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Comparing deliantra/server/server/player.C (file contents):
Revision 1.12 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.57 by root, Sat Dec 23 06:21:02 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.12 2006/08/29 10:51:43 elmex Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
36player *
47player *find_player(const char *plname) 37find_player (const char *plname)
48{ 38{
49 player *pl; 39 player *pl;
40
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 for (pl = first_player; pl; pl = pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 43 return pl;
54 }; 44
55 return NULL; 45 return 0;
56} 46}
57 47
58player* find_player_partial_name( const char* plname ) 48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
59 { 65 {
60 player* pl; 66 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; 67 continue;
67 68
68 if ( !strcmp( pl->ob->name, plname) ) 69 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 70 size += strlen (buf);
71 }
70 72
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
72 { 99 {
73 if ( found ) 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 101 break;
102 }
75 103
76 found = pl; 104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 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 */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
77 } 150 }
78 }
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
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
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);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 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
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
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); 151 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 152 size += strlen (buf);
170 } 153 }
171 }
172 154 }
155
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 158 close_and_delete (fp, comp);
179} 159}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
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
206 if (!p) {
207 p = (player *) malloc(sizeof(player));
208 if(p==NULL)
209 fatal(OUT_OF_MEMORY);
210
211 /* This adds the player in the linked list. There is extra
212 * complexity here because we want to add the new player at the
213 * end of the list - there is in fact no compelling reason that
214 * that needs to be done except for things like output of
215 * 'who'.
216 */
217 player *tmp = first_player;
218 while(tmp!=NULL&&tmp->next!=NULL)
219 tmp=tmp->next;
220 if(tmp!=NULL)
221 tmp->next=p;
222 else
223 first_player=p;
224
225 p->next = NULL;
226 }
227
228 /* Clears basically the entire player structure except
229 * for next and socket.
230 */
231 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
232 p->attachable_init (); //HACK
233
234 /* There are some elements we want initialized to non zero value -
235 * we deal with that below this point.
236 */
237 p->party=NULL;
238 p->outputs_sync=16; /* Every 2 seconds */
239 p->outputs_count=1; /* Keeps present behaviour */
240 p->unapply = unapply_nochoice;
241 p->Swap_First = -1;
242
243#ifdef AUTOSAVE
244 p->last_save_tick = 9999999;
245#endif
246
247 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
248
249 op->contr=p; /* this aren't yet in archetype */
250 p->ob = op;
251 op->speed_left=0.5;
252 op->speed=1.0;
253 op->direction=5; /* So player faces south */
254 op->stats.wc=2;
255 op->run_away = 25; /* Then we panick... */
256 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
257
258 roll_stats(op);
259 p->state=ST_ROLL_STAT;
260 clear_los(op);
261
262 p->gen_sp_armour=10;
263 p->last_speed= -1;
264 p->shoottype=range_none;
265 p->bowtype=bow_normal;
266 p->petmode=pet_normal;
267 p->listening=10;
268 p->usekeys=containers;
269 p->last_weapon_sp= -1;
270 p->peaceful=1; /* default peaceful */
271 p->do_los=1;
272 p->explore=0;
273 p->no_shout=0; /* default can shout */
274
275 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
276 p->title[sizeof(p->title)-1] = '\0';
277 op->race = add_string (op->arch->clone.race);
278
279 CLEAR_FLAG(op,FLAG_READY_SKILL);
280
281 /* we need to clear these to -1 and not zero - otherwise,
282 * if a player quits and starts a new character, we wont
283 * send new values to the client, as things like exp start
284 * at zero.
285 */
286 for (i=0; i < NUM_SKILLS; i++) {
287 p->last_skill_exp[i] = -1;
288 p->last_skill_ob[i] = NULL;
289 }
290 for (i=0; i < NROFATTACKS; i++) {
291 p->last_resist[i] = -1;
292 }
293 p->last_stats.exp = -1;
294 p->last_weight = (uint32)-1;
295
296 p->socket.update_look=0;
297 p->socket.look_position=0;
298 return p;
299}
300
301 160
302/* This loads the first map an puts the player on it. */ 161/* This loads the first map an puts the player on it. */
162static void
303static void set_first_map(object *op) 163set_first_map (object *op)
304{ 164{
305 strcpy(op->contr->maplevel, first_map_path); 165 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 166 op->x = -1;
307 op->y = -1; 167 op->y = -1;
308 enter_exit(op, NULL); 168 enter_exit (op, 0);
309} 169}
310 170
171// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings
173void
174player::connect (client *ns)
175{
176 this->ns = ns;
177 ns->pl = this;
178
179 next = first_player;
180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247// send_rules (ob);//TODO
248// send_news (ob);//TODO
249// display_motd (ob);//TODO
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
274 /* There are some elements we want initialized to non zero value -
275 * we deal with that below this point.
276 */
277 outputs_sync = 16; /* Every 2 seconds */
278 outputs_count = 8; /* Keeps present behaviour */
279 unapply = unapply_nochoice;
280
281 assign (savebed_map, first_map_path); /* Init. respawn position */
282
283 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal;
287 petmode = pet_normal;
288 listening = 10;
289 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */
292 do_los = 1;
293
294 /* we need to clear these to -1 and not zero - otherwise,
295 * if a player quits and starts a new character, we wont
296 * send new values to the client, as things like exp start
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301
302 for (int i = 0; i < NROFATTACKS; i++)
303 last_resist[i] = -1;
304
305 last_stats.exp = -1;
306 last_weight = (uint32) - 1;
307}
308
309player::~player ()
310{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347}
348
311/* Tries to add player on the connection passwd in ns. 349/* Tries to add player on the connection passed in ns.
312 * All we can really get in this is some settings like host and display 350 * All we can really get in this is some settings like host and display
313 * mode. 351 * mode.
314 */ 352 */
353player *
354player::create ()
355{
356 player *pl = new player;
315 357
316int add_player(NewSocket *ns) { 358 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 359
319 p=get_player(NULL);
320 p->socket = *ns;
321 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
322 if(p->socket.faces_sent == NULL)
323 fatal(OUT_OF_MEMORY);
324 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
325 /* Needed because the socket we just copied over needs to be cleared.
326 * Note that this can result in a client reset if there is partial data
327 * on the uncoming socket.
328 */
329 p->socket.inbuf.len = 0;
330 set_first_map(p->ob);
331
332 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
333 add_friendly_object(p->ob);
334 send_rules(p->ob);
335 send_news(p->ob);
336 display_motd(p->ob);
337 get_name(p->ob);
338 return 0; 360 return pl;
339} 361}
340 362
341/* 363/*
342 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 366 * Note: there MUST be at least one player archetype!
345 */ 367 */
368archetype *
346archetype *get_player_archetype(archetype* at) 369get_player_archetype (archetype *at)
347{ 370{
348 archetype *start = at; 371 archetype *start = at;
372
349 for (;;) { 373 for (;;)
374 {
350 if (at==NULL || at->next==NULL) 375 if (at == NULL || at->next == NULL)
351 at=first_archetype; 376 at = first_archetype;
352 else 377 else
353 at=at->next; 378 at = at->next;
379
354 if(at->clone.type==PLAYER) 380 if (at->clone.type == PLAYER)
355 return at; 381 return at;
382
356 if (at == start) { 383 if (at == start)
384 {
357 LOG (llevError, "No Player archetypes\n"); 385 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 386 exit (-1);
359 } 387 }
360 } 388 }
361} 389}
362 390
363 391object *
364object *get_nearest_player(object *mon) { 392get_nearest_player (object *mon)
393{
365 object *op = NULL; 394 object *op = NULL;
366 player *pl = NULL; 395 player *pl = NULL;
367 objectlink *ol; 396 objectlink *ol;
368 unsigned lastdist; 397 unsigned lastdist;
369 rv_vector rv; 398 rv_vector rv;
370 399
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
401 {
372 /* We should not find free objects on this friendly list, but it 402 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 403 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 404 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 405 * list is also free, so encapsulate this in a while loop.
376 */ 406 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
378 object *tmp=ol->ob; 409 object *tmp = ol->ob;
379 410
380 /* Can't do much more other than log the fact, because the object 411 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 412 * itself will have been cleared.
382 */ 413 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 415 ol = ol->next;
385 remove_friendly_object(tmp); 416 remove_friendly_object (tmp);
417 if (!ol)
386 if (!ol) return op; 418 return op;
387 } 419 }
388 420
389 /* Remove special check for player from this. First, it looks to cause 421 /* Remove special check for player from this. First, it looks to cause
390 * some crashes (ol->ob->contr not set properly?), but secondly, a more 422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 423 * complicated method of state checking would be needed in any case -
392 * as it was, a clever player could type quit, and the function would 424 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 425 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 426 * on_same_map check, as can_detect_enemy also does this
395 */ 427 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 428 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 429 continue;
398 430
399 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
432 {
400 op=ol->ob; 433 op = ol->ob;
401 lastdist=rv.distance; 434 lastdist = rv.distance;
402 } 435 }
403 } 436 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 437 for (pl = first_player; pl != NULL; pl = pl->next)
438 {
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 439 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
406 441
407 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
443 {
408 op=pl->ob; 444 op = pl->ob;
409 lastdist=rv.distance; 445 lastdist = rv.distance;
410 } 446 }
411 } 447 }
412 } 448 }
413#if 0 449#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 451#endif
416 return op; 452 return op;
417} 453}
418 454
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 455/* I believe this can safely go to 2, 3 is questionable, 4 will likely
420 * result in a monster paths backtracking. It basically determines how large a 456 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 471 * circling behaviour. Unfortunately, this function is also used to determined
436 * if the creature should cast a spell, so returning a direction in that case 472 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 473 * is probably not a good thing.
438 */ 474 */
439#define MAX_SPACES 50 475#define MAX_SPACES 50
440
441 476
442/* 477/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * Returns the direction to the player, if valid. Returns 0 otherwise.
444 * modified to verify there is a path to the player. Does this by stepping towards 479 * modified to verify there is a path to the player. Does this by stepping towards
445 * player and if path is blocked then see if blockage is close enough to player that 480 * player and if path is blocked then see if blockage is close enough to player that
458 * monster can in fact move one space in that direction. 493 * monster can in fact move one space in that direction.
459 * 3) I'm not sure how good this code will be for moving multipart monsters, 494 * 3) I'm not sure how good this code will be for moving multipart monsters,
460 * since only simple checks to blocked are being called, which could mean the monster 495 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 496 * is blocking itself.
462 */ 497 */
498int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
464 rv_vector rv; 501 rv_vector rv;
465 sint16 x,y; 502 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
468 505
469 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
470 507
471 if (rv.distance<mindiff) return 0; 508 if (rv.distance < mindiff)
509 return 0;
472 510
473 x=mon->x; 511 x = mon->x;
474 y=mon->y; 512 y = mon->y;
475 m=mon->map; 513 m = mon->map;
476 dir = rv.direction; 514 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
478 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
479 /* If we can't solve it within the search distance, return now. */ 517 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 518 if (diff > max)
519 return 0;
481 while (diff >1 && max>0) { 520 while (diff > 1 && max > 0)
521 {
482 lastx = x; 522 lastx = x;
483 lasty = y; 523 lasty = y;
484 lastmap = m; 524 lastmap = m;
485 x = lastx + freearr_x[dir]; 525 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 526 y = lasty + freearr_y[dir];
487 527
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 528 mflags = get_map_flags (m, &m, x, y, &x, &y);
489 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y); 529 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 530
491 /* Space is blocked - try changing direction a little */ 531 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 532 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
493 && (m == mon->map && blocked_link(mon, m, x, y)))) { 533 && (m == mon->map && blocked_link (mon, m, x, y))))
534 {
494 /* recalculate direction from last good location. Possible 535 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 536 * we were not traversing ideal location before.
496 */ 537 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 538 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 539 if (rv.direction != dir)
540 {
499 /* OK - says direction should be different - lets reset the 541 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 542 * the values so it will try again.
501 */ 543 */
502 x = lastx; 544 x = lastx;
503 y = lasty; 545 y = lasty;
504 m = lastmap; 546 m = lastmap;
505 dir = firstdir = rv.direction; 547 dir = firstdir = rv.direction;
548 }
506 } else { 549 else
550 {
507 /* direct path is blocked - try taking a side step to 551 /* direct path is blocked - try taking a side step to
508 * either the left or right. 552 * either the left or right.
509 * Note increase the values in the loop below to be 553 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 554 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 555 * bigger detour. Have to be careful about these values getting
512 * too big (3 or maybe 4 or higher) as the monster may just try 556 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 557 * stepping back and forth
514 */ 558 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 559 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
560 {
561 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 562 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 563 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 564 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 565 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 566 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 567 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 568 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 569 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 570 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 571 * the last direction the creature has successfully
526 * moved. 572 * moved.
527 */ 573 */
528 574
529 x = lastx + freearr_x[absdir(lastdir+i)]; 575 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 576 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 577 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 578 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 579 if (mflags & P_OUT_OF_MAP)
580 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 581 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 582 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
583 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 584 if (mflags & P_BLOCKSVIEW)
585 continue;
537 586
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 587 if (m == mon->map && blocked_link (mon, m, x, y))
588 break;
539 } 589 }
540 /* go through entire loop without finding a valid 590 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 591 * sidestep to take - thus, no valid path.
542 */ 592 */
543 if (i==(DETOUR_AMOUNT+1)) 593 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 594 return 0;
545 diff--; 595 diff--;
546 lastdir=dir; 596 lastdir = dir;
547 max--; 597 max--;
548 if (!firstdir) firstdir = dir+i; 598 if (!firstdir)
599 firstdir = dir + i;
549 } /* else check alternate directions */ 600 } /* else check alternate directions */
550 } /* if blocked */ 601 } /* if blocked */
551 else { 602 else
603 {
552 /* we moved towards creature, so diff is less */ 604 /* we moved towards creature, so diff is less */
553 diff--; 605 diff--;
554 max--; 606 max--;
555 lastdir=dir; 607 lastdir = dir;
608 if (!firstdir)
556 if (!firstdir) firstdir = dir; 609 firstdir = dir;
610 }
611 if (diff <= 1)
557 } 612 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 613 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 614 * headed toward player for entire distance.
561 */ 615 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
563 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y); 617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 618 }
565 if (diff>max) return 0; 619 if (diff > max)
620 return 0;
566 } 621 }
567 /* If we reached the max, didn't find a direction in time */ 622 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 623 if (!max)
624 return 0;
569 625
570 return firstdir; 626 return firstdir;
571} 627}
572 628
629void
573void give_initial_items(object *pl,treasurelist *items) { 630give_initial_items (object *pl, treasurelist * items)
631{
574 object *op,*next=NULL; 632 object *op, *next = NULL;
575 633
576 if(pl->randomitems!=NULL) 634 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 635 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 636
579 for (op=pl->inv; op; op=next) { 637 for (op = pl->inv; op; op = next)
638 {
580 next = op->below; 639 next = op->below;
581 640
582 /* Forces get applied per default, unless they have the 641 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 642 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 643 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 644 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 645 SET_FLAG (op, FLAG_APPLIED);
587 646
588 /* we never give weapons/armour if these cannot be used 647 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 648 * by this player due to race restrictions
590 */ 649 */
591 if (pl->type == PLAYER) { 650 if (pl->type == PLAYER)
651 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 652 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 653 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 654 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 655 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 656 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
597 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
598 remove_ob (op);
599 free_object (op);
600 continue;
601 } 657 {
602 } 658 op->destroy ();
603
604 /* This really needs to be better - we should really give
605 * a substitute spellbook. The problem is that we don't really
606 * have a good idea what to replace it with (need something like
607 * a first level treasurelist for each skill.)
