2831 tmp->msg = add_string(buf);
2832 tmp->x=op->x,tmp->y=op->y; 2874 tmp->x = op->x, tmp->y = op->y;
2833 insert_ob_in_map (tmp, op->map, NULL,0); 2875 insert_ob_in_map (tmp, op->map, NULL, 0);
2834 2876
2835 /**************************************/ 2877 /**************************************/
2836 /* */ 2878 /* */
2837 /* Subtract the experience points, */ 2879 /* Subtract the experience points, */
2838 /* if we died cause of food, give us */ 2880 /* if we died cause of food, give us */
2839 /* food, and reset HP's... */ 2881 /* food, and reset HP's... */
2840 /* */ 2882 /* */
2841 /**************************************/ 2883 /**************************************/
2842 2884
2843 /* remove any poisoning and confusion the character may be suffering.*/ 2885 /* remove any poisoning and confusion the character may be suffering. */
2844 /* restore player */ 2886 /* restore player */
2845 at = find_archetype("poisoning"); 2887 at = archetype::find ("poisoning");
2846 tmp=present_arch_in_ob(at,op); 2888 tmp = present_arch_in_ob (at, op);
2889
2847 if (tmp) { 2890 if (tmp)
2848 remove_ob(tmp); 2891 {
2849 free_object(tmp); 2892 tmp->destroy ();
2850 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2893 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2851 } 2894 }
2852 2895
2853 at = find_archetype("confusion"); 2896 at = archetype::find ("confusion");
2854 tmp=present_arch_in_ob(at,op); 2897 tmp = present_arch_in_ob (at, op);
2855 if (tmp) { 2898 if (tmp)
2856 remove_ob(tmp); 2899 {
2857 free_object(tmp); 2900 tmp->destroy ();
2858 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2901 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2859 } 2902 }
2903
2860 cure_disease(op,0); /* remove any disease */ 2904 cure_disease (op, 0); /* remove any disease */
2861 2905
2862 /*add_exp(op, (op->stats.exp * -0.20)); */ 2906 /*add_exp(op, (op->stats.exp * -0.20)); */
2863 apply_death_exp_penalty(op); 2907 apply_death_exp_penalty (op);
2864 if(op->stats.food < 100) op->stats.food = 900; 2908 if (op->stats.food < 100)
2909 op->stats.food = 900;
2865 op->stats.hp = op->stats.maxhp; 2910 op->stats.hp = op->stats.maxhp;
2866 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2911 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2867 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2912 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2868 2913
2869 /* 2914 /*
2870 * 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
2871 * 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
2872 * in the map. 2917 * in the map.
2873 */ 2918 */
2874 2919
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2920 if (is_in_shop (op))
2876 if (tmp->type == SHOP_FLOOR) {
2877 remove_unpaid_objects(op->inv, op); 2921 remove_unpaid_objects (op->inv, op);
2878 break;
2879 }
2880 }
2881
2882 2922
2883 /****************************************/ 2923 /****************************************/
2884 /* */ 2924 /* */
2885 /* Move player to his current respawn- */ 2925 /* Move player to his current respawn- */
2886 /* position (usually last savebed) */ 2926 /* position (usually last savebed) */
2887 /* */ 2927 /* */
2888 /****************************************/ 2928 /****************************************/
2889 2929
2890 enter_player_savebed(op); 2930 enter_player_savebed (op);
2891 2931
2892 /* Save the player before inserting the force to reduce
2893 * chance of abuse.
2894 */
2895 op->contr->braced=0; 2932 op->contr->braced = 0;
2896 save_player(op,1);
2897 2933
2898 /* it is possible that the player has blown something up 2934 /* it is possible that the player has blown something up
2899 * at his savebed location, and that can have long lasting 2935 * at his savebed location, and that can have long lasting
2900 * spell effects. So first see if there is a spell effect 2936 * spell effects. So first see if there is a spell effect
2901 * on the space that might harm the player. 2937 * on the space that might harm the player.
