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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 1.61 by root, Sat Dec 23 13:56:25 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 for_all_players (pl)
50 for(pl=first_player;pl!=NULL;pl=pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 40 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 41 return pl;
54 }; 42
55 return NULL; 43 return 0;
56} 44}
57 45
58player* find_player_partial_name( const char* plname ) 46void
47display_motd (const object *op)
48{
49 char buf[MAX_BUF];
50 char motd[HUGE_BUF];
51 FILE *fp;
52 int comp;
53 int size;
54
55 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
56 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
57 return;
58
59 motd[0] = '\0';
60 size = 0;
61
62 while (fgets (buf, MAX_BUF, fp))
59 { 63 {
60 player* pl; 64 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; 65 continue;
67 66
68 if ( !strcmp( pl->ob->name, plname) ) 67 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 68 size += strlen (buf);
69 }
70 70
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 71 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
72 close_and_delete (fp, comp);
73}
74
75void
76send_rules (const object *op)
77{
78 char buf[MAX_BUF];
79 char rules[HUGE_BUF];
80 FILE *fp;
81 int comp;
82 int size;
83
84 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
85 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
86 return;
87
88 rules[0] = '\0';
89 size = 0;
90
91 while (fgets (buf, MAX_BUF, fp))
92 {
93 if (*buf == '#')
94 continue;
95
96 if (size + strlen (buf) >= HUGE_BUF)
72 { 97 {
73 if ( found ) 98 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 99 break;
100 }
75 101
76 found = pl; 102 strncat (rules + size, buf, HUGE_BUF - size);
103 size += strlen (buf);
104 }
105
106 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
107 close_and_delete (fp, comp);
108}
109
110void
111send_news (const object *op)
112{
113 char buf[MAX_BUF];
114 char news[HUGE_BUF];
115 char subject[MAX_BUF];
116 FILE *fp;
117 int comp;
118 int size;
119
120 sprintf (buf, "%s/%s", settings.confdir, settings.news);
121 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
122 return;
123
124 news[0] = '\0';
125 subject[0] = '\0';
126 size = 0;
127
128 while (fgets (buf, MAX_BUF, fp) != NULL)
129 {
130 if (*buf == '#')
131 continue;
132
133 if (*buf == '%')
134 { /* send one news */
135 if (size > 0)
136 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 */
137 strcpy (subject, buf + 1);
138 strip_endline (subject);
139 size = 0;
140 news[0] = '\0';
141 }
142 else
143 {
144 if (size + strlen (buf) >= HUGE_BUF)
145 {
146 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
147 break;
77 } 148 }
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); 149 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 150 size += strlen (buf);
170 } 151 }
171 }
172 152 }
153
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 154 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 155 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); 156 close_and_delete (fp, comp);
179} 157}
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
301 158
302/* This loads the first map an puts the player on it. */ 159/* This loads the first map an puts the player on it. */
160static void
303static void set_first_map(object *op) 161set_first_map (object *op)
304{ 162{
305 strcpy(op->contr->maplevel, first_map_path); 163 strcpy (op->contr->maplevel, first_map_path);
306 op->x = -1; 164 op->x = -1;
307 op->y = -1; 165 op->y = -1;
308 enter_exit(op, NULL); 166 enter_exit (op, 0);
309} 167}
310 168
169// connect the player with a specific client
170// also changed, rationalises, and fixes some incorrect settings
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 /* make sure he's a player -- needed because of class change. */
186 ob->type = PLAYER; // we are paranoid
187 ob->race = ob->arch->clone.race;
188
189 if (!legal_range (ob, shoottype))
190 shoottype = range_none;
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
196 update_ob_speed (ob);
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 esrv_new_player (this, ob->weight + ob->carrying);
237
238 ob->update_stats ();
239 ns->floorbox_update ();
240
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246 send_rules (ob);
247 send_news (ob);
248 display_motd (ob);
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
273 /* There are some elements we want initialized to non zero value -
274 * we deal with that below this point.
275 */
276 outputs_sync = 16; /* Every 2 seconds */
277 outputs_count = 8; /* Keeps present behaviour */
278 unapply = unapply_nochoice;
279
280 assign (savebed_map, first_map_path); /* Init. respawn position */
281
282 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal;
286 petmode = pet_normal;
287 listening = 10;
288 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */
291 do_los = 1;
292
293 /* we need to clear these to -1 and not zero - otherwise,
294 * if a player quits and starts a new character, we wont
295 * send new values to the client, as things like exp start
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300
301 for (int i = 0; i < NROFATTACKS; i++)
302 last_resist[i] = -1;
303
304 last_stats.exp = -1;
305 last_weight = (uint32) - 1;
306}
307
308player::~player ()
309{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
311/* Tries to add player on the connection passwd in ns. 348/* 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 349 * All we can really get in this is some settings like host and display
313 * mode. 350 * mode.