608 * remove duplicate skills also
609 */
610 if(op->type==SPELLBOOK || op->type == SKILL) {
611 object *tmp;
612
613 for (tmp=op->below; tmp; tmp=tmp->below)
614 if (tmp->type == op->type && tmp->name == op->name) break;
615
616 if (tmp) {
617 remove_ob(op);
618 free_object(op);
619 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
620 tmp->name);
621 continue; 659 continue;
622 } 660 }
623 if (op->nrof > 1) op->nrof = 1; 661 }
662
663 /* This really needs to be better - we should really give
664 * a substitute spellbook. The problem is that we don't really
665 * have a good idea what to replace it with (need something like
666 * a first level treasurelist for each skill.)
667 * remove duplicate skills also
668 */
669 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 670 {
671 object *tmp;
625 672
673 for (tmp = op->below; tmp; tmp = tmp->below)
674 if (tmp->type == op->type && tmp->name == op->name)
675 break;
676
677 if (tmp)
678 {
679 op->destroy ();
680 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
681 continue;
682 }
683
684 if (op->nrof > 1)
685 op->nrof = 1;
686 }
687
626 if (op->type == SPELLBOOK && op->inv) { 688 if (op->type == SPELLBOOK && op->inv)
689 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 690 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 691 }
629 692
630 /* Give starting characters identified, uncursed, and undamned 693 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 694 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 695 * merged properly.
633 */ 696 */
634 if (need_identify(op)) { 697 if (need_identify (op))
698 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 699 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 700 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 701 CLEAR_FLAG (op, FLAG_DAMNED);
702 }
703 if (op->type == SPELL)
638 } 704 {
639 if(op->type==SPELL) { 705 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 706 continue;
707 }
708 else if (op->type == SKILL)
643 } 709 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 710 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 711 op->stats.exp = 0;
647 op->level = 1; 712 op->level = 1;
648 } 713 }
649 /* lock all 'normal items by default */ 714 /* lock all 'normal items by default */
715 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 716 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 717 } /* for loop of objects in player inv */
652 718
653 /* Need to set up the skill pointers */ 719 /* Need to set up the skill pointers */
654 link_player_skills(pl); 720 link_player_skills (pl);
655} 721}
656 722
657void get_name(object *op) { 723void
658 op->contr->write_buf[0]='\0';
659 op->contr->state=ST_GET_NAME;
660 send_query(&op->contr->socket,0,"What is your name?\n:");
661}
662
663void get_password(object *op) {
664 op->contr->write_buf[0]='\0';
665 op->contr->state=ST_GET_PASSWORD;
666 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
667}
668
669void play_again(object *op)
670{
671 op->contr->state=ST_PLAY_AGAIN;
672 op->chosen_skill = NULL;
673 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
674 /* a bit of a hack, but there are various places early in th
675 * player creation process that a user can quit (eg, roll
676 * stats) that isn't removing the player. Taking a quick
677 * look, there are many places that call play_again without
678 * removing the player - it probably makes more sense
679 * to leave it to play_again to remove the object in all
680 * cases.
681 */
682 if (!QUERY_FLAG(op, FLAG_REMOVED))
683 remove_ob(op);
684 /* Need to set this to null - otherwise, it could point to garbage,
685 * and draw() doesn't check to see if the player is removed, only if
686 * the map is null or not swapped out.
687 */
688 op->map = NULL;
689}
690
691
692int receive_play_again(object *op, char key)
693{
694 if(key=='q'||key=='Q') {
695 remove_friendly_object(op);
696 leave(op->contr,0); /* ericserver will draw the message */
697 return 2;
698 }
699 else if(key=='a'||key=='A') {
700 player *pl = op->contr;
701 const char *name = op->name;
702
703 add_refcount(name);
704 remove_friendly_object(op);
705 free_object(op);
706 pl = get_player(pl);
707 op = pl->ob;
708 add_friendly_object(op);
709 op->contr->password[0]='~';
710 FREE_AND_CLEAR_STR(op->name);
711 FREE_AND_CLEAR_STR(op->name_pl);
712
713 /* Lets put a space in here */
714 new_draw_info(NDI_UNIQUE, 0, op, "\n");
715 get_name(op);
716 op->name = name; /* Alrady added a refcount above */
717 op->name_pl = add_string(name);
718 set_first_map(op);
719 } else {
720 /* user pressed something else so just ask again... */
721 play_again(op);
722 }
723 return 0;
724}
725
726void confirm_password(object *op) {
727
728 op->contr->write_buf[0]='\0';
729 op->contr->state=ST_CONFIRM_PASSWORD;
730 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
731}
732
733void get_party_password(object *op, partylist *party) { 724get_party_password (object *op, partylist *party)
725{
734 if (party == NULL) { 726 if (party == NULL)
727 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 729 return;
737 } 730 }
731
738 op->contr->write_buf[0]='\0'; 732 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 736}
743
744 737
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
739static int
746int roll_stat(void) { 740roll_stat (void)
741{
747 int a[4],i,j,k; 742 int a[4], i, j, k;
748 743
749 for(i=0;i<4;i++) 744 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 745 a[i] = (int) RANDOM () % 6 + 1;
751 746
752 for(i=0,j=0,k=7;i<4;i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 748 if (a[i] < k)
754 k=a[i],j=i; 749 k = a[i], j = i;
755 750
756 for(i=0,k=0;i<4;i++) { 751 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 752 if (i != j)
758 k+=a[i]; 753 k += a[i];
759 } 754
760 return k; 755 return k;
761} 756}
762 757
763void roll_stats(object *op) { 758void
764 int sum=0; 759object::roll_stats ()
765 int i = 0, j = 0; 760{
766 int statsort[7]; 761 int statsort [7];
767 762
763 for (;;)
768 do { 764 {
769 op->stats.Str=roll_stat(); 765 int sum = 0;
770 op->stats.Dex=roll_stat(); 766 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 767 sum += statsort [i] = roll_stat ();
772 op->stats.Con=roll_stat();
773 op->stats.Wis=roll_stat();
774 op->stats.Pow=roll_stat();
775 op->stats.Cha=roll_stat();
776 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
777 op->stats.Con+op->stats.Wis+op->stats.Pow+
778 op->stats.Cha;
779 } while(sum<82||sum>116);
780 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
781 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 774 std::sort (statsort, statsort + 7, std::greater<int>());
783 statsort[1] = op->stats.Dex;
784 statsort[2] = op->stats.Int;
785 statsort[3] = op->stats.Con;
786 statsort[4] = op->stats.Wis;
787 statsort[5] = op->stats.Pow;
788 statsort[6] = op->stats.Cha;
789 775
790 /* a quick and dirty bubblesort? */
791 do {
792 if (statsort[i] < statsort[i + 1]) {
793 j = statsort[i];
794 statsort[i] = statsort[i + 1];
795 statsort[i + 1] = j;
796 i = 0;
797 } else {
798 i++;
799 }
800 } while (i < 6);
801
802 op->stats.Str = statsort[0]; 776 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
809 783
810
811 op->contr->orig_stats.Str=op->stats.Str;
812 op->contr->orig_stats.Dex=op->stats.Dex;
813 op->contr->orig_stats.Int=op->stats.Int;
814 op->contr->orig_stats.Con=op->stats.Con;
815 op->contr->orig_stats.Wis=op->stats.Wis;
816 op->contr->orig_stats.Pow=op->stats.Pow;
817 op->contr->orig_stats.Cha=op->stats.Cha;
818
819 op->level=1;
820 op->stats.exp=0; 784 stats.exp = 0;
821 op->stats.ac=0; 785 stats.ac = 0;
822 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
823 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
826 796
827 fix_player(op);
828 op->stats.hp = op->stats.maxhp;
829 op->stats.sp = op->stats.maxsp;
830 op->stats.grace = op->stats.maxgrace;
831 op->contr->orig_stats=op->stats; 797 contr->orig_stats = stats;
832}
833
834void Roll_Again(object *op)
835{
836 esrv_new_player(op->contr, 0);
837 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)? ");
838}
839
840void Swap_Stat(object *op,int Swap_Second)
841{
842 signed char tmp;
843 char buf[MAX_BUF];
844
845 if ( op->contr->Swap_First == -1 ) {
846 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
847 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
848 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
849 return;
850 } 798 }
799}
851 800
801void
802object::swap_stats (int a, int b)
803{
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 804 int tmp = get_attr_value (&contr->orig_stats, a);
853 805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
854 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
855 get_attr_value(&op->contr->orig_stats, Swap_Second));
856
857 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp); 806 set_attr_value (&contr->orig_stats, b, tmp);
858 807
859 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
860 new_draw_info(NDI_UNIQUE, 0,op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 808 stats.Str = contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 809 stats.Dex = contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 810 stats.Con = contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 811 stats.Int = contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 812 stats.Wis = contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 813 stats.Pow = contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 814 stats.Cha = contr->orig_stats.Cha;
868 op->stats.ac=0;
869 815
870 op->level=1; 816 //TODO: the following code looks so borked and should, at the very least,
817 // be merged with the similar code in roll_stats
818 stats.ac = 0;
819
820 level = 1;
871 op->stats.exp=0; 821 stats.exp = 0;
872 op->stats.ac=0; 822 stats.ac = 0;
873 823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
829 {
874 op->contr->levhp[1] = 9; 830 contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 831 contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 832 contr->levgrace[1] = 3;
877 833
878 fix_player(op);
879 op->stats.hp = op->stats.maxhp;
880 op->stats.sp = op->stats.maxsp;
881 op->stats.grace = op->stats.maxgrace;
882 op->contr->orig_stats=op->stats; 834 contr->orig_stats = stats;
883 op->contr->Swap_First=-1;
884}
885
886
887/* This code has been greatly reduced, because with set_attr_value
888 * and get_attr_value, the stats can be accessed just numeric
889 * ids. stat_trans is a table that translate the number entered
890 * into the actual stat. It is needed because the order the stats
891 * are displayed in the stat window is not the same as how
892 * the number's access that stat. The table does that translation.
893 */
894int key_roll_stat(object *op, char key)
895{
896 int keynum = key -'0';
897 char buf[MAX_BUF];
898 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
899
900 if (keynum>0 && keynum<=7) {
901 if (op->contr->Swap_First==-1) {
902 op->contr->Swap_First=stat_trans[keynum];
903 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
904 new_draw_info(NDI_UNIQUE, 0,op,buf);
905 }
906 else
907 Swap_Stat(op,stat_trans[keynum]);
908
909 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
910 return 1;
911 } 835 }
912 switch (key) {
913 case 'n':
914 case 'N': {
915 SET_FLAG(op, FLAG_WIZ);
916 if(op->map==NULL) {
917 LOG(llevError,"Map == NULL in state 2\n");
918 break;
919 }
920
921#if 0
922 /* So that enter_exit will put us at startx/starty */
923 op->x= -1;
924
925 enter_exit(op,NULL);
926#endif
927 SET_ANIMATION(op, 2); /* So player faces south */
928 /* Enter exit adds a player otherwise */
929 add_statbonus(op);
930 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");
931 op->contr->state = ST_CHANGE_CLASS;
932 if (op->msg)
933 new_draw_info(NDI_BLUE, 0, op, op->msg);
934 return 0;
935 }
936 case 'y':
937 case 'Y':
938 roll_stats(op);
939 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
940 return 1;
941
942 case 'q':
943 case 'Q':
944 play_again(op);
945 return 1;
946
947 default:
948 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?");
949 return 0;
950 }
951 return 0;
952} 836}
953 837
954/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
958 * not the class. 842 * not the class.
959 */ 843 */
960 844int
961int key_change_class(object *op, char key) 845key_change_class (object *op, char key)
962{ 846{
963 int tmp_loop; 847 int tmp_loop;
964 848
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 849 if (key == 'd' || key == 'D')
850 {
971 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
972 852
973 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 854 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 855
856 treasurelist *tl = find_treasurelist ("starting_wealth");
857 if (tl)
858 create_treasure (tl, op, 0, 0, 0);
859
977 INVOKE_PLAYER (BIRTH, op->contr); 860 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 861 INVOKE_PLAYER (LOGIN, op->contr);
979 862
980 op->contr->state=ST_PLAYING; 863 op->contr->ns->state = ST_PLAYING;
981 864
982 if (op->msg) { 865 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 866 op->msg = NULL;
985 }
986 867
987 /* We create this now because some of the unique maps will need it 868 /* We create this now because some of the unique maps will need it
988 * to save here. 869 * to save here.
989 */ 870 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 872 make_path_to_file (buf);
992 873
993#ifdef AUTOSAVE 874#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 875 op->contr->last_save_tick = pticks;
995#endif 876#endif
996 start_info(op); 877 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 879 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 880 link_player_skills (op);
1000 esrv_send_inventory(op, op); 881 esrv_send_inventory (op, op);
1001 fix_player(op); 882 op->update_stats ();
1002 883
1003 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1004 * is one for this race 885 * is one for this race
1005 */ 886 */
1006 if(*first_map_ext_path) { 887 if (*first_map_ext_path)
888 {
1007 object *tmp; 889 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 890 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 891
1011 first_map_ext_path, op->arch->name); 892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 893 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 894 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 895 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 896 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 897 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 898 * if the map isn't there, then stay on the
1018 * default initial map */ 899 * default initial map */
1019 free_object(tmp); 900 tmp->destroy ();
901 }
1020 } else { 902 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 903 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 904
1023 return 0; 905 return 0;
1024 } 906 }
1025 907
1026 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1028 */ 910 */
1029 911
1030 tmp_loop = 0; 912 tmp_loop = 0;
1031 while(!tmp_loop) { 913 while (!tmp_loop)
1032 const char *name = add_string (op->name); 914 {
915 shstr name = op->name;
1033 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
917
1034 remove_statbonus(op); 918 op->remove_statbonus ();
1035 remove_ob (op); 919 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 920 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 921 op->arch->clone.copy_to (op);
1038 op->instantiate (); 922 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 924 op->name = op->name_pl = name;
1041 op->name = name;
1042 free_string(op->name_pl);
1043 op->name_pl = add_string(name);
1044 op->x = x; 925 op->x = x;
1045 op->y = y; 926 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 928 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 929 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 930 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 931 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 932 }
933
1055 update_object(op,UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 935 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 936 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 939 op->stats.grace = 0;
940
1061 if (op->msg) 941 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 944 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; 945 return 0;
1065} 946}
1066 947
948int
1067int key_confirm_quit(object *op, char key) 949key_confirm_quit (object *op, char key)
1068{ 950{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
1072 op->contr->state=ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 955 return 1;
1075 } 956 }
1076 957
1077 INVOKE_PLAYER (LOGOUT, op->contr); 958 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 959 INVOKE_PLAYER (QUIT, op->contr);
1079 960
1080 terminate_all_pets(op); 961 terminate_all_pets (op);
1081 leave_map(op); 962 leave_map (op);
1082 op->direction=0; 963 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 965
1086 strcpy(op->contr->killer,"quit"); 966 strcpy (op->contr->killer, "quit");
1087 check_score(op); 967 check_score (op);
1088 op->contr->party=NULL; 968 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 969 op->contr->own_title[0] = '\0';
1091 970
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 971 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 972
973 delete ob->contr;
974
1095 /* We need to hunt for any per player unique maps in memory and 975 /* 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, 976 * 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 977 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 978 */
979 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1101 next = mp->next; 984 next = mp->next;
985
1102 if (!strncmp(mp->path, buf, strlen(buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 987 delete_map (mp);
1104 } 988 }
1105 989
1106 delete_character(op->name, 1); 990 delete_character (ob->name, 1);
1107 } 991
1108 play_again(op);
1109 return 1; 992 return 1;
1110} 993}
1111 994
995void
1112void flee_player(object *op) { 996flee_player (object *op)
997{
1113 int dir,diff; 998 int dir, diff;
1114 rv_vector rv; 999 rv_vector rv;
1115 1000
1116 if(op->stats.hp < 0) { 1001 if (op->stats.hp < 0)
1002 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1003 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1004 CLEAR_FLAG (op, FLAG_SCARED);
1005 return;
1006 }
1007
1008 if (op->enemy == NULL)
1009 {
1010 LOG (llevDebug, "Fleeing player had no enemy.\n");
1011 CLEAR_FLAG (op, FLAG_SCARED);
1012 return;
1013 }
1014
1015 /* Seen some crashes here. Since we don't store an
1016 * op->enemy_count, it is possible that something destroys the
1017 * actual enemy, and the object is recycled.