2902 */ 2938 */
2903 will_kill_again=0; 2939 will_kill_again = 0;
2904 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)
2905 if (tmp->type ==SPELL_EFFECT) 2941 if (tmp->type == SPELL_EFFECT)
2906 will_kill_again|=tmp->attacktype; 2942 will_kill_again |= tmp->attacktype;
2907 } 2943
2908 if (will_kill_again) { 2944 if (will_kill_again)
2945 {
2909 object *force; 2946 object *force;
2910 int at; 2947 int at;
2911 2948
2912 force=get_archetype(FORCE_NAME); 2949 force = get_archetype (FORCE_NAME);
2913 /* 50 ticks should be enough time for the spell to abate */ 2950 /* 50 ticks should be enough time for the spell to abate */
2914 force->speed=0.1; 2951 force->speed = 0.1;
2915 force->speed_left=-5.0; 2952 force->speed_left = -5.0;
2916 SET_FLAG(force, FLAG_APPLIED); 2953 SET_FLAG (force, FLAG_APPLIED);
2917 for (at=0; at<NROFATTACKS; at++) { 2954 for (at = 0; at < NROFATTACKS; at++)
2918 if (will_kill_again & (1 << at)) 2955 if (will_kill_again & (1 << at))
2919 force->resist[at] = 100; 2956 force->resist[at] = 100;
2920 } 2957
2921 insert_ob_in_ob(force, op); 2958 insert_ob_in_ob (force, op);
2922 fix_player(op); 2959 op->update_stats ();
2923
2924 }
2925 /**************************************/
2926 /* */
2927 /* Repaint the characters inv, and */
2928 /* stats, and show a nasty message ;) */
2929 /* */
2930 /**************************************/
2931 2960
2961 }
2962
2932 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 2963 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2933 return;
2934 } /* NOT_PERMADETH */
2935 else {
2936 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2937 * should probably be embedded in an else statement.
2938 */
2939
2940 op->contr->party=NULL;
2941 if (settings.set_title == TRUE)
2942 op->contr->own_title[0]='\0';
2943 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2944 check_score(op);
2945 if(op->contr->ranges[range_golem]!=NULL) {
2946 remove_friendly_object(op->contr->ranges[range_golem]);
2947 remove_ob(op->contr->ranges[range_golem]);
2948 free_object(op->contr->ranges[range_golem]);
2949 op->contr->ranges[range_golem]=NULL;
2950 op->contr->golem_count=0;
2951 }
2952 loot_object(op); /* Remove some of the items for good */
2953 remove_ob(op);
2954 op->direction=0;
2955
2956 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2957 delete_character(op->name,0);
2958 if (settings.resurrection == TRUE) {
2959 /* save playerfile sans equipment when player dies
2960 ** then save it as player.pl.dead so that future resurrection
2961 ** type spells will work on them nicely
2962 */
2963 delete_character(op->name,0);
2964 op->stats.hp = op->stats.maxhp;
2965 op->stats.food = 999;
2966
2967 /* set the location of where the person will reappear when */
2968 /* maybe resurrection code should fix map also */
2969 strcpy(op->contr->maplevel, settings.emergency_mapname);
2970 if(op->map!=NULL)
2971 op->map = NULL;
2972 op->x = settings.emergency_x;
2973 op->y = settings.emergency_y;
2974 save_player(op,0);
2975 op->map = map;
2976 /* please see resurrection.c: peterm */
2977 dead_player(op);
2978 } else {
2979 delete_character(op->name,1);
2980 }
2981 }
2982 play_again(op);
2983
2984 /* peterm: added to create a corpse at deathsite. */
2985 tmp=arch_to_object(find_archetype("corpse_pl"));
2986 sprintf(buf,"%s", op->name);
2987 FREE_AND_COPY(tmp->name, buf);
2988 FREE_AND_COPY(tmp->name_pl, buf);
2989 tmp->level=op->level;
2990 tmp->x=x;tmp->y=y;
2991 if (tmp->msg)
2992 free_string(tmp->msg);
2993 tmp->msg = add_string (gravestone_text(op));
2994 SET_FLAG (tmp, FLAG_UNIQUE);
2995 insert_ob_in_map (tmp, map, NULL,0);
2996 }
2997} 2964}
2998 2965
2999 2966void
3000void loot_object(object *op) { /* Grab and destroy some treasure */ 2967loot_object (object *op)
2968{ /* Grab and destroy some treasure */
3001 object *tmp,*tmp2,*next; 2969 object *tmp, *tmp2, *next;
3002 2970
2971 if (op->container)
3003 if (op->container) { /* close open sack first */ 2972 esrv_apply_container (op, op->container); /* close open sack first */