314 */ 351 */
352player *
353player::create ()
354{
355 player *pl = new player;
315 356
316int add_player(NewSocket *ns) { 357 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318 358
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; 359 return pl;
339} 360}
340 361
341/* 362/*
342 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 365 * Note: there MUST be at least one player archetype!
345 */ 366 */
367archetype *
346archetype *get_player_archetype(archetype* at) 368get_player_archetype (archetype *at)
347{ 369{
348 archetype *start = at; 370 archetype *start = at;
371
349 for (;;) { 372 for (;;)
373 {
350 if (at==NULL || at->next==NULL) 374 if (at == NULL || at->next == NULL)
351 at=first_archetype; 375 at = first_archetype;
352 else 376 else
353 at=at->next; 377 at = at->next;
378
354 if(at->clone.type==PLAYER) 379 if (at->clone.type == PLAYER)
355 return at; 380 return at;
381
356 if (at == start) { 382 if (at == start)
383 {
357 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 385 exit (-1);
359 } 386 }
360 } 387 }
361} 388}
362 389
363 390object *
364object *get_nearest_player(object *mon) { 391get_nearest_player (object *mon)
392{
365 object *op = NULL; 393 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 394 objectlink *ol;
368 unsigned lastdist; 395 unsigned lastdist;
369 rv_vector rv; 396 rv_vector rv;
370 397
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 398 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
399 {
372 /* We should not find free objects on this friendly list, but it 400 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 401 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 402 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 403 * list is also free, so encapsulate this in a while loop.
376 */ 404 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 405 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
406 {
378 object *tmp=ol->ob; 407 object *tmp = ol->ob;
379 408
380 /* Can't do much more other than log the fact, because the object 409 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 410 * itself will have been cleared.
382 */ 411 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 412 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 413 ol = ol->next;
385 remove_friendly_object(tmp); 414 remove_friendly_object (tmp);
415 if (!ol)
386 if (!ol) return op; 416 return op;
387 } 417 }
388 418
389 /* Remove special check for player from this. First, it looks to cause 419 /* 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 420 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 421 * 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 422 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 423 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 424 * on_same_map check, as can_detect_enemy also does this
395 */ 425 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 426 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 427 continue;
398 428
399 if(lastdist>rv.distance) { 429 if (lastdist > rv.distance)
430 {
400 op=ol->ob; 431 op = ol->ob;
401 lastdist=rv.distance; 432 lastdist = rv.distance;
402 } 433 }
403 } 434 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 435
436 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 437 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 438 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 439 {
412 } 440 op = pl->ob;
441 lastdist = rv.distance;
442 }
443
413#if 0 444#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 445 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 446#endif
416 return op; 447 return op;
417} 448}
418 449
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 450/* 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 451 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 452 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 466 * 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 467 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 468 * is probably not a good thing.
438 */ 469 */
439#define MAX_SPACES 50 470#define MAX_SPACES 50
440
441 471
442/* 472/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 473 * 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 474 * 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 475 * 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. 488 * 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, 489 * 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 490 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 491 * is blocking itself.
462 */ 492 */
493int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 494path_to_player (object *mon, object *pl, unsigned mindiff)
495{
464 rv_vector rv; 496 rv_vector rv;
465 sint16 x,y; 497 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 498 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 499 maptile *m, *lastmap;
468 500
469 get_rangevector(mon, pl, &rv, 0); 501 get_rangevector (mon, pl, &rv, 0);
470 502
471 if (rv.distance<mindiff) return 0; 503 if (rv.distance < mindiff)
504 return 0;
472 505
473 x=mon->x; 506 x = mon->x;
474 y=mon->y; 507 y = mon->y;
475 m=mon->map; 508 m = mon->map;
476 dir = rv.direction; 509 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 510 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); 511 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. */ 512 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 513 if (diff > max)
514 return 0;
481 while (diff >1 && max>0) { 515 while (diff > 1 && max > 0)
516 {
482 lastx = x; 517 lastx = x;
483 lasty = y; 518 lasty = y;
484 lastmap = m; 519 lastmap = m;
485 x = lastx + freearr_x[dir]; 520 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 521 y = lasty + freearr_y[dir];
487 522
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 523 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); 524 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 525
491 /* Space is blocked - try changing direction a little */ 526 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 527 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)))) { 528 && (m == mon->map && blocked_link (mon, m, x, y))))
529 {
494 /* recalculate direction from last good location. Possible 530 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 531 * we were not traversing ideal location before.