1018 */
1019 if (op->enemy->map == NULL)
1020 {
1021 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL;
1023 return;
1024 }
1025
1026 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 {
1028 op->enemy = NULL;
1029 CLEAR_FLAG (op, FLAG_SCARED);
1030 return;
1031 }
1032
1033 get_rangevector (op, op->enemy, &rv, 0);
1034
1035 dir = absdir (4 + rv.direction);
1036 for (diff = 0; diff < 3; diff++)
1037 {
1038 int m = 1 - (RANDOM () & 2);
1039
1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1041 return;
1120 } 1042 }
1121 1043
1122 if(op->enemy==NULL) {
1123 LOG(llevDebug,"Fleeing player had no enemy.\n");
1124 CLEAR_FLAG(op, FLAG_SCARED);
1125 return;
1126 }
1127
1128 /* Seen some crashes here. Since we don't store an
1129 * op->enemy_count, it is possible that something destroys the
1130 * actual enemy, and the object is recycled.
1131 */
1132 if (op->enemy->map == NULL) {
1133 CLEAR_FLAG(op, FLAG_SCARED);
1134 op->enemy=NULL;
1135 return;
1136 }
1137
1138 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) {
1139 op->enemy=NULL;
1140 CLEAR_FLAG(op, FLAG_SCARED);
1141 return;
1142 }
1143 get_rangevector(op, op->enemy, &rv, 0);
1144
1145 dir=absdir(4+rv.direction);
1146 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 }
1153 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1046 op->enemy = NULL;
1156} 1047}
1157 1048
1158 1049
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1050/* 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 1051 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1052 * stop.
1162 */ 1053 */
1054int
1163int check_pick(object *op) { 1055check_pick (object *op)
1056{
1164 object *tmp, *next; 1057 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1058 int stop = 0;
1167 int j, k, wvratio; 1059 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1060 char putstring[128], tmpstr[16];
1169 1061
1170
1171 /* if you're flying, you cna't pick up anything */ 1062 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1063 if (op->move_type & MOVE_FLYING)
1173 return 1; 1064 return 1;
1174 1065
1175 op_tag = op->count;
1176
1177 next = op->below; 1066 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1067
1181 /* loop while there are items on the floor that are not marked as 1068 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1069 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1070 while (next && !next->destroyed ())
1184 { 1071 {
1185 tmp = next; 1072 tmp = next;
1186 next = tmp->below; 1073 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1074
1190 if (was_destroyed (op, op_tag)) 1075 if (op->destroyed ())
1191 return 0; 1076 return 0;
1192 1077
1193 if ( ! can_pick (op, tmp)) 1078 if (!can_pick (op, tmp))
1194 continue; 1079 continue;
1195 1080
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1082 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1083 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1084 pick_up (op, tmp);
1200 continue; 1085 continue;
1201 } 1086 }
1202 1087
1203 /* high not bit set? We're using the old autopickup model */ 1088 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1089 if (!(op->contr->mode & PU_NEWMODE))
1090 {
1205 switch (op->contr->mode) { 1091 switch (op->contr->mode)
1092 {
1093 case 0:
1206 case 0: return 1; /* don't pick up */ 1094 return 1; /* don't pick up */
1095 case 1:
1207 case 1: pick_up (op, tmp); 1096 pick_up (op, tmp);
1208 return 1; 1097 return 1;
1098 case 2:
1209 case 2: pick_up (op, tmp); 1099 pick_up (op, tmp);
1210 return 0; 1100 return 0;
1101 case 3:
1211 case 3: return 0; /* stop before pickup */ 1102 return 0; /* stop before pickup */
1103 case 4:
1212 case 4: pick_up (op, tmp); 1104 pick_up (op, tmp);
1213 break; 1105 break;
1106 case 5:
1214 case 5: pick_up (op, tmp); 1107 pick_up (op, tmp);
1215 stop = 1; 1108 stop = 1;
1216 break; 1109 break;
1217 case 6: 1110 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1219 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1220 pick_up(op, tmp); 1112 pick_up (op, tmp);
1221 break; 1113 break;
1222 1114
1223 case 7: 1115 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1116 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1117 pick_up (op, tmp);
1226 break; 1118 break;
1227 1119
1228 default: 1120 default:
1229 /* use value density */ 1121 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1232 / (tmp->weight * MAX (tmp->nrof, 1)))
1233 >= op->contr->mode)
1234 pick_up(op,tmp); 1124 pick_up (op, tmp);
1235 }
1236 }
1237 else { /* old model */
1238 /* NEW pickup handling */
1239 if(op->contr->mode & PU_DEBUG)
1240 {
1241 /* some debugging code to figure out item information */
1242 if(tmp->name!=NULL)
1243 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1244 tmp->name, tmp->type,
1245 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1246 else
1247 sprintf(putstring,"item name: %s item type: %d weight/value: %d",
1248 tmp->arch->name, tmp->type,
1249 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1250 new_draw_info(NDI_UNIQUE, 0,op,putstring);
1251
1252 sprintf(putstring,"...flags: ");
1253 for(k=0;k<4;k++)
1254 {
1255 for(j=0;j<32;j++)
1256 {
1257 if((tmp->flags[k]>>j)&0x01)
1258 {
1259 sprintf(tmpstr,"%d ",k*32+j);
1260 strcat(putstring, tmpstr);
1261 } 1125 }
1262 } 1126 }
1263 } 1127 else
1128 { /* old model */
1129 /* NEW pickup handling */
1130 if (op->contr->mode & PU_DEBUG)
1131 {
1132 /* some debugging code to figure out item information */
1133 if (tmp->name != NULL)
1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1135 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1136 else
1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1138 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1139 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1140
1141 sprintf (putstring, "...flags: ");
1142 for (k = 0; k < 4; k++)
1143 {
1144 for (j = 0; j < 32; j++)
1145 {
1146 if ((tmp->flags[k] >> j) & 0x01)
1147 {
1148 sprintf (tmpstr, "%d ", k * 32 + j);
1149 strcat (putstring, tmpstr);
1150 }
1151 }
1152 }
1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1265 1154
1266#if 0 1155#if 0
1267 /* print the flags too */ 1156 /* print the flags too */
1268 for(k=0;k<4;k++) 1157 for (k = 0; k < 4; k++)
1269 { 1158 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1271 for(j=0;j<32;j++) 1160 for (j = 0; j < 32; j++)
1272 { 1161 {
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1274 if(!((j+1)%4))fprintf(stderr," "); 1163 if (!((j + 1) % 4))
1275 } 1164 fprintf (stderr, " ");
1165 }
1276 fprintf(stderr," [%d]\n", k*32); 1166 fprintf (stderr, " [%d]\n", k * 32);
1277 } 1167 }
1278#endif 1168#endif
1279 } 1169 }
1280 /* philosophy: 1170 /* philosophy:
1281 * It's easy to grab an item type from a pile, as long as it's 1171 * 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 1172 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a 1173 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for 1174 * grab-as-you-run type mode that's really useful for arrows for
1285 * example. 1175 * example.
1286 * The drawback: right now it has no frontend, so you need to 1176 * 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 1177 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#> 1178 * convert to decimal and then 'pickup <#>
1289 */ 1179 */
1290 1180
1291 /* the first two modes are exclusive: if NOTHING we return, if 1181 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially, 1182 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */ 1183 * meaning if any test passes, the item gets picked up. */
1294 1184
1295 /* if mode is set to pick nothing up, return */ 1185 /* if mode is set to pick nothing up, return */
1296 1186
1297 if(op->contr->mode & PU_NOTHING) return 1; 1187 if (op->contr->mode & PU_NOTHING)
1188 return 1;
1298 1189
1299 /* if mode is set to stop when encountering objects, return */ 1190 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick 1191 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */ 1192 * anything up */
1302 1193
1303 if(op->contr->mode & PU_STOP) return 0; 1194 if (op->contr->mode & PU_STOP)
1195 return 0;
1304 1196
1305 /* useful for going into stores and not losing your settings... */ 1197 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while 1198 /* and for battles wher you don't want to get loaded down while
1307 * fighting */ 1199 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1; 1200 if (op->contr->mode & PU_INHIBIT)
1201 return 1;
1309 1202
1310 /* prevent us from turning into auto-thieves :) */ 1203 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1204 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1205 continue;
1312 1206
1313 /* ignore known cursed objects */ 1207 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1209 continue;
1315 1210
1316 /* all food and drink if desired */ 1211 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */ 1212 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD) 1213 if (op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD) 1214 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1321 if(op->contr->mode & PU_DRINK) 1220 if (op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1221 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; } 1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1324 1226
1325 if(op->contr->mode & PU_POTION) 1227 if (op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION) 1228 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1328 1233
1329 /* spellbooks, skillscrolls and normal books/scrolls */ 1234 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK) 1235 if (op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK) 1236 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1333 if(op->contr->mode & PU_SKILLSCROLL) 1242 if (op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL) 1243 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1336 if(op->contr->mode & PU_READABLES) 1249 if (op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL) 1250 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1339 1255
1340 /* wands/staves/rods/horns */ 1256 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE) 1257 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1258 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1344 1263
1345 /* pick up all magical items */ 1264 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL) 1265 if (op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1266 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; } 1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1349 1271
1350 if(op->contr->mode & PU_VALUABLES) 1272 if (op->contr->mode & PU_VALUABLES)
1351 { 1273 {
1352 if (tmp->type == MONEY || tmp->type == GEM) 1274 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1275 {
1354 } 1276 pick_up (op, tmp);
1277 continue;
1278 }
1279 }
1355 1280
1356 /* rings & amulets - talismans seems to be typed AMULET */ 1281 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS) 1282 if (op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET) 1283 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1360 1288
1289 /* we don't forget dragon food */
1290 if (op->contr->mode & PU_FLESH)
1291 if (tmp->type == FLESH)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1361 /* bows and arrows. Bows are good for selling! */ 1297 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW) 1298 if (op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW) 1299 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1365 if(op->contr->mode & PU_ARROW) 1305 if (op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW) 1306 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1368 1311
1369 /* all kinds of armor etc. */ 1312 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR) 1313 if (op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR) 1314 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1373 if(op->contr->mode & PU_HELMET) 1320 if (op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET) 1321 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1376 if(op->contr->mode & PU_SHIELD) 1327 if (op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD) 1328 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1379 if(op->contr->mode & PU_BOOTS) 1334 if (op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS) 1335 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1382 if(op->contr->mode & PU_GLOVES) 1341 if (op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES) 1342 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1385 if(op->contr->mode & PU_CLOAK) 1348 if (op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK) 1349 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1388 1354
1389 /* hoping to catch throwing daggers here */ 1355 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON) 1356 if (op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1357 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1393 1362
1394 /* careful: chairs and tables are weapons! */ 1363 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON) 1364 if (op->contr->mode & PU_ALLWEAPON)
1396 { 1365 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL) 1366 if (tmp->type == WEAPON && tmp->name != NULL)
1398 { 1367 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1368 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1369 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1370 {
1402 } 1371 pick_up (op, tmp);
1372 continue;
1373 }
1374 }
1375
1403 if(tmp->type == WEAPON && tmp->name==NULL) 1376 if (tmp->type == WEAPON && tmp->name == NULL)
1404 { 1377 {
1405 if(strstr(tmp->arch->name,"table")==NULL && 1378 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1406 strstr(tmp->arch->name,"chair")==NULL) 1379 {
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1380 pick_up (op, tmp);
1381 continue;
1382 }
1383 }
1408 } 1384 }
1409 }
1410 1385
1411 /* misc stuff that's useful */ 1386 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY) 1387 if (op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1388 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1389 {
1390 pick_up (op, tmp);
1391 continue;
1392 }
1415 1393
1416 /* any of the last 4 bits set means we use the ratio for value 1394 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */ 1395 * pickups */
1418 if(op->contr->mode & PU_RATIO) 1396 if (op->contr->mode & PU_RATIO)
1419 { 1397 {
1420 /* use value density to decide what else to grab */ 1398 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */ 1399 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits 1400 /* >=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 */ 1401 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5; 1402 wvratio = (op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1403 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1426 { 1404 {
1427 pick_up(op, tmp); 1405 pick_up (op, tmp);
1428#if 0 1406#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1407 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) { 1408 if (tmp->name != NULL)
1409 {
1431 fprintf(stderr,"%s", tmp->name); 1410 fprintf (stderr, "%s", tmp->name);
1432 } 1411 }
1412 else
1433 else fprintf(stderr,"%s",tmp->arch->name); 1413 fprintf (stderr, "%s", tmp->arch->name);
1434 fprintf(stderr,",%d] = ", tmp->type); 1414 fprintf (stderr, ",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1415 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1436#endif 1416#endif
1437 continue; 1417 continue;
1418 }
1438 } 1419 }
1420 } /* the new pickup model */
1439 } 1421 }
1440 } /* the new pickup model */ 1422
1441 }
1442 return ! stop; 1423 return !stop;
1443} 1424}
1444 1425
1445/* 1426/*
1446 * Find an arrow in the inventory and after that 1427 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1428 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1429 * found object is returned.