3004 esrv_apply_container (op, op->container);
3005 }
3006 2973
3007 for(tmp=op->inv;tmp!=NULL;tmp=next) { 2974 for (tmp = op->inv; tmp; tmp = next)
2975 {
3008 next=tmp->below; 2976 next = tmp->below;
3009 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 2977
3010 remove_ob(tmp); 2978 if (tmp->invisible)
2979 continue;
2980
2981 tmp->remove ();
3011 tmp->x=op->x,tmp->y=op->y; 2982 tmp->x = op->x, tmp->y = op->y;
3012 if (tmp->type == CONTAINER) { /* empty container to ground */ 2983 if (tmp->type == CONTAINER)
3013 loot_object(tmp); 2984 { /* empty container to ground */
3014 } 2985 loot_object (tmp);
3015 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 2986 }
3016 || 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 {
3017 if(tmp->nrof>1) { 2989 if (tmp->nrof > 1)
2990 {
3018 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 2991 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3019 free_object(tmp2); 2992 tmp2->destroy ();
3020 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 }
3021 } else 2998 else
3022 free_object(tmp);
3023 } else
3024 insert_ob_in_map(tmp,op->map,NULL,0); 2999 insert_ob_in_map (tmp, op->map, NULL, 0);
3025 } 3000 }
3026} 3001}
3027 3002
3028/* 3003/*
3029 * fix_weight(): Check recursively the weight of all players, and fix 3004 * fix_weight(): Check recursively the weight of all players, and fix
3030 * 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
3031 * was changed. 3006 * was changed.
3032 */ 3007 */
3033 3008
3009void
3034void fix_weight(void) { 3010fix_weight (void)
3035 player *pl; 3011{
3036 for (pl = first_player; pl != NULL; pl = pl->next) { 3012 for_all_players (pl)
3013 {
3037 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3014 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3015
3038 if(old == sum) 3016 if (old == sum)
3039 continue; 3017 continue;
3040 fix_player(pl->ob); 3018 pl->ob->update_stats ();
3041 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3019 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3042 pl->ob->name, old, sum);
3043 } 3020 }
3044} 3021}
3045 3022
3023void
3046void fix_luck(void) { 3024fix_luck (void)
3047 player *pl; 3025{
3048 for (pl = first_player; pl != NULL; pl = pl->next) 3026 for_all_players (pl)
3049 if (!pl->ob->contr->state) 3027 if (!pl->ob->contr->ns->state)
3050 change_luck(pl->ob, 0); 3028 pl->ob->change_luck (0);
3051} 3029}
3052
3053 3030
3054/* cast_dust() - handles op throwing objects of type 'DUST'. 3031/* cast_dust() - handles op throwing objects of type 'DUST'.
3055 * This is much simpler in the new spell code - we basically 3032 * This is much simpler in the new spell code - we basically
3056 * just treat this as any other spell casting object. 3033 * just treat this as any other spell casting object.
3057 */ 3034 */
3058
3059void 3035void
3060cast_dust (object * op, object * throw_ob, int dir) 3036cast_dust (object *op, object *throw_ob, int dir)
3061{ 3037{
3062 object *skop, *spob; 3038 object *skop, *spob;
3063 3039
3064 skop = find_skill_by_name (op, throw_ob->skill); 3040 skop = find_skill_by_name (op, throw_ob->skill);
3065 3041
3066 /* casting POTION 'dusts' is really a use_magic_item skill */ 3042 /* casting POTION 'dusts' is really a use_magic_item skill */
3067 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3043 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3068 { 3044 {
3069 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);
3070 op->name);
3071 return; 3046 return;
3072 } 3047 }
3073 3048
3074 spob = throw_ob->inv; 3049 spob = throw_ob->inv;
3075 3050
3076 // 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
3077 // 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
3078 // errors should be reported as early as possible IMHO) 3053 // errors should be reported as early as possible IMHO)
3079 if (!spob) 3054 if (!spob)
3080 { 3055 {
3081 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);
3082 throw_ob->name, op->name);
3083 return; 3057 return;
3084 } 3058 }
3085 3059