496 */ 532 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 533 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 534 if (rv.direction != dir)
535 {
499 /* OK - says direction should be different - lets reset the 536 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 537 * the values so it will try again.
501 */ 538 */
502 x = lastx; 539 x = lastx;
503 y = lasty; 540 y = lasty;
504 m = lastmap; 541 m = lastmap;
505 dir = firstdir = rv.direction; 542 dir = firstdir = rv.direction;
543 }
506 } else { 544 else
545 {
507 /* direct path is blocked - try taking a side step to 546 /* direct path is blocked - try taking a side step to
508 * either the left or right. 547 * either the left or right.
509 * Note increase the values in the loop below to be 548 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 549 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 550 * 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 551 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 552 * stepping back and forth
514 */ 553 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 554 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
555 {
556 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 557 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 558 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 559 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 560 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 561 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 562 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 563 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 564 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 565 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 566 * the last direction the creature has successfully
526 * moved. 567 * moved.
527 */ 568 */
528 569
529 x = lastx + freearr_x[absdir(lastdir+i)]; 570 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 571 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 572 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 573 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 574 if (mflags & P_OUT_OF_MAP)
575 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 576 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 577 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
578 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 579 if (mflags & P_BLOCKSVIEW)
580 continue;
537 581
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 582 if (m == mon->map && blocked_link (mon, m, x, y))
583 break;
539 } 584 }
540 /* go through entire loop without finding a valid 585 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 586 * sidestep to take - thus, no valid path.
542 */ 587 */
543 if (i==(DETOUR_AMOUNT+1)) 588 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 589 return 0;
545 diff--; 590 diff--;
546 lastdir=dir; 591 lastdir = dir;
547 max--; 592 max--;
548 if (!firstdir) firstdir = dir+i; 593 if (!firstdir)
594 firstdir = dir + i;
549 } /* else check alternate directions */ 595 } /* else check alternate directions */
550 } /* if blocked */ 596 } /* if blocked */
551 else { 597 else
598 {
552 /* we moved towards creature, so diff is less */ 599 /* we moved towards creature, so diff is less */
553 diff--; 600 diff--;
554 max--; 601 max--;
555 lastdir=dir; 602 lastdir = dir;
603 if (!firstdir)
556 if (!firstdir) firstdir = dir; 604 firstdir = dir;
605 }
606 if (diff <= 1)
557 } 607 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 608 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 609 * headed toward player for entire distance.
561 */ 610 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 611 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); 612 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 613 }
565 if (diff>max) return 0; 614 if (diff > max)
615 return 0;
566 } 616 }
567 /* If we reached the max, didn't find a direction in time */ 617 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 618 if (!max)
619 return 0;
569 620
570 return firstdir; 621 return firstdir;
571} 622}
572 623
624void
573void give_initial_items(object *pl,treasurelist *items) { 625give_initial_items (object *pl, treasurelist * items)
626{
574 object *op,*next=NULL; 627 object *op, *next = NULL;
575 628
576 if(pl->randomitems!=NULL) 629 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 630 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 631
579 for (op=pl->inv; op; op=next) { 632 for (op = pl->inv; op; op = next)
633 {
580 next = op->below; 634 next = op->below;
581 635
582 /* Forces get applied per default, unless they have the 636 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 637 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 638 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 639 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 640 SET_FLAG (op, FLAG_APPLIED);
587 641
588 /* we never give weapons/armour if these cannot be used 642 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 643 * by this player due to race restrictions
590 */ 644 */
591 if (pl->type == PLAYER) { 645 if (pl->type == PLAYER)
646 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 647 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 648 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 649 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 650 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 651 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 } 652 {
602 } 653 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; 654 continue;
622 } 655 }
623 if (op->nrof > 1) op->nrof = 1; 656 }
657
658 /* This really needs to be better - we should really give
659 * a substitute spellbook. The problem is that we don't really
660 * have a good idea what to replace it with (need something like
661 * a first level treasurelist for each skill.)
662 * remove duplicate skills also
663 */
664 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 665 {
666 object *tmp;
625 667
668 for (tmp = op->below; tmp; tmp = tmp->below)
669 if (tmp->type == op->type && tmp->name == op->name)
670 break;
671
672 if (tmp)
673 {
674 op->destroy ();
675 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
676 continue;
677 }
678
679 if (op->nrof > 1)
680 op->nrof = 1;
681 }
682
626 if (op->type == SPELLBOOK && op->inv) { 683 if (op->type == SPELLBOOK && op->inv)
684 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 685 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 686 }
629 687
630 /* Give starting characters identified, uncursed, and undamned 688 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 689 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 690 * merged properly.