1449 */ 1430 */
1431object *
1450object *find_arrow(object *op, const char *type) 1432find_arrow (object *op, const char *type)
1451{ 1433{
1452 object *tmp = NULL; 1434 object *tmp = NULL;
1453 1435
1454 for(op=op->inv; op; op=op->below) 1436 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1437 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); 1438 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1439 else if (op->type == ARROW && op->race == type)
1459 return op; 1440 return op;
1460 return tmp; 1441 return tmp;
1461} 1442}
1462 1443
1463/* 1444/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1445 * 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 1446 * 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 1447 * 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. 1448 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1449 */
1469 1450
1451object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1452find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1453{
1472 object *tmp = NULL, *arrow, *ntmp; 1454 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1455 int attacknum, attacktype, betterby = 0, i;
1474 1456
1475 if (!type) 1457 if (!type)
1476 return NULL; 1458 return NULL;
1477 1459
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1460 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1461 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1462 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1463 {
1481 i = 0; 1464 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1465 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1466 if (i > betterby)
1467 {
1484 tmp = ntmp; 1468 tmp = ntmp;
1485 betterby = i; 1469 betterby = i;
1486 } 1470 }
1471 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1472 else if (arrow->type == ARROW && arrow->race == type)
1473 {
1488 /* allways prefer assasination/slaying */ 1474 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1475 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1476 {
1491 if (arrow->attacktype & AT_DEATH) { 1477 if (arrow->attacktype & AT_DEATH)
1478 {
1492 *better = 100; 1479 *better = 100;
1493 return arrow; 1480 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1481 }
1498 } else { 1482 else
1499 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) {
1500 attacktype = 1<<attacknum;
1501 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) {
1503 tmp = arrow;
1504 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100;
1505 }
1506 } 1483 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1484 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1510 }
1511 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) {
1512 tmp = arrow;
1513 betterby = 1 + arrow->magic + arrow->stats.dam;
1514 } 1486 }
1515 } 1487 }
1488 else
1489 {
1490 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491 {
1492 attacktype = 1 << attacknum;
1493 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1494 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1495 {
1496 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1498 }
1499 }
1500 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1501 {
1502 tmp = arrow;
1503 betterby = 2 + arrow->magic + arrow->stats.dam;
1504 }
1505 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1506 {
1507 tmp = arrow;
1508 betterby = 1 + arrow->magic + arrow->stats.dam;
1509 }
1516 } 1510 }
1511 }
1517 } 1512 }
1518 if (tmp == NULL && arrow == NULL) 1513 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1514 return find_arrow (op, type);
1520 1515
1521 *better = betterby; 1516 *better = betterby;
1522 return tmp; 1517 return tmp;
1523} 1518}
1524 1519
1525/* looks in a given direction, finds the first valid target, and calls 1520/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1521 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1522 * op = the shooter
1528 * type = bow->race 1523 * type = bow->race
1529 * dir = fire direction 1524 * dir = fire direction
1530 */ 1525 */
1531 1526
1527object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1528pick_arrow_target (object *op, const char *type, int dir)
1533{ 1529{
1534 object *tmp = NULL; 1530 object *tmp = NULL;
1535 mapstruct *m; 1531 maptile *m;
1536 int i, mflags, found, number; 1532 int i, mflags, found, number;
1537 sint16 x, y; 1533 sint16 x, y;
1538 1534
1539 if (op->map == NULL) 1535 if (op->map == NULL)
1540 return find_arrow(op, type); 1536 return find_arrow (op, type);
1541 1537
1542 /* do a dex check */ 1538 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1539 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))) 1540 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1541 return find_arrow (op, type);
1546 1542
1547 m = op->map; 1543 m = op->map;
1548 x = op->x; 1544 x = op->x;
1549 y = op->y; 1545 y = op->y;
1550 1546
1551 /* find the first target */ 1547 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1548 for (i = 0, found = 0; i < 20; i++)
1549 {
1553 x += freearr_x[dir]; 1550 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1551 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1552 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1553 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1554 {
1557 tmp = NULL; 1555 tmp = NULL;
1556 break;
1557 }
1558 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1559 {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 }
1566 if (mflags & P_IS_ALIVE)
1567 {
1568 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 {
1571 found++;
1572 break;
1573 }
1574 if (found)
1558 break; 1575 break;
1559 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) {
1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1561 * perhaps a bad assumption.
1562 */
1563 tmp = NULL;
1564 break;
1565 } 1576 }
1566 if (mflags & P_IS_ALIVE) {
1567 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above)
1568 if (QUERY_FLAG(tmp, FLAG_ALIVE)) {
1569 found++;
1570 break;
1571 }
1572 if (found)
1573 break;
1574 }
1575 } 1577 }
1576 if (tmp == NULL) 1578 if (tmp == NULL)
1577 return find_arrow(op, type); 1579 return find_arrow (op, type);
1578 1580
1579 if (tmp->head) 1581 if (tmp->head)
1580 tmp = tmp->head; 1582 tmp = tmp->head;
1581 1583
1582 return find_better_arrow(op, tmp, type, &i); 1584 return find_better_arrow (op, tmp, type, &i);
1583} 1585}
1584 1586
1585/* 1587/*
1586 * Creature fires a bow - op can be monster or player. Returns 1588 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1589 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1592 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1593 * 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 1594 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1595 * player fire modes.
1594 */ 1596 */
1597int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1598fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1599{
1598 object *left, *bow; 1600 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1601 int bowspeed, mflags;
1601 mapstruct *m; 1602 maptile *m;
1602 1603
1603 if (!dir) { 1604 if (!dir)
1605 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1606 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1607 return 0;
1606 } 1608 }
1609
1607 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1611 bow = op->contr->ranges[range_bow];
1609 else { 1612 else
1613 {
1610 for(bow=op->inv; bow; bow=bow->below) 1614 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1615 /* 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. 1616 * don't need to switch back and forth between bows and weapons.
1613 */ 1617 */
1614 if(bow->type==BOW) 1618 if (bow->type == BOW)
1615 break; 1619 break;
1616 1620
1617 if (!bow) { 1621 if (!bow)
1622 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1624 return 0;
1620 } 1625 }
1621 } 1626 }
1627
1622 if( !bow->race || !bow->skill) { 1628 if (!bow->race || !bow->skill)
1629 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1631 return 0;
1625 } 1632 }
1626 1633
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1635
1629 /* penalize ROF for bestarrow */ 1636 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1632 if (bowspeed < 1) 1640 if (bowspeed < 1)
1633 bowspeed = 1; 1641 bowspeed = 1;
1634 1642
1635 if (arrow == NULL) { 1643 if (arrow == NULL)
1644 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1645 if ((arrow = find_arrow (op, bow->race)) == NULL)
1646 {
1637 if (op->type == PLAYER) 1647 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1648 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 */ 1649 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1650 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1651 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1652 return 0;
1644 } 1653 }
1645 } 1654 }
1655
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1657 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1658 return 0;
1649 } 1659
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1660 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1661 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1662 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1663 return 0;
1653 } 1664 }
1654 1665
1655 /* this should not happen, but sometimes does */ 1666 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1667 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1668 {
1658 free_object(arrow); 1669 arrow->destroy ();
1659 return 0; 1670 return 0;
1660 } 1671 }
1661 1672
1662 left = arrow; /* these are arrows left to the player */ 1673 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1674 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1675 if (!arrow)
1676 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1677 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1678 return 0;
1669 } 1679 }
1670 set_owner(arrow, op); 1680
1671 if (arrow->skill) free_string(arrow->skill); 1681 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1682 arrow->skill = bow->skill;
1673 1683
1674 arrow->direction=dir; 1684 arrow->direction = dir;
1675 arrow->x = sx; 1685 arrow->x = sx;
1676 arrow->y = sy; 1686 arrow->y = sy;
1677 1687
1678 if (op->type == PLAYER) { 1688 if (op->type == PLAYER)
1689 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1691 op->update_stats ();
1681 } 1692 }
1682 1693
1683 SET_ANIMATION(arrow, arrow->direction); 1694 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1696 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1697 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1698 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1699 arrow->spellarg = strdup (arrow->slaying);
1689 1700
1690 /* Note that this was different for monsters - they got their level 1701 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1702 * added to the damage. I think the strength bonus is more proper.
1692 */ 1703 */
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 1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706
1698 /* update the speed */ 1707 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1709 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 1710
1704 if (arrow->speed < 1.0) 1711 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1712 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1713 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1714 arrow->speed_left = 0;
1708 1715
1709 if (op->type == PLAYER) { 1716 if (op->type == PLAYER)
1717 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1720 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 1721
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1722 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1723 }
1724 else
1725 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1726 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; 1727 arrow->level = op->level;
1721 } 1728 }
1729
1722 if (arrow->attacktype == AT_PHYSICAL) 1730 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1731 arrow->attacktype |= bow->attacktype;
1732
1724 if (bow->slaying != NULL) 1733 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1734 arrow->slaying = bow->slaying;
1726 1735
1727 arrow->map = m; 1736 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1737 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1739
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1740 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count;
1733 insert_ob_in_map(arrow, m, op, 0); 1741 insert_ob_in_map (arrow, m, op, 0);
1734 1742
1735 if (!was_destroyed(arrow, tag)) 1743 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1744 move_arrow (arrow);
1737 1745
1738 if (op->type == PLAYER) { 1746 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1747 {
1748 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1749 esrv_del_item (op->contr, left->count);
1741 else 1750 else
1742 esrv_send_item(op, left); 1751 esrv_send_item (op, left);
1743 } 1752 }
1753
1744 return 1; 1754 return 1;
1745} 1755}
1746 1756
1747/* Special fire code for players - this takes into 1757/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1758 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1759 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1760 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1761 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1762 * hence the function name.
1753 */ 1763 */
1764int
1754int player_fire_bow(object *op, int dir) 1765player_fire_bow (object *op, int dir)
1755{ 1766{
1756 int ret=0, wcmod=0; 1767 int ret = 0, wcmod = 0;
1757 1768
1758 if (op->contr->bowtype == bow_bestarrow) { 1769 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1770 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1771 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); 1772 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1776 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1778 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1779 else if (op->contr->bowtype == bow_threewide)
1780 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1781 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)]); 1782 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)]); 1783 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1784 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1785 else if (op->contr->bowtype == bow_spreadshot)
1786 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1787 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); 1788 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); 1789 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1790
1776 } else { 1791 }
1792 else
1793 {
1777 /* Simple case */ 1794 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1795 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1796 }
1780 return ret; 1797 return ret;
1781} 1798}
1782 1799
1783 1800
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1801/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1802 * Broken apart from 'fire' to keep it more readable.
1786 */ 1803 */
1804void
1787void fire_misc_object(object *op, int dir) 1805fire_misc_object (object *op, int dir)
1788{ 1806{
1789 object *item; 1807 object *item;
1790 1808
1791 if (!op->contr->ranges[range_misc]) { 1809 if (!op->contr->ranges[range_misc])
1810 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1811 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1812 return;
1794 } 1813 }
1795 1814
1796 item = op->contr->ranges[range_misc]; 1815 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1816 if (!item->inv)
1817 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1818 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1819 return;
1800 } 1820 }
1801 if (item->type == WAND) { 1821 if (item->type == WAND)
1822 {
1802 if(item->stats.food<=0) { 1823 if (item->stats.food <= 0)
1824 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1825 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)); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1827 return;
1806 } 1828 }
1829 }
1807 } else if (item->type == ROD || item->type==HORN) { 1830 else if (item->type == ROD || item->type == HORN)
1831 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1832 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1833 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1835 if (item->type == ROD)
1811 new_draw_info_format(NDI_UNIQUE, 0,op,
1812 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1836 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1837 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1838 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 "The %s needs more time to charge.", query_base_name(item,0));
1816 return; 1839 return;
1817 } 1840 }
1818 } 1841 }
1819 1842
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1843 if (cast_spell (op, item, dir, item->inv, NULL))
1844 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1845 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1846 if (item->type == WAND)
1847 {
1823 if (!(--item->stats.food)) { 1848 if (!(--item->stats.food))
1849 {
1824 object *tmp; 1850 object *tmp;
1851
1825 if (item->arch) { 1852 if (item->arch)
1853 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1854 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1855 item->face = item->arch->clone.face;
1828 item->speed = 0; 1856 item->speed = 0;
1829 update_ob_speed(item); 1857 update_ob_speed (item);
1830 } 1858 }
1831 if ((tmp=is_player_inv(item))) 1859 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1860 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1861 }
1834 } 1862 }
1835 else if (item->type == ROD || item->type==HORN) { 1863 else if (item->type == ROD || item->type == HORN)
1864 {
1836 drain_rod_charge(item); 1865 drain_rod_charge (item);
1837 } 1866 }
1838 } 1867 }
1839} 1868}
1840 1869
1841/* Received a fire command for the player - go and do it. 1870/* Received a fire command for the player - go and do it.
1842 */ 1871 */
1872void
1843void fire(object *op,int dir) { 1873fire (object *op, int dir)
1874{
1844 int spellcost=0; 1875 int spellcost = 0;
1845 1876
1846 /* check for loss of invisiblity/hide */ 1877 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1878 if (action_makes_visible (op))
1879 make_visible (op);
1848 1880
1849 switch(op->contr->shoottype) { 1881 switch (op->contr->shoottype)
1882 {
1850 case range_none: 1883 case range_none:
1884 return;
1885
1886 case range_bow:
1887 player_fire_bow (op, dir);
1888 return;
1889
1890 case range_magic: /* Casting spells */
1891 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1892 return;
1893
1894 case range_misc:
1895 fire_misc_object (op, dir);
1896 return;
1897
1898 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir);
1906 return;
1907
1908 case range_skill:
1909 if (!op->chosen_skill)
1910 {
1911 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1913 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 } 1914 }
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); 1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1916 return;
1917 case range_builder:
1918 apply_map_builder (op, dir);
1919 return;
1887 default: 1920 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1922 return;
1890 } 1923 }
1891} 1924}
1892 1925
1893 1926
1894 1927
1901 * inv is the objects inventory to searched 1934 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1935 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1936 * This function can be called recursively to search containers.
1904 */ 1937 */
1905 1938
1939object *
1906object * find_key(object *pl, object *container, object *door) 1940find_key (object *pl, object *container, object *door)
1907{ 1941{
1908 object *tmp,*key; 1942 object *tmp, *key;
1909 1943
1910 /* Should not happen, but sanity checking is never bad */ 1944 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1945 if (container->inv == NULL)
1946 return NULL;
1912 1947
1913 /* First, lets try to find a key in the top level inventory */ 1948 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1950 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1951 if (door->type == DOOR && tmp->type == KEY)
1952 break;
1916 /* For sanity, we should really check door type, but other stuff 1953 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1954 * (like containers) can be locked with special keys
1918 */ 1955 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1957 break;
1921 } 1958 }
1922 /* No key found - lets search inventories now */ 1959 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1960 /* 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 1961 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1962 * a key, return
1926 */ 1963 */
1927 if (!tmp) { 1964 if (!tmp)
1965 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1967 {
1929 /* No reason to search empty containers */ 1968 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1969 if (tmp->type == CONTAINER && tmp->inv)
1970 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1971 if ((key = find_key (pl, tmp, door)) != NULL)
1972 return key;
1932 } 1973 }
1933 } 1974 }
1975 if (!tmp)
1934 if (!tmp) return NULL; 1976 return NULL;
1935 } 1977 }
1936 /* We get down here if we have found a key. Now if its in a container, 1978 /* 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 1979 * see if we actually want to use it
1938 */ 1980 */
1939 if (pl!=container) { 1981 if (pl != container)
1982 {
1940 /* Only let players use keys in containers */ 1983 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1984 if (!pl->contr)
1985 return NULL;
1942 /* cases where this fails: 1986 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1987 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1988 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1989 * If the container is not active, return now since only active
1946 * containers can be used. 1990 * containers can be used.