3086 if (op->type == PLAYER) 3060 if (op->type == PLAYER)
3087 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);
3088 3062
3089 cast_spell (op, throw_ob, dir, spob, NULL); 3063 cast_spell (op, throw_ob, dir, spob, NULL);
3090 3064
3091 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3065 throw_ob->destroy ();
3092 remove_ob (throw_ob);
3093 free_object (throw_ob);
3094} 3066}
3095 3067
3068void
3096void make_visible (object *op) { 3069make_visible (object *op)
3070{
3097 op->hide = 0; 3071 op->hide = 0;
3098 op->invisible = 0; 3072 op->invisible = 0;
3099 if(op->type==PLAYER) { 3073 if (op->type == PLAYER)
3074 {
3100 op->contr->tmp_invis = 0; 3075 op->contr->tmp_invis = 0;
3101 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3076 op->contr->invis_race = 0;
3102 } 3077 }
3103 update_object(op,UP_OBJ_FACE); 3078 update_object (op, UP_OBJ_FACE);
3104} 3079}
3105 3080
3081int
3106int is_true_undead(object *op) { 3082is_true_undead (object *op)
3083{
3107 object *tmp=NULL; 3084 object *tmp = NULL;
3108 3085
3109 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3086 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3087 return 1;
3110 3088
3111 if(op->type==PLAYER)
3112 for(tmp=op->inv;tmp;tmp=tmp->below)
3113 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3114 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3115 return 0; 3089 return 0;
3116} 3090}
3117 3091
3118/* look at the surrounding terrain to determine 3092/* look at the surrounding terrain to determine
3119 * the hideability of this object. Positive levels 3093 * the hideability of this object. Positive levels
3120 * indicate greater hideability. 3094 * indicate greater hideability.
3121 */ 3095 */
3122 3096
3097int
3123int hideability(object *ob) { 3098hideability (object *ob)
3099{
3124 int i,level=0, mflag; 3100 int i, level = 0, mflag;
3125 sint16 x,y; 3101 sint16 x, y;
3126 3102
3127 if(!ob||!ob->map) return 0; 3103 if (!ob || !ob->map)
3104 return 0;
3128 3105
3129 /* so, on normal lighted maps, its hard to hide */ 3106 /* so, on normal lighted maps, its hard to hide */
3130 level=ob->map->darkness - 2; 3107 level = ob->map->darkness - 2;
3131 3108
3132 /* this also picks up whether the object is glowing. 3109 /* this also picks up whether the object is glowing.
3133 * 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
3134 * as bad as carrying a light on a pitch dark map */ 3111 * as bad as carrying a light on a pitch dark map */
3135 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3112 if (has_carried_lights (ob))
3113 level = -(10 + (2 * ob->map->darkness));
3136 3114
3137 /* scan through all nearby squares for terrain to hide in */ 3115 /* scan through all nearby squares for terrain to hide in */
3138 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 {
3139 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3118 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3140 if (mflag & P_OUT_OF_MAP) { continue; } 3119 if (mflag & P_OUT_OF_MAP)
3120 {
3121 continue;
3122 }
3141 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3123 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3142 level += 2; 3124 level += 2;
3143 else /* open terrain! */ 3125 else /* open terrain! */
3144 level -= 1; 3126 level -= 1;
3145 } 3127 }
3146 3128
3147#if 0 3129#if 0
3148 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3130 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3149#endif 3131#endif
3150 return level; 3132 return level;
3151} 3133}
3152 3134
3153/* For Hidden creatures - a chance of becoming 'unhidden' 3135/* For Hidden creatures - a chance of becoming 'unhidden'
3154 * every time they move - as we subtract off 'invisibility' 3136 * every time they move - as we subtract off 'invisibility'
3155 * AND, for players, if they move into a ridiculously unhideable 3137 * AND, for players, if they move into a ridiculously unhideable
3156 * spot (surrounded by clear terrain in broad daylight). -b.t. 3138 * spot (surrounded by clear terrain in broad daylight). -b.t.