1947 * If we only search keyrings and the container does not have 1991 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1992 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1993 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1994 * inv must have been an container and must have been active.
1951 * 1995 *
1952 * Change the color so that the message doesn't disappear with 1996 * Change the color so that the message doesn't disappear with
1953 * all the others. 1997 * all the others.
1954 */ 1998 */
1955 if (pl->contr->usekeys == key_inventory || 1999 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 2000 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 2001 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 2002 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 2004 "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; 2005 return NULL;
1964 } 2006 }
1965 } 2007 }
1966 return tmp; 2008 return tmp;
1967} 2009}
1968 2010
1969/* moved door processing out of move_player_attack. 2011/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2012 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2013 * such that the caller should not do anything more,
1972 * 0 otherwise 2014 * 0 otherwise
1973 */ 2015 */
2016static int
1974static int player_attack_door(object *op, object *door) 2017player_attack_door (object *op, object *door)
1975{ 2018{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2019 /* 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 - 2020 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2021 * otherwise, we fall through to the rest of the code.
1980 */ 2022 */
1981 object *key=find_key(op, op, door); 2023 object *key = find_key (op, op, door);
1982 2024
1983 /* IF we found a key, do some extra work */ 2025 /* IF we found a key, do some extra work */
1984 if (key) { 2026 if (key)
2027 {
1985 object *container=key->env; 2028 object *container = key->env;
1986 2029
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2031 if (action_makes_visible (op))
2032 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2035 if (door->type == DOOR)
2036 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2037 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2038 }
1993 else if(door->type==LOCKED_DOOR) { 2039 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2040 {
1995 "You open the door with the %s", query_short_name(key)); 2041 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 ;-) */ 2042 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2043 }
1998 /* Do this after we print the message */ 2044 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2045 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2046 /* Need to update the weight the container the key was in */
2001 if (container != op) 2047 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2048 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2049 return 1; /* Nothing more to do below */
2050 }
2004 } else if (door->type==LOCKED_DOOR) { 2051 else if (door->type == LOCKED_DOOR)
2052 {
2005 /* Might as well return now - no other way to open this */ 2053 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2054 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2055 return 1;
2008 } 2056 }
2009 return 0; 2057 return 0;
2010} 2058}
2011 2059
2012/* This function is just part of a breakup from move_player. 2060/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2061 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2062 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2063 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2064 * going to try and move (not fire weapons).
2017 */ 2065 */
2018 2066void
2019void move_player_attack(object *op, int dir) 2067move_player_attack (object *op, int dir)
2020{ 2068{
2021 object *tmp, *mon; 2069 object *tmp, *mon;
2022 sint16 nx, ny; 2070 sint16 nx, ny;
2023 int on_battleground; 2071 int on_battleground;
2024 mapstruct *m; 2072 maptile *m;
2025 2073
2026 nx=freearr_x[dir]+op->x; 2074 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2075 ny = freearr_y[dir] + op->y;
2028 2076
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2077 on_battleground = op_on_battleground (op, 0, 0);
2030 2078
2031 /* If braced, or can't move to the square, and it is not out of the 2079 /* If braced, or can't move to the square, and it is not out of the
2032 * map, attack it. Note order of if statement is important - don't 2080 * map, attack it. Note order of if statement is important - don't
2033 * want to be calling move_ob if braced, because move_ob will move the 2081 * want to be calling move_ob if braced, because move_ob will move the
2034 * player. This is a pretty nasty hack, because if we could 2082 * player. This is a pretty nasty hack, because if we could
2035 * move to some space, it then means that if we are braced, we should 2083 * move to some space, it then means that if we are braced, we should
2036 * do nothing at all. As it is, if we are braced, we go through 2084 * do nothing at all. As it is, if we are braced, we go through
2037 * quite a bit of processing. However, it probably is less than what 2085 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2086 * move_ob uses.
2039 */ 2087 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2088 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2089 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2090 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2092 m = get_map_from_coord (op->map, &nx, &ny);
2093 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2094 return; /* Don't think this should happen */
2095 }
2096 else
2097 m = op->map;
2098
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2100 {
2045 else m =op->map;
2046
2047 if ((tmp=get_map_ob(m,nx,ny))==NULL) {
2048 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2102 return;
2103 }
2104
2105 mon = 0;
2106 /* Go through all the objects, and find ones of interest. Only stop if
2107 * we find a monster - that is something we know we want to attack.
2108 * if its a door or barrel (can roll) see if there may be monsters
2109 * on the space
2110 */
2111 while (tmp)
2112 {
2113 if (tmp == op)
2114 {
2115 tmp = tmp->above;
2116 continue;
2117 }
2118
2119 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2120 {
2121 mon = tmp;
2122 break;
2123 }
2124
2125 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2126 mon = tmp;
2127
2128 tmp = tmp->above;
2129 }
2130
2131 if (!mon) /* This happens anytime the player tries to move */
2132 return; /* into a wall */
2133
2134 if (mon->head)
2135 mon = mon->head;
2136
2137 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2138 if (player_attack_door (op, mon))
2139 return;
2140
2141 /* The following deals with possibly attacking peaceful
2142 * or frienddly creatures. Basically, all players are considered
2143 * unaggressive. If the moving player has peaceful set, then the
2144 * object should be pushed instead of attacked. It is assumed that
2145 * if you are braced, you will not attack friends accidently,
2146 * and thus will not push them.
2147 */
2148
2149 /* If the creature is a pet, push it even if the player is not
2150 * peaceful. Our assumption is the creature is a pet if the
2151 * player owns it and it is either friendly or unagressive.
2152 */
2153 if ((op->type == PLAYER)
2154#if COZY_SERVER
2155 &&
2156 ((mon->owner && mon->owner->contr
2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2158#else
2159 && mon->owner == op
2160#endif
2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2162 {
2163 /* If we're braced, we don't want to switch places with it */
2164 if (op->contr->braced)
2049 return; 2165 return;
2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2167 (void) push_ob (mon, dir, op);
2168 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op);
2170 return;
2050 } 2171 }
2051 2172
2052 mon = NULL; 2173 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2174 * creatures. Note that if you are braced, you can't push
2054 * we find a monster - that is something we know we want to attack. 2175 * someone, but put it inside this loop so that you won't
2055 * if its a door or barrel (can roll) see if there may be monsters 2176 * attack them either.
2056 * on the space
2057 */ 2177 */
2058 while (tmp!=NULL) { 2178 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2179 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2180#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2181 (op->contr->peaceful
2182 || (mon->type == PLAYER
2183 && mon->contr->
2184 peaceful)) &&
2185#else
2186 op->contr->peaceful &&
2187#endif
2188 !on_battleground))
2189 {
2190 if (!op->contr->braced)
2191 {
2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2193 (void) push_ob (mon, dir, op);
2062 } 2194 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2195 else
2064 mon = tmp; 2196 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2197
2198 if (op->contr->tmp_invis || op->hide)
2199 make_visible (op);
2200 }
2201
2202 /* If the object is a boulder or other rollable object, then
2203 * roll it if not braced. You can't roll it if you are braced.
2204 */
2205 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2206 {
2207 recursive_roll (mon, dir, op);
2208 if (action_makes_visible (op))
2209 make_visible (op);
2210 }
2211
2212 /* Any generic living creature. Including things like doors.
2213 * Way it works is like this: First, it must have some hit points
2214 * and be living. Then, it must be one of the following:
2215 * 1) Not a player, 2) A player, but of a different party. Note
2216 * that party_number -1 is no party, so attacks can still happen.
2217 */
2218
2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2220 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2221 {
2222
2223 /* If the player hasn't hit something this tick, and does
2224 * so, give them speed boost based on weapon speed. Doing
2225 * it here is better than process_players2, which basically
2226 * incurred a 1 tick offset.
2227 */
2228 if (!op->contr->has_hit)
2229 {
2230 op->speed_left += op->speed / op->contr->weapon_sp;
2231
2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2233 }
2067 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL))
2068 mon = tmp;
2069 tmp=tmp->above;
2070 }
2071
2072 if (mon==NULL) /* This happens anytime the player tries to move */
2073 return; /* into a wall */
2074 2234
2075 if(mon->head != NULL) 2235 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2236
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2237 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2238 * hitback, and doesn't loose luck either.
2080 2239 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2240 * the wiz.
2082 * or frienddly creatures. Basically, all players are considered
2083 * unaggressive. If the moving player has peaceful set, then the
2084 * object should be pushed instead of attacked. It is assumed that
2085 * if you are braced, you will not attack friends accidently,
2086 * and thus will not push them.
2087 */ 2241 */
2088 2242 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2089 /* If the creature is a pet, push it even if the player is not
2090 * peaceful. Our assumption is the creature is a pet if the
2091 * player owns it and it is either friendly or unagressive.
2092 */
2093 if ((op->type==PLAYER)
2094#if COZY_SERVER
2095 &&
2096 (
2097 (get_owner(mon) && get_owner(mon)->contr
2098 && same_party (get_owner(mon)->contr->party, op->contr->party))
2099 || get_owner(mon) == op
2100 )
2101#else
2102 && get_owner(mon)==op
2103#endif
2104 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)))
2105 {
2106 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) return;
2108 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2109 (void) push_ob(mon,dir,op);
2110 if(op->contr->tmp_invis||op->hide) make_visible(op);
2111 return;
2112 }
2113
2114 /* in certain circumstances, you shouldn't attack friendly
2115 * creatures. Note that if you are braced, you can't push
2116 * someone, but put it inside this loop so that you won't
2117 * attack them either.
2118 */
2119 if ((mon->type==PLAYER || mon->enemy != op) &&
2120 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) &&
2121 (
2122#ifdef PROHIBIT_PLAYERKILL
2123 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) &&
2124#else
2125 op->contr->peaceful &&
2126#endif
2127 !on_battleground
2128 )) { 2243 {
2129 if (!op->contr->braced) { 2244 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2245
2131 (void) push_ob(mon,dir,op); 2246 mon->contr->has_hit = 1;
2132 } else { 2247 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2248 mon->stats.luck = luck;
2134 } 2249 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2250
2138 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced.
2140 */
2141 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) {
2142 recursive_roll(mon,dir,op);
2143 if(action_makes_visible(op)) make_visible(op); 2251 if (action_makes_visible (op))
2144 } 2252 make_visible (op);
2145
2146 /* Any generic living creature. Including things like doors.
2147 * Way it works is like this: First, it must have some hit points
2148 * and be living. Then, it must be one of the following:
2149 * 1) Not a player, 2) A player, but of a different party. Note
2150 * that party_number -1 is no party, so attacks can still happen.
2151 */
2152
2153 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) &&
2154 ((mon->type!=PLAYER || op->contr->party==NULL ||
2155 op->contr->party!=mon->contr->party))) {
2156
2157 /* If the player hasn't hit something this tick, and does
2158 * so, give them speed boost based on weapon speed. Doing
2159 * it here is better than process_players2, which basically
2160 * incurred a 1 tick offset.
2161 */
2162 if (!op->contr->has_hit) {
2163 op->speed_left += op->speed / op->contr->weapon_sp;
2164
2165 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2166 } 2253 }
2167
2168 skill_attack(mon, op, 0, NULL, NULL);
2169
2170 /* If attacking another player, that player gets automatic
2171 * hitback, and doesn't loose luck either.
2172 * Disable hitback on the battleground or if the target is
2173 * the wiz.
2174 */
2175 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit &&
2176 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) {
2177 short luck = mon->stats.luck;
2178 mon->contr->has_hit = 1;
2179 skill_attack(op, mon, 0, NULL, NULL);
2180 mon->stats.luck = luck;
2181 }
2182 if(action_makes_visible(op)) make_visible(op);
2183 }
2184 } /* if player should attack something */ 2254 } /* if player should attack something */
2185} 2255}
2186 2256
2257int
2187int move_player(object *op,int dir) { 2258move_player (object *op, int dir)
2259{
2188 int pick; 2260 int pick;
2189 2261
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2262 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2191 return 0;
2192
2193 /* Sanity check: make sure dir is valid */
2194 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2195 LOG( llevError, "move_player: invalid direction %d\n", dir);
2196 return 0;
2197 }
2198
2199 /* peterm: added following line */
2200 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2201 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2202
2203 op->facing = dir;
2204
2205 if(op->hide) do_hidden_move(op);
2206
2207 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2208 /*nop*/;
2209 else if (op->contr->fire_on)
2210 fire (op, dir);
2211 else
2212 {
2213 move_player_attack (op, dir);
2214 pick = check_pick(op);
2215 }
2216
2217 /* Add special check for newcs players and fire on - this way, the
2218 * server can handle repeat firing.
2219 */
2220 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2221 op->direction = dir;
2222 } else {
2223 op->direction=0;
2224 }
2225 /* Update how the player looks. Use the facing, so direction may
2226 * get reset to zero. This allows for full animation capabilities
2227 * for players.
2228 */
2229 animate_object(op, op->facing);
2230 return 0; 2263 return 0;
2264
2265 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9))
2267 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0;
2270 }
2271
2272 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2275
2276 op->facing = dir;
2277
2278 if (op->hide)
2279 do_hidden_move (op);
2280
2281 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 /*nop */ ;
2283 else if (op->contr->fire_on)
2284 fire (op, dir);
2285 else
2286 {
2287 move_player_attack (op, dir);
2288 pick = check_pick (op);
2289 }
2290
2291 /* Add special check for newcs players and fire on - this way, the
2292 * server can handle repeat firing.
2293 */
2294 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2295 op->direction = dir;
2296 else
2297 op->direction = 0;
2298
2299 /* Update how the player looks. Use the facing, so direction may
2300 * get reset to zero. This allows for full animation capabilities
2301 * for players.
2302 */
2303 animate_object (op, op->facing);
2304 return 0;
2231} 2305}
2232 2306
2233/* This is similar to handle_player, below, but is only used by the 2307/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2308 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2309 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2310 * the new speed values for commands.
2237 * 2311 *
2238 * Returns true if there are more actions we can do. 2312 * Returns true if there are more actions we can do.
2239 */ 2313 */
2314int
2240int handle_newcs_player(object *op) 2315handle_newcs_player (object *op)
2241{ 2316{
2242 if (op->contr->hidden) { 2317 if (op->contr->hidden)
2318 {
2243 op->invisible = 1000; 2319 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2320 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2321 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2322 * alternate it here for it to work correctly.
2247 */ 2323 */
2248 if (pticks & 2) op->invisible--; 2324 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2325 op->invisible--;
2326 }
2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328 {
2329 op->invisible--;
2252 if(!op->invisible) { 2330 if (!op->invisible)
2331 {
2253 make_visible(op); 2332 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2334 }
2256 } 2335 }
2257 2336
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 {
2259 flee_player(op); 2339 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2340 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2341 if (QUERY_FLAG (op, FLAG_SCARED))
2342 {
2262 op->speed_left--; 2343 op->speed_left--;
2263 return 0; 2344 return 0;
2264 } 2345 }
2265 } 2346 }
2266 2347
2267 /* I've been seeing crashes where the golem has been destroyed, but 2348 /* I've been seeing crashes where the golem has been destroyed, but
2268 * the player object still points to the defunct golem. The code that 2349 * the player object still points to the defunct golem. The code that
2269 * destroys the golem looks correct, and it doesn't always happen, so 2350 * destroys the golem looks correct, and it doesn't always happen, so
2270 * put this in a a workaround to clean up the golem pointer. 2351 * put this in a a workaround to clean up the golem pointer.
2271 */ 2352 */
2272 if (op->contr->ranges[range_golem] && 2353 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2273 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2274 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2275 op->contr->ranges[range_golem] = NULL; 2354 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2355
2279 /* call this here - we also will call this in do_ericserver, but 2356 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2357 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2358 * called, so we recheck it here.
2282 */ 2359 */
2283 HandleClient(&op->contr->socket, op->contr); 2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2361 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2285
2286 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2287 /* All move commands take 1 tick, at least for now */
2288 op->speed_left--;
2289
2290 /* Instead of all the stuff below, let move_player take care
2291 * of it. Also, some of the skill stuff is only put in
2292 * there, as well as the confusion stuff.
2293 */
2294 move_player(op, op->direction);
2295 if (op->speed_left>0) return 1;
2296 else return 0;
2297 } 2362 ;
2363
2364 if (op->speed_left < 0)
2298 return 0; 2365 return 0;
2299}
2300 2366
2301int save_life(object *op) { 2367 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2368 {
2369 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--;
2303 2371
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2372 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff.
2375 */
2376 move_player (op, op->direction);
2377 if (op->speed_left > 0)
2378 return 1;
2379 else
2305 return 0; 2380 return 0;
2381 }
2306 2382
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2383 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2384}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2385
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2386int
2311 "Your %s vibrates violently, then evaporates.", 2387save_life (object *op)
2312 query_name(tmp)); 2388{
2313 if (op->contr)
2314 esrv_del_item(op->contr, tmp->count);
2315 remove_ob(tmp);
2316 free_object(tmp);
2317 CLEAR_FLAG(op, FLAG_LIFESAVE);
2318 if(op->stats.hp<0)
2319 op->stats.hp = op->stats.maxhp;
2320 if(op->stats.food<0)
2321 op->stats.food = 999;
2322 fix_player(op);
2323 return 1;
2324 }
2325 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2326 CLEAR_FLAG(op, FLAG_LIFESAVE); 2389 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2390 return 0;
2391
2392 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2394 {
2395 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2397
2398 if (op->contr)
2399 esrv_del_item (op->contr, tmp->count);
2400
2401 tmp->destroy ();
2402 CLEAR_FLAG (op, FLAG_LIFESAVE);
2403
2404 if (op->stats.hp < 0)
2405 op->stats.hp = op->stats.maxhp;
2406
2407 if (op->stats.food < 0)
2408 op->stats.food = 999;
2409
2410 op->update_stats ();
2411 return 1;
2412 }
2413
2414 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2415 CLEAR_FLAG (op, FLAG_LIFESAVE);
2416 enter_player_savebed (op); /* bring him home. */
2417 return 0;
2329} 2418}
2330 2419
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2420/* This goes throws the inventory and removes unpaid objects, and puts them
2332 * back in the map (location and map determined by values of env). This 2421 * back in the map (location and map determined by values of env). This
2333 * function will descend into containers. op is the object to start the search 2422 * function will descend into containers. op is the object to start the search
2334 * from. 2423 * from.
2335 */ 2424 */
2425void
2336void remove_unpaid_objects(object *op, object *env) 2426remove_unpaid_objects (object *op, object *env)
2337{ 2427{
2338 object *next; 2428 object *next;
2339 2429
2340 while (op) { 2430 while (op)
2431 {
2341 next=op->below; /* Make sure we have a good value, in case 2432 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2433 * we remove object 'op'
2343 */ 2434 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2435 if (QUERY_FLAG (op, FLAG_UNPAID))
2436 {
2345 remove_ob(op); 2437 op->remove ();
2346 op->x = env->x; 2438 op->x = env->x;
2347 op->y = env->y; 2439 op->y = env->y;
2348 if (env->type == PLAYER) 2440 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2441 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2442 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2443 }
2444 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2445 remove_unpaid_objects (op->inv, env);
2446
2353 op=next; 2447 op = next;
2354 } 2448 }
2355} 2449}
2356
2357 2450
2358/* 2451/*
2359 * Returns pointer a static string containing gravestone text 2452 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2453 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2454 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2455 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2456 * but there isn't one in the server directory.
2364 */ 2457 */
2458char *
2365char *gravestone_text (object *op) 2459gravestone_text (object *op)
2366{ 2460{
2367 static char buf2[MAX_BUF]; 2461 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2462 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2463 time_t now = time (NULL);
2370 2464
2371 strcpy (buf2, " R.I.P.\n\n"); 2465 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2466 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2467 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2468 else
2375 sprintf (buf, "%s\n", op->name); 2469 sprintf (buf, "%s\n", &op->name);
2470
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2472 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2473 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2474 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2475 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2476 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2477
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2479 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2480 if (op->type == PLAYER)
2481 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2482 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2483 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2484 strcat (buf2, buf);
2388 } 2485 }
2486
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2487 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2488 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2489 strcat (buf2, buf);
2490
2392 return buf2; 2491 return buf2;
2393} 2492}
2394 2493
2395 2494void
2396
2397void do_some_living(object *op) { 2495do_some_living (object *op)
2496{
2398 int last_food=op->stats.food; 2497 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2498 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2499 int over_hp, over_sp, over_grace;
2401 int i; 2500 int i;
2402 int rate_hp = 1200; 2501 int rate_hp = 1200;
2403 int rate_sp = 2500; 2502 int rate_sp = 2500;
2404 int rate_grace = 2000; 2503 int rate_grace = 2000;
2405 const int max_hp = 1; 2504 const int max_hp = 1;
2406 const int max_sp = 1; 2505 const int max_sp = 1;
2407 const int max_grace = 1; 2506 const int max_grace = 1;
2408 2507
2409 if (op->contr->outputs_sync) { 2508 if (op->contr->outputs_sync)
2509 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2411 if (op->contr->outputs[i].buf!=NULL &&
2412 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks) 2511 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2413 flush_output_element(op, &op->contr->outputs[i]); 2512 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2513 }
2415 2514
2416 if(op->contr->state==ST_PLAYING) { 2515 if (op->contr->ns->state == ST_PLAYING)
2417 2516 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2517 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2518 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2519 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2520 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2521 else
2522 {
2423 gen_hp = op->stats.maxhp; 2523 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2524 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2525 }
2526
2426 if(op->contr->gen_sp >= 0 ) 2527 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2529 else
2530 {
2429 gen_sp = op->stats.maxsp; 2531 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2533 }
2534
2432 if(op->contr->gen_grace >= 0) 2535 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2536 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2537 else
2538 {
2435 gen_grace = op->stats.maxgrace; 2539 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2541 }
2438 2542
2439 /* Regenerate Spell Points */ 2543 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2544 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2545 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2546 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2442 if(op->stats.sp<op->stats.maxsp) {
2443 op->stats.sp++;
2444 /* dms do not consume food */
2445 if (!QUERY_FLAG(op,FLAG_WIZ)) {
2446 op->stats.food--;
2447 if(op->contr->digestion<0)
2448 op->stats.food+=op->contr->digestion;
2449 else if(op->contr->digestion>0 &&
2450 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2451 op->stats.food=last_food;
2452 }
2453 }
2454 if (max_sp>1) {
2455 over_sp = (gen_sp+10)/rate_sp;
2456 if (over_sp > 0) {
2457 if(op->stats.sp<op->stats.maxsp) { 2547 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2548 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2549 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2550 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2552 {
2553 op->stats.food--;
2554 if (op->contr->digestion < 0)
2555 op->stats.food += op->contr->digestion;
2556 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2557 op->stats.food = last_food;
2463 } 2558 }
2464 op->last_sp=0;
2465 } else {
2466 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2467 }
2468 } else {
2469 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2470 }
2471 }
2472
2473 /* Regenerate Grace */
2474 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/
2475 if(--op->last_grace<0) {
2476 if(op->stats.grace<op->stats.maxgrace/2)
2477 op->stats.grace++; /* no penalty in food for regaining grace */
2478 if(max_grace>1) {
2479 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace;
2480 if (over_grace > 0) {
2481 op->stats.sp += over_grace
2482 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0;
2483 op->last_grace=0;
2484 } else {
2485 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10);
2486 } 2559 }
2560
2561 if (max_sp > 1)
2562 {
2563 over_sp = (gen_sp + 10) / rate_sp;
2564 if (over_sp > 0)
2565 {
2566 if (op->stats.sp < op->stats.maxsp)
2567 {
2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2571 op->stats.sp--;
2572
2573 if (op->stats.sp > op->stats.maxsp)
2574 op->stats.sp = op->stats.maxsp;
2575 }
2576 op->last_sp = 0;
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2487 } else { 2581 else
2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2583 }
2584
2585 /* Regenerate Grace */
2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2587 if (--op->last_grace < 0)
2588 {
2589 if (op->stats.grace < op->stats.maxgrace / 2)
2590 op->stats.grace++; /* no penalty in food for regaining grace */
2591
2592 if (max_grace > 1)
2593 {
2594 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2595 if (over_grace > 0)
2596 {
2597 op->stats.sp += over_grace
2598 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2599 op->last_grace = 0;
2600 }
2601 else
2602 {
2603 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2604 }
2605 }
2606 else
2607 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2608 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2609 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2610 /* wearing stuff doesn't detract from grace generation. */
2491 } 2611 }
2492 2612
2493 /* Regenerate Hit Points */ 2613 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2614 if (--op->last_heal < 0)
2615 {
2495 if(op->stats.hp<op->stats.maxhp) { 2616 if (op->stats.hp < op->stats.maxhp)
2617 {
2496 op->stats.hp++; 2618 op->stats.hp++;
2497 /* dms do not consume food */ 2619 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2620 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2621 {
2622 op->stats.food--;
2500 if(op->contr->digestion<0) 2623 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2624 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2625 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2503 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2504 op->stats.food=last_food; 2626 op->stats.food = last_food;
2627 }
2628 }
2629
2630 if (max_hp > 1)
2631 {
2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2633 if (over_hp > 0)
2634 {
2635 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2636 op->last_heal = 0;
2637 }
2638 else
2639 {
2640 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2641 }
2642 }
2643 else
2644 {
2645 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2646 }
2505 } 2647 }
2506 }
2507 if(max_hp>1) {
2508 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2509 if (over_hp > 0) {
2510 op->stats.sp += over_hp
2511 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2512 op->last_heal=0;
2513 } else {
2514 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2515 }
2516 } else {
2517 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2518 }
2519 }
2520 2648
2521 /* Digestion */ 2649 /* Digestion */
2522 if(--op->last_eat<0) { 2650 if (--op->last_eat < 0)
2651 {
2523#ifdef COZY_SERVER 2652#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2653 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2654 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2655#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2656 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2529 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2530#endif 2657#endif
2531 2658
2532 if(op->contr->gen_hp > 0) 2659 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2660 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2661 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663
2536 /* dms do not consume food */ 2664 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2665 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2666 op->stats.food--;
2539 } 2667 }
2540 2668
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2669 if (op->stats.food < 0 && op->stats.hp >= 0)
2670 {
2542 object *tmp, *flesh=NULL; 2671 object *tmp, *flesh = 0;
2543 2672
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2673 for (tmp = op->inv; tmp; tmp = tmp->below)
2674 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2675 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2676 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2677 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2678 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2680 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2681 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2682 break;
2551 } 2683 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2684 else if (tmp->type == FLESH)
2685 flesh = tmp;
2553 } /* End if paid for object */ 2686 } /* End if paid for object */
2554 } /* end of for loop */ 2687 } /* end of for loop */
2688
2555 /* If player is still starving, it means they don't have any food, so 2689 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2690 * eat flesh instead.
2557 */ 2691 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2692 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2693 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2694 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2695 manual_apply (op, flesh, 0);
2561 } 2696 }
2562 } /* end if player is starving */ 2697 }
2563 2698
2564 while(op->stats.food<0&&op->stats.hp>0) 2699 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2700 op->stats.food++, op->stats.hp--;
2566 2701
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2703 kill_player (op);
2704 }
2569} 2705}
2570
2571
2572 2706
2573/* If the player should die (lack of hp, food, etc), we call this. 2707/* If the player should die (lack of hp, food, etc), we call this.
2574 * op is the player in jeopardy. If the player can not be saved (not 2708 * op is the player in jeopardy. If the player can not be saved (not
2575 * permadeath, no lifesave), this will take care of removing the player 2709 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2710 * file.
2577 */ 2711 */
2712void
2578void kill_player(object *op) 2713kill_player (object *op)
2579{ 2714{
2580 char buf[MAX_BUF]; 2715 char buf[MAX_BUF];
2581 int x,y,i; 2716 int x, y;
2717
2718 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2719 maptile *map; /* this is for resurrection */
2720
2583 int z; 2721 /* int z;
2584 int num_stats_lose; 2722 int num_stats_lose;
2585 int lost_a_stat; 2723 int lost_a_stat;
2586 int lose_this_stat; 2724 int lose_this_stat;
2587 int this_stat; 2725 int this_stat; */
2588 int will_kill_again; 2726 int will_kill_again;
2589 archetype *at; 2727 archetype *at;
2590 object *tmp; 2728 object *tmp;
2591 2729
2592 if(save_life(op)) 2730 if (save_life (op))
2593 return; 2731 return;
2594 2732
2595 2733
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2734 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2597 * in cities ONLY!!! It is very important that this doesn't get abused. 2735 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2736 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2737 */
2600 if (op_on_battleground(op, &x, &y)) { 2738 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2739 {
2602 "You have been defeated in combat!"); 2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2603 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2742
2605
2606 /* restore player */ 2743 /* restore player */
2607 at = find_archetype("poisoning"); 2744 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2745 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2746 if (tmp)
2610 remove_ob(tmp); 2747 {
2611 free_object(tmp); 2748 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2750 }
2614 2751
2615 at = find_archetype("confusion"); 2752 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2753 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2754 if (tmp)
2618 remove_ob(tmp); 2755 {
2619 free_object(tmp); 2756 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2758 }
2622 2759
2623 cure_disease(op,0); /* remove any disease */ 2760 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2761 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2762 if (op->stats.food <= 0)
2626 2763 op->stats.food = 999;
2764
2627 /* create a bodypart-trophy to make the winner happy */ 2765 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2766 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2767 if (tmp != NULL)
2630 { 2768 {
2631 sprintf(buf,"%s's finger",op->name); 2769 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2770 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2771 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2772 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2774 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2775 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2776 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2777 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2778 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2779 }
2780
2644 /* teleport defeated player to new destination*/ 2781 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2782 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2783 op->contr->braced = 0;
2647 return; 2784 return;
2648 } 2785 }
2649 2786
2650 INVOKE_PLAYER (DEATH, op->contr); 2787 INVOKE_PLAYER (DEATH, op->contr);
2651 2788
2652 command_kill_pets (op, 0); 2789 command_kill_pets (op, 0);
2653 2790
2654 if(op->stats.food<0) { 2791 if (op->stats.food < 0)
2792 {
2655 if (op->contr->explore) { 2793 if (op->contr->explore)
2794 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2795 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2657 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2797 op->stats.food = 999;
2659 return; 2798 return;
2660 } 2799 }
2661 sprintf(buf,"%s starved to death.",op->name); 2800 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2801 strcpy (op->contr->killer, "starvation");
2802 }
2803 else
2663 } 2804 {
2664 else {
2665 if (op->contr->explore) { 2805 if (op->contr->explore)
2806 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2807 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2667 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2809 op->stats.hp = op->stats.maxhp;
2669 return; 2810 return;
2670 } 2811 }
2671 sprintf(buf,"%s died.",op->name); 2812 sprintf (buf, "%s died.", &op->name);
2672 } 2813 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2815
2675 /* save the map location for corpse, gravestone*/ 2816 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2817 x = op->x;
2818 y = op->y;
2819 map = op->map;
2677 2820
2678 2821
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2822 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2823 * life if they are dead - it takes some exp and a random stat.