3157 */ 3139 */
3158 3140
3141void
3159void do_hidden_move (object *op) { 3142do_hidden_move (object *op)
3143{
3160 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3144 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3161 object *skop; 3145 object *skop;
3162 3146
3163 if(!op || !op->map) return; 3147 if (!op || !op->map)
3148 return;
3164 3149
3165 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3150 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3166 3151
3167 /* 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! */
3168 if(op->type==PLAYER && op->contr->run_on) { 3153 if (op->type == PLAYER && op->contr->run_on)
3169 if(!skop || num >= skop->level) { 3154 if (!skop || num >= skop->level)
3155 {
3170 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!");
3171 make_visible(op); 3157 make_visible (op);
3172 return; 3158 return;
3173 } else num += 20;
3174 } 3159 }
3160 else
3161 num += 20;
3162
3175 num += op->map->difficulty; 3163 num += op->map->difficulty;
3176 hide = hideability(op); /* modify by terrain hidden level */ 3164 hide = hideability (op); /* modify by terrain hidden level */
3177 num -= hide; 3165 num -= hide;
3166
3178 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3167 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3168 {
3179 make_visible(op); 3169 make_visible (op);
3180 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3170 if (op->type == PLAYER)
3181 "You moved out of hiding! You are visible!"); 3171 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3182 } 3172 }
3183 else if (op->type == PLAYER && skop) { 3173 else if (op->type == PLAYER && skop)
3184 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);
3185 }
3186} 3175}
3187 3176
3188/* determine if who is standing near a hostile creature. */ 3177/* determine if who is standing near a hostile creature. */
3189 3178
3179int
3190int stand_near_hostile( object *who ) { 3180stand_near_hostile (object *who)
3181{
3191 object *tmp=NULL; 3182 object *tmp = NULL;
3192 int i,friendly=0,player=0, mflags; 3183 int i, friendly = 0, player = 0, mflags;
3193 mapstruct *m; 3184 maptile *m;
3194 sint16 x,y; 3185 sint16 x, y;
3195 3186
3196 if(!who) return 0; 3187 if (!who)
3197
3198 if(who->type==PLAYER) player=1;
3199 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3200
3201 /* search adjacent squares */
3202 for(i=1;i<9;i++) {
3203 x = who->x+freearr_x[i];
3204 y = who->y+freearr_y[i];
3205 m = who->map;
3206 mflags = get_map_flags(m, &m, x, y, &x, &y);
3207 /* space must be blocked if there is a monster. If not
3208 * blocked, don't need to check this space.
3209 */
3210 if (mflags & P_OUT_OF_MAP) continue;
3211 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3212
3213 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3214 if((player||friendly)
3215 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3216 return 1;
3217 else if(tmp->type==PLAYER)
3218 {
3219 /*don't let a hidden DM prevent you from hiding*/
3220 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3221 return 1;
3222 }
3223 }
3224 }
3225 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;
3226} 3224}
3227 3225
3228/* check the player los field for viewability of the 3226/* check the player los field for viewability of the
3229 * object op. This function works fine for monsters, 3227 * object op. This function works fine for monsters,
3230 * 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
3237 * 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.
3238 * -b.t. 3236 * -b.t.
3239 * This function is now map tiling safe. 3237 * This function is now map tiling safe.
3240 */ 3238 */
3241 3239
3240int
3242int player_can_view (object *pl,object *op) { 3241player_can_view (object *pl, object *op)
3242{
3243 rv_vector rv; 3243 rv_vector rv;
3244 int dx,dy; 3244 int dx, dy;
3245 3245
3246 if(pl->type!=PLAYER) { 3246 if (pl->type != PLAYER)
3247 {
3247 LOG(llevError,"player_can_view() called for non-player object\n"); 3248 LOG (llevError, "player_can_view() called for non-player object\n");
3248 return -1;
3249 }
3250 if (!pl || !op) return 0;
3251
3252 if(op->head) { op = op->head; }
3253 get_rangevector(pl, op, &rv, 0x1);
3254
3255 /* starting with the 'head' part, lets loop
3256 * through the object and find if it has any
3257 * part that is in the los array but isnt on
3258 * a blocked los square.
3259 * we use the archetype to figure out offsets.
3260 */
3261 while(op) {
3262 dx = rv.distance_x + op->arch->clone.x;
3263 dy = rv.distance_y + op->arch->clone.y;
3264
3265 /* only the viewable area the player sees is updated by LOS
3266 * code, so we need to restrict ourselves to that range of values
3267 * for any meaningful values.