2682 * See the config.h file for a little more in depth detail about this. 2824 * See the config.h file for a little more in depth detail about this.
2683 */ 2825 */
2684 2826
2685 /* Basically two ways to go - remove a stat permanently, or just 2827 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2828 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2829 * of death.
2688 */ 2830 */
2689#ifndef COZY_SERVER 2831#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2832 if (settings.balanced_stat_loss)
2833 {
2691 /* If stat loss is permanent, lose one stat only. */ 2834 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2835 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2836 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2837 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2838 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2839 little bit harder. */
2697 /* GD */ 2840 /* GD */
2698 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
2699 num_stats_lose = 1;
2700 else
2701 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO;
2702 } else {
2703 num_stats_lose = 1; 2842 num_stats_lose = 1;
2704 } 2843 else
2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2845 }
2846 else
2847 {
2848 num_stats_lose = 1;
2849 }
2705 lost_a_stat = 0; 2850 lost_a_stat = 0;
2706 2851
2707 for (z=0; z<num_stats_lose; z++) { 2852 for (z = 0; z < num_stats_lose; z++)
2853 {
2708 i = RANDOM() % NUM_STATS; 2854 i = RANDOM () % NUM_STATS;
2709 2855
2710 if (settings.stat_loss_on_death) { 2856 if (settings.stat_loss_on_death)
2857 {
2711 /* Pick a random stat and take a point off it. Tell the player 2858 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2859 * what he lost.
2713 */ 2860 */
2714 change_attr_value(&(op->stats), i,-1); 2861 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2862 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2863 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2864 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2865 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2866 lost_a_stat = 1;
2720 } else { 2867 }
2868 else
2869 {
2721 /* deplete a stat */ 2870 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2871 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2872 object *dep;
2873
2874 dep = present_arch_in_ob (deparch, op);
2875 if (!dep)
2724 2876 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2877 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2878 insert_ob_in_ob (dep, op);
2729 } 2879 }
2730 lose_this_stat = 1; 2880 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2881 if (settings.balanced_stat_loss)
2882 {
2732 /* GD */ 2883 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2884 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2885 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2886 if (this_stat < 0)
2887 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2888 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2889 int keep_chance = this_stat * this_stat;
2890
2738 /* Yes, I am paranoid. Sue me. */ 2891 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2892 if (keep_chance < 1)
2740 keep_chance = 1; 2893 keep_chance = 1;
2741 2894
2742 /* There is a maximum depletion total per level. */ 2895 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2896 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2897 {
2744 lose_this_stat = 0; 2898 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2899 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2900 retain the stat. */
2747 } else {
2748 if (random_roll(0, loss_chance + keep_chance-1,
2749 op, PREFER_LOW) < keep_chance)
2750 lose_this_stat = 0;
2751 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2752 this_stat, keep_chance, loss_chance,
2753 lose_this_stat?"LOSE":"KEEP"); */
2754 }
2755 } 2901 }
2756 } 2902 else
2757
2758 if (lose_this_stat) {
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 /* We could try to do something clever like find another
2761 * stat to reduce if this fails. But chances are, if
2762 * stats have been depleted to -50, all are pretty low
2763 * and should be roughly the same, so it shouldn't make a
2764 * difference.
2765 */ 2903 {
2766 if (this_stat>=-50) { 2904 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2767 change_attr_value(&(dep->stats), i, -1);
2768 SET_FLAG(dep, FLAG_APPLIED);
2769 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]);
2770 fix_player(op);
2771 lost_a_stat = 1; 2905 lose_this_stat = 0;
2906 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2907 this_stat, keep_chance, loss_chance,
2908 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2909 }
2773 } 2910 }
2774 } 2911 }
2775 } 2912
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2913 if (lose_this_stat)
2914 {
2915 this_stat = get_attr_value (&(dep->stats), i);
2916 /* We could try to do something clever like find another
2917 * stat to reduce if this fails. But chances are, if
2918 * stats have been depleted to -50, all are pretty low
2919 * and should be roughly the same, so it shouldn't make a
2920 * difference.
2921 */
2922 if (this_stat >= -50)
2778 { 2923 {
2779 /* determine_god() seems to not work sometimes... why is this? 2924 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2925 SET_FLAG (dep, FLAG_APPLIED);
2781 const char *god = determine_god(op);
2782 if (god && (strcmp(god, "none")))
2783 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2926 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2927 op->update_stats ();
2785 " you.", god); 2928 lost_a_stat = 1;
2786 else 2929 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2930 }
2931 }
2932 }
2933 /* If no stat lost, tell the player. */
2934 if (!lost_a_stat)
2935 {
2936 /* determine_god() seems to not work sometimes... why is this?
2937 Should I be using something else? GD */
2938 const char *god = determine_god (op);
2939
2940 if (god && (strcmp (god, "none")))
2941 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2942 else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2944 }
2945#else
2946 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2947#endif
2791 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2792 " feel a holy presence protecting you from losing yourself completely.");
2793 2948
2794 /* Put a gravestone up where the character 'almost' died. List the 2949 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2950 * exp loss on the stone.
2796 */ 2951 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2952 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2953 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2954 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2955 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2956 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2957 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);
2803 "who was killed\n" 2958 tmp->msg = buf;
2804 "by %s.\n",
2805 op->name, op->contr->title,
2806 op->contr->killer);
2807 tmp->msg = add_string(buf);
2808 tmp->x=op->x,tmp->y=op->y; 2959 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2960 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2961
2811 /**************************************/ 2962 /**************************************/
2812 /* */ 2963 /* */
2813 /* Subtract the experience points, */ 2964 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2965 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2966 /* food, and reset HP's... */
2816 /* */ 2967 /* */
2817 /**************************************/ 2968 /**************************************/
2818 2969
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2970 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2971 /* restore player */
2821 at = find_archetype("poisoning"); 2972 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2973 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2974
2824 remove_ob(tmp); 2975 if (tmp)
2825 free_object(tmp); 2976 {
2977 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2978 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2979 }
2828 2980
2829 at = find_archetype("confusion"); 2981 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2982 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2983 if (tmp)
2832 remove_ob(tmp); 2984 {
2833 free_object(tmp); 2985 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2987 }
2988
2836 cure_disease(op,0); /* remove any disease */ 2989 cure_disease (op, 0); /* remove any disease */
2837 2990
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2991 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2992 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2993 if (op->stats.food < 100)
2994 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2995 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2998
2845 /* 2999 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 3000 * Check to see if the player is in a shop. IF so, then check to see if
2847 * the player has any unpaid items. If so, remove them and put them back 3001 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 3002 * in the map.
2849 */ 3003 */
2850 3004
2851 if (is_in_shop (op)) 3005 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 3006 remove_unpaid_objects (op->inv, op);
2853 3007
2854 /****************************************/ 3008 /****************************************/
2855 /* */ 3009 /* */
2856 /* Move player to his current respawn- */ 3010 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 3011 /* position (usually last savebed) */
2858 /* */ 3012 /* */
2859 /****************************************/ 3013 /****************************************/
2860 3014
2861 enter_player_savebed(op); 3015 enter_player_savebed (op);
2862 3016
2863 /* Save the player before inserting the force to reduce 3017 /* Save the player before inserting the force to reduce
2864 * chance of abuse. 3018 * chance of abuse.
2865 */ 3019 */
2866 op->contr->braced=0; 3020 op->contr->braced = 0;
2867 save_player(op,1); 3021 op->contr->save ();
2868 3022
2869 /* it is possible that the player has blown something up 3023 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 3024 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 3025 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 3026 * on the space that might harm the player.
2873 */ 3027 */
2874 will_kill_again=0; 3028 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3029 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 3030 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 3031 will_kill_again |= tmp->attacktype;
2878 } 3032
2879 if (will_kill_again) { 3033 if (will_kill_again)
3034 {
2880 object *force; 3035 object *force;
2881 int at; 3036 int at;
2882 3037
2883 force=get_archetype(FORCE_NAME); 3038 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 3039 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 3040 force->speed = 0.1;
2886 force->speed_left=-5.0; 3041 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 3042 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 3043 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 3044 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 3045 force->resist[at] = 100;
3046
3047 insert_ob_in_ob (force, op);
3048 op->update_stats ();
3049
3050 }
3051
3052 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3053}
3054
3055void
3056loot_object (object *op)
3057{ /* Grab and destroy some treasure */
3058 object *tmp, *tmp2, *next;
3059
3060 if (op->container)
3061 esrv_apply_container (op, op->container); /* close open sack first */
3062
3063 for (tmp = op->inv; tmp; tmp = next)
3064 {
3065 next = tmp->below;
3066
3067 if (tmp->invisible)
3068 continue;
3069
3070 tmp->remove ();
3071 tmp->x = op->x, tmp->y = op->y;
3072 if (tmp->type == CONTAINER)
3073 { /* empty container to ground */
3074 loot_object (tmp);
3075 }
3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3077 {
3078 if (tmp->nrof > 1)
3079 {
3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3081 tmp2->destroy ();
3082 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3083 }
2892 insert_ob_in_ob(force, op);
2893 fix_player(op);
2894
2895 }
2896 /**************************************/
2897 /* */
2898 /* Repaint the characters inv, and */
2899 /* stats, and show a nasty message ;) */
2900 /* */
2901 /**************************************/
2902
2903 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED.");
2904 return;
2905 } /* NOT_PERMADETH */
2906 else {
2907 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2908 * should probably be embedded in an else statement.
2909 */
2910
2911 op->contr->party=NULL;
2912 if (settings.set_title == TRUE)
2913 op->contr->own_title[0]='\0';
2914 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2915 check_score(op);
2916 if(op->contr->ranges[range_golem]!=NULL) {
2917 remove_friendly_object(op->contr->ranges[range_golem]);
2918 remove_ob(op->contr->ranges[range_golem]);
2919 free_object(op->contr->ranges[range_golem]);
2920 op->contr->ranges[range_golem]=NULL;
2921 op->contr->golem_count=0;
2922 }
2923 loot_object(op); /* Remove some of the items for good */
2924 remove_ob(op);
2925 op->direction=0;
2926
2927 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2928 delete_character(op->name,0);
2929 if (settings.resurrection == TRUE) {
2930 /* save playerfile sans equipment when player dies
2931 ** then save it as player.pl.dead so that future resurrection
2932 ** type spells will work on them nicely
2933 */
2934 delete_character(op->name,0);
2935 op->stats.hp = op->stats.maxhp;
2936 op->stats.food = 999;
2937
2938 /* set the location of where the person will reappear when */
2939 /* maybe resurrection code should fix map also */
2940 strcpy(op->contr->maplevel, settings.emergency_mapname);
2941 if(op->map!=NULL)
2942 op->map = NULL;
2943 op->x = settings.emergency_x;
2944 op->y = settings.emergency_y;
2945 save_player(op,0);
2946 op->map = map;
2947 /* please see resurrection.c: peterm */
2948 dead_player(op);
2949 } else { 3084 else
2950 delete_character(op->name,1); 3085 tmp->destroy ();
2951 } 3086 }
2952 } 3087 else
2953 play_again(op);
2954
2955 /* peterm: added to create a corpse at deathsite. */
2956 tmp=arch_to_object(find_archetype("corpse_pl"));
2957 sprintf(buf,"%s", op->name);
2958 FREE_AND_COPY(tmp->name, buf);
2959 FREE_AND_COPY(tmp->name_pl, buf);
2960 tmp->level=op->level;
2961 tmp->x=x;tmp->y=y;
2962 if (tmp->msg)
2963 free_string(tmp->msg);
2964 tmp->msg = add_string (gravestone_text(op));
2965 SET_FLAG (tmp, FLAG_UNIQUE);
2966 insert_ob_in_map (tmp, map, NULL,0);
2967 }
2968}
2969
2970
2971void loot_object(object *op) { /* Grab and destroy some treasure */
2972 object *tmp,*tmp2,*next;
2973
2974 if (op->container) { /* close open sack first */
2975 esrv_apply_container (op, op->container);
2976 }
2977
2978 for(tmp=op->inv;tmp!=NULL;tmp=next) {
2979 next=tmp->below;
2980 if (tmp->type==EXPERIENCE || tmp->invisible) continue;
2981 remove_ob(tmp);
2982 tmp->x=op->x,tmp->y=op->y;
2983 if (tmp->type == CONTAINER) { /* empty container to ground */
2984 loot_object(tmp);
2985 }
2986 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP)
2987 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) {
2988 if(tmp->nrof>1) {
2989 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1));
2990 free_object(tmp2);
2991 insert_ob_in_map(tmp,op->map,NULL,0); 3088 insert_ob_in_map (tmp, op->map, NULL, 0);
2992 } else
2993 free_object(tmp);
2994 } else
2995 insert_ob_in_map(tmp,op->map,NULL,0);
2996 } 3089 }
2997} 3090}
2998 3091
2999/* 3092/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3093 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3094 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3095 * was changed.
3003 */ 3096 */
3004 3097
3098void
3005void fix_weight(void) { 3099fix_weight (void)
3006 player *pl; 3100{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3101 for (player *pl = first_player; pl; pl = pl->next)
3102 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104
3009 if(old == sum) 3105 if (old == sum)
3010 continue; 3106 continue;
3011 fix_player(pl->ob); 3107 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3108 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3109 }
3015} 3110}
3016 3111
3112void
3017void fix_luck(void) { 3113fix_luck (void)
3018 player *pl; 3114{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3115 for (player *pl = first_player; pl; pl = pl->next)
3020 if (!pl->ob->contr->state) 3116 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3117 pl->ob->change_luck (0);
3022} 3118}
3023
3024 3119
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3120/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3121 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3122 * just treat this as any other spell casting object.