3268 */
3269 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3270 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3271 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3272 return 1; 3249 return -1;
3273 op = op->more;
3274 } 3250 }
3251
3252 if (!pl || !op)
3275 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;
3276} 3281}
3277 3282
3278/* routine for both players and monsters. We call this when 3283/* routine for both players and monsters. We call this when
3279 * there is a possibility for our action distrubing our hiding 3284 * there is a possibility for our action distrubing our hiding
3280 * place or invisiblity spell. Artefact invisiblity is not 3285 * place or invisiblity spell. Artefact invisiblity is not
3281 * effected by this. If we arent invisible to begin with, we 3286 * effected by this. If we arent invisible to begin with, we
3282 * return 0. 3287 * return 0.
3283 */ 3288 */
3289int
3284int action_makes_visible (object *op) { 3290action_makes_visible (object *op)
3291{
3285 3292
3286 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3293 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3294 {
3287 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3295 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3288 return 0; 3296 return 0;
3289 3297
3290 if (op->contr && op->contr->tmp_invis == 0) return 0; 3298 if (op->contr && op->contr->tmp_invis == 0)
3299 return 0;
3291 3300
3292 /* If monsters, they should become visible */ 3301 /* If monsters, they should become visible */
3293 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3302 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3303 {
3294 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");
3295 return 1; 3305 return 1;
3296 } 3306 }
3297 } 3307 }
3298 return 0; 3308 return 0;
3299} 3309}
3300 3310
3301/* op_on_battleground - checks if the given object op (usually 3311/* op_on_battleground - checks if the given object op (usually
3302 * a player) is standing on a valid battleground-tile, 3312 * a player) is standing on a valid battleground-tile,
3303 * function returns TRUE/FALSE. If true x, y returns the battleground 3313 * function returns TRUE/FALSE. If true x, y returns the battleground
3304 * -exit-coord. (and if x, y not NULL) 3314 * -exit-coord. (and if x, y not NULL)
3305 * 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
3306 * 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
3307 * 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
3308 */ 3318 */
3319int
3309int op_on_battleground (object *op, int *x, int *y) { 3320op_on_battleground (object *op, int *x, int *y)
3321{
3310 object *tmp; 3322 object *tmp;
3311 3323
3312 /* A battleground-tile needs the following attributes to be valid: 3324 /* A battleground-tile needs the following attributes to be valid:
3313 * 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),
3314 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3326 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3315 * and the exit-coordinates sp/hp must both be > 0. 3327 * and the exit-coordinates sp/hp must both be > 0.
3316 * => The intention here is to prevent abuse of the battleground- 3328 * => The intention here is to prevent abuse of the battleground-
3317 * feature (like pickable or hidden battleground tiles). */ 3329 * feature (like pickable or hidden battleground tiles). */
3318 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3330 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3331 {
3319 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3332 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3333 {
3320 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3334 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3321 strcmp(tmp->name, "battleground")==0 && 3335 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3322 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3336 {
3323 /*before we assign the exit, check if this is a teambattle*/ 3337 /*before we assign the exit, check if this is a teambattle */
3324 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 {
3325 object *invtmp; 3340 object *invtmp;
3341
3326 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3342 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3327 if(invtmp->type==FORCE && invtmp->slaying && 3343 {
3328 !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 }
3329 if (x != NULL && y != NULL) 3352 if (x != NULL && y != NULL)