3028 */ 3123 */
3029
3030void 3124void
3031cast_dust (object * op, object * throw_ob, int dir) 3125cast_dust (object *op, object *throw_ob, int dir)
3032{ 3126{
3033 object *skop, *spob; 3127 object *skop, *spob;
3034 3128
3035 skop = find_skill_by_name (op, throw_ob->skill); 3129 skop = find_skill_by_name (op, throw_ob->skill);
3036 3130
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3131 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3132 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3133 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3134 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3135 return;
3043 } 3136 }
3044 3137
3045 spob = throw_ob->inv; 3138 spob = throw_ob->inv;
3046 3139
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3140 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3048 // not pass NULL to cast_spell (which did indeed check itself, but 3141 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3142 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3143 if (!spob)
3051 { 3144 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3145 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3053 throw_ob->name, op->name);
3054 return; 3146 return;
3055 } 3147 }
3056 3148
3057 if (op->type == PLAYER) 3149 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3150 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3151
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3152 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3153
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3154 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3155}
3066 3156
3157void
3067void make_visible (object *op) { 3158make_visible (object *op)
3159{
3068 op->hide = 0; 3160 op->hide = 0;
3069 op->invisible = 0; 3161 op->invisible = 0;
3070 if(op->type==PLAYER) { 3162 if (op->type == PLAYER)
3163 {
3071 op->contr->tmp_invis = 0; 3164 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3165 op->contr->invis_race = 0;
3073 } 3166 }
3074 update_object(op,UP_OBJ_FACE); 3167 update_object (op, UP_OBJ_FACE);
3075} 3168}
3076 3169
3170int
3077int is_true_undead(object *op) { 3171is_true_undead (object *op)
3172{
3078 object *tmp=NULL; 3173 object *tmp = NULL;
3079 3174
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3176 return 1;
3081 3177
3082 if(op->type==PLAYER)
3083 for(tmp=op->inv;tmp;tmp=tmp->below)
3084 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3085 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3086 return 0; 3178 return 0;
3087} 3179}
3088 3180
3089/* look at the surrounding terrain to determine 3181/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3182 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3183 * indicate greater hideability.
3092 */ 3184 */
3093 3185
3186int
3094int hideability(object *ob) { 3187hideability (object *ob)
3188{
3095 int i,level=0, mflag; 3189 int i, level = 0, mflag;
3096 sint16 x,y; 3190 sint16 x, y;
3097 3191
3098 if(!ob||!ob->map) return 0; 3192 if (!ob || !ob->map)
3193 return 0;
3099 3194
3100 /* so, on normal lighted maps, its hard to hide */ 3195 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3196 level = ob->map->darkness - 2;
3102 3197
3103 /* this also picks up whether the object is glowing. 3198 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3199 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3200 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3201 if (has_carried_lights (ob))
3202 level = -(10 + (2 * ob->map->darkness));
3107 3203
3108 /* scan through all nearby squares for terrain to hide in */ 3204 /* scan through all nearby squares for terrain to hide in */
3109 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3205 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3206 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3207 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3208 if (mflag & P_OUT_OF_MAP)
3209 {
3210 continue;
3211 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3212 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3213 level += 2;
3114 else /* open terrain! */ 3214 else /* open terrain! */
3115 level -= 1; 3215 level -= 1;
3116 } 3216 }
3117 3217
3118#if 0 3218#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3219 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3220#endif
3121 return level; 3221 return level;
3122} 3222}
3123 3223
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3224/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3225 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3226 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3227 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3228 */
3129 3229
3230void
3130void do_hidden_move (object *op) { 3231do_hidden_move (object *op)
3232{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3233 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3234 object *skop;
3133 3235
3134 if(!op || !op->map) return; 3236 if (!op || !op->map)
3237 return;
3135 3238
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3240
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3241 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3242 if (op->type == PLAYER && op->contr->run_on)
3243 {
3140 if(!skop || num >= skop->level) { 3244 if (!skop || num >= skop->level)
3245 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3246 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3247 make_visible (op);
3143 return; 3248 return;
3249 }
3250 else
3144 } else num += 20; 3251 num += 20;
3145 } 3252 }
3146 num += op->map->difficulty; 3253 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3254 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3255 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 {
3150 make_visible(op); 3258 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3259 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3260 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3261 }
3154 else if (op->type == PLAYER && skop) { 3262 else if (op->type == PLAYER && skop)
3263 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3264 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3265 }
3157} 3266}
3158 3267
3159/* determine if who is standing near a hostile creature. */ 3268/* determine if who is standing near a hostile creature. */
3160 3269
3270int
3161int stand_near_hostile( object *who ) { 3271stand_near_hostile (object *who)
3272{
3162 object *tmp=NULL; 3273 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3274 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3275 maptile *m;
3165 sint16 x,y; 3276 sint16 x, y;
3166 3277
3167 if(!who) return 0; 3278 if (!who)
3279 return 0;
3168 3280
3169 if(who->type==PLAYER) player=1; 3281 if (who->type == PLAYER)
3282 player = 1;
3283
3284 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3285 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3286
3172 /* search adjacent squares */ 3287 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3288 for (i = 1; i < 9; i++)
3289 {
3174 x = who->x+freearr_x[i]; 3290 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3291 y = who->y + freearr_y[i];
3176 m = who->map; 3292 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3293 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3294 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3295 * blocked, don't need to check this space.
3180 */ 3296 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3297 if (mflags & P_OUT_OF_MAP)
3298 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3299 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3300 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3301
3185 if((player||friendly) 3302 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3303 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3304 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3305 return 1;
3306 else if (tmp->type == PLAYER)
3307 {
3308 /*don't let a hidden DM prevent you from hiding */
3309 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3310 return 1;
3188 else if(tmp->type==PLAYER)
3189 {
3190 /*don't let a hidden DM prevent you from hiding*/
3191 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3192 return 1;
3193 } 3311 }
3194 } 3312 }
3195 } 3313 }
3196 return 0; 3314 return 0;
3197} 3315}
3198 3316
3199/* check the player los field for viewability of the 3317/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3318 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3319 * but we dont worry if the object isnt the top one in
3208 * for them to differ. Sigh, this fctn could get a bit more complex. 3326 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3327 * -b.t.
3210 * This function is now map tiling safe. 3328 * This function is now map tiling safe.
3211 */ 3329 */
3212 3330
3331int
3213int player_can_view (object *pl,object *op) { 3332player_can_view (object *pl, object *op)
3333{
3214 rv_vector rv; 3334 rv_vector rv;
3215 int dx,dy; 3335 int dx, dy;
3216 3336
3217 if(pl->type!=PLAYER) { 3337 if (pl->type != PLAYER)
3338 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3339 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3340 return -1;
3220 } 3341 }
3221 if (!pl || !op) return 0; 3342 if (!pl || !op)
3222
3223 if(op->head) { op = op->head; }
3224 get_rangevector(pl, op, &rv, 0x1);
3225
3226 /* starting with the 'head' part, lets loop
3227 * through the object and find if it has any
3228 * part that is in the los array but isnt on
3229 * a blocked los square.
3230 * we use the archetype to figure out offsets.
3231 */
3232 while(op) {
3233 dx = rv.distance_x + op->arch->clone.x;
3234 dy = rv.distance_y + op->arch->clone.y;
3235
3236 /* only the viewable area the player sees is updated by LOS
3237 * code, so we need to restrict ourselves to that range of values
3238 * for any meaningful values.
3239 */
3240 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3241 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3242 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3243 return 1;
3244 op = op->more;
3245 }
3246 return 0; 3343 return 0;
3344
3345 if (op->head)
3346 {
3347 op = op->head;
3348 }
3349 get_rangevector (pl, op, &rv, 0x1);
3350
3351 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any
3353 * part that is in the los array but isnt on
3354 * a blocked los square.
3355 * we use the archetype to figure out offsets.
3356 */
3357 while (op)
3358 {
3359 dx = rv.distance_x + op->arch->clone.x;
3360 dy = rv.distance_y + op->arch->clone.y;
3361
3362 /* only the viewable area the player sees is updated by LOS
3363 * code, so we need to restrict ourselves to that range of values
3364 * for any meaningful values.
3365 */
3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3367 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3368 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3369 return 1;
3370 op = op->more;
3371 }
3372 return 0;
3247} 3373}
3248 3374
3249/* routine for both players and monsters. We call this when 3375/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3376 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3377 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3378 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3379 * return 0.
3254 */ 3380 */
3381int
3255int action_makes_visible (object *op) { 3382action_makes_visible (object *op)
3383{
3256 3384
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3385 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3386 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3387 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3388 return 0;
3260 3389
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3390 if (op->contr && op->contr->tmp_invis == 0)
3391 return 0;
3262 3392
3263 /* If monsters, they should become visible */ 3393 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3394 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3395 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3396 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3397 return 1;
3267 } 3398 }
3268 } 3399 }
3269 return 0; 3400 return 0;
3270} 3401}
3271 3402
3272/* op_on_battleground - checks if the given object op (usually 3403/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3404 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3405 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3406 * -exit-coord. (and if x, y not NULL)
3276 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3407 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3277 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3408 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3278 * Default is to do the same as before, so only people wanting to have different points need worry about this 3409 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3410 */
3411int
3280int op_on_battleground (object *op, int *x, int *y) { 3412op_on_battleground (object *op, int *x, int *y)
3413{
3281 object *tmp; 3414 object *tmp;
3282 3415
3283 /* A battleground-tile needs the following attributes to be valid: 3416 /* A battleground-tile needs the following attributes to be valid:
3284 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3417 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3418 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3419 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3420 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3421 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3422 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3423 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3424 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3425 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3426 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3427 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3428 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3429 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3430 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3431 {
3296 object *invtmp; 3432 object *invtmp;
3433
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3434 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3435 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3436 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3437 {
3300 if (x != NULL && y != NULL) 3438 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3439 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3440 return 1;
3441 }
3303 } 3442 }
3304 } 3443 }
3305 }
3306 if (x != NULL && y != NULL) 3444 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3445 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3446 return 1;
3447 }
3309 } 3448 }
3310 }
3311 } 3449 }
3312 /* If we got here, did not find a battleground */ 3450 /* If we got here, did not find a battleground */
3313 return 0; 3451 return 0;
3314} 3452}
3315 3453
3316/* 3454/*
3320 * attributes: 3458 * attributes:
3321 * object *who the dragon player 3459 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3460 * int atnr the attack-number of the ability focus
3323 * int level ability level 3461 * int level ability level
3324 */ 3462 */
3463void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3464dragon_ability_gain (object *who, int atnr, int level)
3465{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3466 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3467 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3468 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3469 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3470 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3471 int i = 0, j = 0;
3332 3472
3333 /* get the appropriate treasurelist */ 3473 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3474 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3475 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3476 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3477 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3478 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3479 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3480 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3481 trlist = find_treasurelist ("dragon_ability_poison");
3342 3482
3343 if (trlist == NULL || who->type != PLAYER) 3483 if (trlist == NULL || who->type != PLAYER)
3484 return;
3485
3486 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3487
3488 if (tr == NULL || tr->item == NULL)
3489 {
3490 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3491 return;
3492 }
3493
3494 /* everything seems okay - now bring on the gift: */
3495 item = &(tr->item->clone);
3496
3497 if (item->type == SPELL)
3498 {
3499 if (check_spell_known (who, item->name))
3344 return; 3500 return;
3345 3501
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3502 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3503 do_learn_spell (who, item, 0);
3348 3504 return;
3349 if (tr == NULL || tr->item == NULL) { 3505 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3506
3507 /* grant direct spell */
3508 if (item->type == SPELLBOOK)
3509 {
3510 if (!item->inv)
3511 {
3512 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3513 return;
3514 }
3515 if (check_spell_known (who, item->inv->name))
3351 return; 3516 return;
3352 }
3353
3354 /* everything seems okay - now bring on the gift: */
3355 item = &(tr->item->clone);
3356
3357 if (item->type == SPELL) {
3358 if (check_spell_known (who, item->name))
3359 return;
3360
3361 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name);
3362 do_learn_spell (who, item, 0);
3363 return;
3364 }
3365
3366 /* grant direct spell */
3367 if (item->type == SPELLBOOK) {
3368 if (!item->inv) {
3369 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n",
3370 item->name);
3371 return;
3372 }
3373 if (check_spell_known (who, item->inv->name))
3374 return;
3375 if (item->invisible) { 3517 if (item->invisible)
3518 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3519 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3377 do_learn_spell (who, item->inv, 0); 3520 do_learn_spell (who, item->inv, 0);
3378 return; 3521 return;
3379 } 3522 }
3380 } 3523 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3524 else if (item->type == SKILL_TOOL && item->invisible)
3525 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3526 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3527 {
3383 3528
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3529 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3385 * in this way, if the player is missing any of the attacktypes, he gets 3530 * in this way, if the player is missing any of the attacktypes, he gets
3386 * them. As it is now, if the player has any that match the granted skill, 3531 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3532 * but not all of them, he gets nothing.
3388 */ 3533 */
3389 if (!(skop->attacktype & item->attacktype)) { 3534 if (!(skop->attacktype & item->attacktype))
3535 {
3390 /* Give new attacktype */ 3536 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3537 skop->attacktype |= item->attacktype;
3392 3538
3393 /* always add physical if there's none */ 3539 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3540 skop->attacktype |= AT_PHYSICAL;
3395 3541
3396 if (item->msg != NULL) 3542 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3543 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3544
3399 /* Give player new face */ 3545 /* Give player new face */
3400 if (item->animation_id) { 3546 if (item->animation_id)
3547 {
3401 who->face = skop->face; 3548 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3549 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3550 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3551 who->last_anim = 0;
3405 who->state = 0; 3552 who->state = 0;
3406 animate_object(who, who->direction); 3553 animate_object (who, who->direction);
3407 } 3554 }
3408 } 3555 }
3409 } 3556 }
3410 } 3557 }
3411 else if (item->type == FORCE) { 3558 else if (item->type == FORCE)
3559 {
3412 /* forces in the treasurelist can alter the player's stats */ 3560 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3561 object *skin;
3562
3414 /* first get the dragon skin force */ 3563 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3565 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3566 ;
3418 3567
3568 if (!skin)
3569 return;
3570
3419 /* adding new spellpath attunements */ 3571 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3572 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3573 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3574 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3575
3423 /* print message */ 3576 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3577 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3578 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3579 {
3426 if(item->path_attuned & (1<<i)) { 3580 if (item->path_attuned & (1 << i))
3581 {
3427 if (j) 3582 if (j)
3428 strcat(buf," and "); 3583 strcat (buf, " and ");
3429 else 3584 else
3430 j = 1; 3585 j = 1;
3431 strcat(buf, spellpathnames[i]); 3586 strcat (buf, spellpathnames[i]);
3432 } 3587 }
3433 } 3588 }
3434 strcat(buf,"."); 3589 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3590 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3591 }
3437 3592
3438 /* evtl. adding flags: */ 3593 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3594 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3595 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3596 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3597 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3598 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3599 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3600
3446 /* print message if there is one */ 3601 /* print message if there is one */
3447 if (item->msg != NULL) 3602 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3603 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3604 }
3605 else
3449 } 3606 {
3450 else {
3451 /* generate misc. treasure */ 3607 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3608 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3609 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3454 tmp = insert_ob_in_ob (tmp, who); 3610 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3611 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3612 esrv_send_item (who, tmp);
3457 } 3613 }
3458} 3614}
3459 3615
3460/** 3616/**
3461 * Unready an object for a player. This function does nothing if the object was 3617 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3618 * not readied.
3463 */ 3619 */
3620void
3464void player_unready_range_ob(player *pl, object *ob) { 3621player_unready_range_ob (player *pl, object *ob)
3622{
3465 rangetype i; 3623 rangetype i;
3466 3624
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3626 {
3468 if (pl->ranges[i] == ob) { 3627 if (pl->ranges[i] == ob)
3628 {
3469 pl->ranges[i] = NULL; 3629 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3630 if (pl->shoottype == i)
3631 {
3471 pl->shoottype = range_none; 3632 pl->shoottype = range_none;
3472 } 3633 }
3473 } 3634 }
3474 } 3635 }
3475} 3636}

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