3330 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3353 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3331 return 1; 3354 return 1;
3332 } 3355 }
3333 } 3356 }
3334 }
3335 if (x != NULL && y != NULL)
3336 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3337 return 1;
3338 } 3357 }
3339 }
3340 }
3341 /* If we got here, did not find a battleground */ 3358 /* If we got here, did not find a battleground */
3342 return 0; 3359 return 0;
3343} 3360}
3344 3361
3345/* 3362/*
3349 * attributes: 3366 * attributes:
3350 * object *who the dragon player 3367 * object *who the dragon player
3351 * int atnr the attack-number of the ability focus 3368 * int atnr the attack-number of the ability focus
3352 * int level ability level 3369 * int level ability level
3353 */ 3370 */
3371void
3354void dragon_ability_gain(object *who, int atnr, int level) { 3372dragon_ability_gain (object *who, int atnr, int level)
3373{
3355 treasurelist *trlist = NULL; /* treasurelist */ 3374 treasurelist *trlist = NULL; /* treasurelist */
3356 treasure *tr; /* treasure */ 3375 treasure *tr; /* treasure */
3357 object *tmp,*skop; /* tmp. object */ 3376 object *tmp, *skop; /* tmp. object */
3358 object *item; /* treasure object */ 3377 object *item; /* treasure object */
3359 char buf[MAX_BUF]; /* tmp. string buffer */ 3378 char buf[MAX_BUF]; /* tmp. string buffer */
3360 int i=0, j=0; 3379 int i = 0, j = 0;
3361 3380
3362 /* get the appropriate treasurelist */ 3381 /* get the appropriate treasurelist */
3363 if (atnr == ATNR_FIRE) 3382 if (atnr == ATNR_FIRE)
3364 trlist = find_treasurelist("dragon_ability_fire"); 3383 trlist = find_treasurelist ("dragon_ability_fire");
3365 else if (atnr == ATNR_COLD) 3384 else if (atnr == ATNR_COLD)
3366 trlist = find_treasurelist("dragon_ability_cold"); 3385 trlist = find_treasurelist ("dragon_ability_cold");
3367 else if (atnr == ATNR_ELECTRICITY) 3386 else if (atnr == ATNR_ELECTRICITY)
3368 trlist = find_treasurelist("dragon_ability_elec"); 3387 trlist = find_treasurelist ("dragon_ability_elec");
3369 else if (atnr == ATNR_POISON) 3388 else if (atnr == ATNR_POISON)
3370 trlist = find_treasurelist("dragon_ability_poison"); 3389 trlist = find_treasurelist ("dragon_ability_poison");
3371 3390
3372 if (trlist == NULL || who->type != PLAYER) 3391 if (trlist == NULL || who->type != PLAYER)
3373 return; 3392 return;
3374 3393
3375 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++);
3376 tr = tr->next, i++); 3395
3377 3396 if (!tr || !tr->item)
3378 if (tr == NULL || tr->item == NULL) { 3397 {
3379 /* 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]); */
3380 return; 3399 return;
3381 } 3400 }
3382 3401
3383 /* everything seems okay - now bring on the gift: */ 3402 /* everything seems okay - now bring on the gift: */
3384 item = &(tr->item->clone); 3403 item = &(tr->item->clone);
3385 3404
3386 if (item->type == SPELL) { 3405 if (item->type == SPELL)
3406 {
3387 if (check_spell_known (who, item->name)) 3407 if (check_spell_known (who, item->name))
3388 return; 3408 return;
3389 3409
3390 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);
3391 do_learn_spell (who, item, 0); 3411 do_learn_spell (who, item, 0);
3392 return; 3412 return;
3393 } 3413 }
3394 3414
3395 /* grant direct spell */ 3415 /* grant direct spell */
3396 if (item->type == SPELLBOOK) { 3416 if (item->type == SPELLBOOK)
3417 {
3397 if (!item->inv) { 3418 if (!item->inv)
3419 {
3398 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3420 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3399 item->name);
3400 return; 3421 return;
3401 } 3422 }
3402 if (check_spell_known (who, item->inv->name)) 3423 if (check_spell_known (who, item->inv->name))
3403 return; 3424 return;
3404 if (item->invisible) { 3425 if (item->invisible)
3426 {
3405 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);
3406 do_learn_spell (who, item->inv, 0); 3428 do_learn_spell (who, item->inv, 0);
3407 return; 3429 return;
3408 } 3430 }
3409 } 3431 }
3410 else if (item->type == SKILL_TOOL && item->invisible) { 3432 else if (item->type == SKILL_TOOL && item->invisible)
3433 {
3411 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 {
3412 3436
3413 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3437 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3414 * 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
3415 * 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,
3416 * but not all of them, he gets nothing. 3440 * but not all of them, he gets nothing.
3417 */ 3441 */
3418 if (!(skop->attacktype & item->attacktype)) { 3442 if (!(skop->attacktype & item->attacktype))
3443 {
3419 /* Give new attacktype */ 3444 /* Give new attacktype */
3420 skop->attacktype |= item->attacktype; 3445 skop->attacktype |= item->attacktype;
3421 3446
3422 /* always add physical if there's none */ 3447 /* always add physical if there's none */
3423 skop->attacktype |= AT_PHYSICAL; 3448 skop->attacktype |= AT_PHYSICAL;
3424 3449
3425 if (item->msg != NULL) 3450 if (item->msg != NULL)
3426 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3451 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3427 3452
3428 /* Give player new face */ 3453 /* Give player new face */
3429 if (item->animation_id) { 3454 if (item->animation_id)
3455 {
3430 who->face = skop->face; 3456 who->face = skop->face;
3431 who->animation_id = item->animation_id; 3457 who->animation_id = item->animation_id;
3432 who->anim_speed = item->anim_speed; 3458 who->anim_speed = item->anim_speed;
3433 who->last_anim = 0; 3459 who->last_anim = 0;
3434 who->state = 0; 3460 who->state = 0;
3435 animate_object(who, who->direction); 3461 animate_object (who, who->direction);
3436 } 3462 }
3463 }
3464 }
3437 } 3465 }
3438 }
3439 }
3440 else if (item->type == FORCE) { 3466 else if (item->type == FORCE)
3467 {
3441 /* forces in the treasurelist can alter the player's stats */ 3468 /* forces in the treasurelist can alter the player's stats */
3442 object *skin; 3469 object *skin;
3470
3443 /* first get the dragon skin force */ 3471 /* first get the dragon skin force */
3444 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3472 shstr_cmp dragon_skin_force ("dragon_skin_force");
3445 skin=skin->below); 3473 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3446 if (skin == NULL) return; 3474 ;
3447 3475
3476 if (!skin)
3477 return;
3478
3448 /* adding new spellpath attunements */ 3479 /* adding new spellpath attunements */
3449 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3480 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3481 {
3450 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3482 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3451 3483
3452 /* print message */ 3484 /* print message */
3453 sprintf(buf, "You feel attuned to "); 3485 sprintf (buf, "You feel attuned to ");
3454 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3486 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3455 if(item->path_attuned & (1<<i)) { 3487 {
3456 if (j) 3488 if (item->path_attuned & (1 << i))
3457 strcat(buf," and "); 3489 {
3458 else 3490 if (j)
3459 j = 1; 3491 strcat (buf, " and ");
3492 else
3493 j = 1;
3460 strcat(buf, spellpathnames[i]); 3494 strcat (buf, spellpathnames[i]);
3461 } 3495 }
3462 } 3496 }
3463 strcat(buf,"."); 3497 strcat (buf, ".");
3464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3498 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3465 } 3499 }
3466 3500
3467 /* evtl. adding flags: */ 3501 /* evtl. adding flags: */
3468 if(QUERY_FLAG(item, FLAG_XRAYS)) 3502 if (QUERY_FLAG (item, FLAG_XRAYS))
3469 SET_FLAG(skin, FLAG_XRAYS); 3503 SET_FLAG (skin, FLAG_XRAYS);
3470 if(QUERY_FLAG(item, FLAG_STEALTH)) 3504 if (QUERY_FLAG (item, FLAG_STEALTH))
3471 SET_FLAG(skin, FLAG_STEALTH); 3505 SET_FLAG (skin, FLAG_STEALTH);
3472 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3506 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3473 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3507 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3474 3508
3475 /* print message if there is one */ 3509 /* print message if there is one */
3476 if (item->msg != NULL) 3510 if (item->msg != NULL)
3477 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
3478 } 3514 {
3479 else {
3480 /* generate misc. treasure */ 3515 /* generate misc. treasure */
3481 tmp = arch_to_object (tr->item); 3516 tmp = arch_to_object (tr->item);
3482 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));
3483 tmp = insert_ob_in_ob (tmp, who); 3518 tmp = insert_ob_in_ob (tmp, who);
3484 if (who->type == PLAYER) 3519 if (who->type == PLAYER)
3485 esrv_send_item(who, tmp); 3520 esrv_send_item (who, tmp);
3486 } 3521 }
3487} 3522}
3488 3523
3489/** 3524/**
3490 * 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
3491 * not readied. 3526 * not readied.
3492 */ 3527 */
3528void
3493void player_unready_range_ob(player *pl, object *ob) { 3529player_unready_range_ob (player *pl, object *ob)
3494 rangetype i; 3530{
3495
3496 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))
3497 if (pl->ranges[i] == ob) { 3532 if (pl->ranges[i] == ob)
3533 {
3498 pl->ranges[i] = NULL; 3534 pl->ranges[i] = 0;
3499 if (pl->shoottype == i) { 3535 if (pl->shoottype == i)
3500 pl->shoottype = range_none; 3536 pl->shoottype = range_none;
3501 }
3502 } 3537 }
3503 }
3504} 3538}

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