633 */ 691 */
634 if (need_identify(op)) { 692 if (need_identify (op))
693 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 694 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 695 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 696 CLEAR_FLAG (op, FLAG_DAMNED);
697 }
698 if (op->type == SPELL)
638 } 699 {
639 if(op->type==SPELL) { 700 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 701 continue;
702 }
703 else if (op->type == SKILL)
643 } 704 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 705 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 706 op->stats.exp = 0;
647 op->level = 1; 707 op->level = 1;
648 } 708 }
649 /* lock all 'normal items by default */ 709 /* lock all 'normal items by default */
710 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 711 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 712 } /* for loop of objects in player inv */
652 713
653 /* Need to set up the skill pointers */ 714 /* Need to set up the skill pointers */
654 link_player_skills(pl); 715 link_player_skills (pl);
655} 716}
656 717
657void get_name(object *op) { 718void
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) { 719get_party_password (object *op, partylist *party)
720{
734 if (party == NULL) { 721 if (party == NULL)
722 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 723 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 724 return;
737 } 725 }
726
738 op->contr->write_buf[0]='\0'; 727 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 728 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 729 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 730 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 731}
743
744 732
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 733/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
734static int
746int roll_stat(void) { 735roll_stat (void)
736{
747 int a[4],i,j,k; 737 int a[4], i, j, k;
748 738
749 for(i=0;i<4;i++) 739 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 740 a[i] = (int) RANDOM () % 6 + 1;
751 741
752 for(i=0,j=0,k=7;i<4;i++) 742 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 743 if (a[i] < k)
754 k=a[i],j=i; 744 k = a[i], j = i;
755 745
756 for(i=0,k=0;i<4;i++) { 746 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 747 if (i != j)
758 k+=a[i]; 748 k += a[i];
759 } 749
760 return k; 750 return k;
761} 751}
762 752
763void roll_stats(object *op) { 753void
764 int sum=0; 754object::roll_stats ()
765 int i = 0, j = 0; 755{
766 int statsort[7]; 756 int statsort [7];
767 757
758 for (;;)
768 do { 759 {
769 op->stats.Str=roll_stat(); 760 int sum = 0;
770 op->stats.Dex=roll_stat(); 761 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 762 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);
780 763
764 if (sum >= 82 && sum <= 116)
765 break;
766 }
767
781 /* Sort the stats so that rerolling is easier... */ 768 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 769 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;
789 770
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]; 771 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 772 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 773 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 774 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 775 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 776 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 777 stats.Cha = statsort[6];
809 778
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; 779 stats.exp = 0;
821 op->stats.ac=0; 780 stats.ac = 0;
822 781
782 stats.hp = stats.maxhp;
783 stats.sp = stats.maxsp;
784 stats.grace = stats.maxgrace;
785
786 if (contr)
787 {
823 op->contr->levhp[1] = 9; 788 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 789 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 790 contr->levgrace[1] = 3;
826 791
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; 792 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 } 793 }
794}
851 795
796void
797object::swap_stats (int a, int b)
798{
852 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First); 799 int tmp = get_attr_value (&contr->orig_stats, a);
853 800 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); 801 set_attr_value (&contr->orig_stats, b, tmp);
858 802
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; 803 stats.Str = contr->orig_stats.Str;
862 op->stats.Dex = op->contr->orig_stats.Dex; 804 stats.Dex = contr->orig_stats.Dex;
863 op->stats.Con = op->contr->orig_stats.Con; 805 stats.Con = contr->orig_stats.Con;
864 op->stats.Int = op->contr->orig_stats.Int; 806 stats.Int = contr->orig_stats.Int;
865 op->stats.Wis = op->contr->orig_stats.Wis; 807 stats.Wis = contr->orig_stats.Wis;
866 op->stats.Pow = op->contr->orig_stats.Pow; 808 stats.Pow = contr->orig_stats.Pow;
867 op->stats.Cha = op->contr->orig_stats.Cha; 809 stats.Cha = contr->orig_stats.Cha;
868 op->stats.ac=0;
869 810
870 op->level=1; 811 //TODO: the following code looks so borked and should, at the very least,
812 // be merged with the similar code in roll_stats
813 stats.ac = 0;
814
815 level = 1;
871 op->stats.exp=0; 816 stats.exp = 0;
872 op->stats.ac=0; 817 stats.ac = 0;
873 818
819 stats.hp = stats.maxhp;
820 stats.sp = stats.maxsp;
821 stats.grace = stats.maxgrace;
822
823 if (contr)
824 {
874 op->contr->levhp[1] = 9; 825 contr->levhp[1] = 9;
875 op->contr->levsp[1] = 6; 826 contr->levsp[1] = 6;
876 op->contr->levgrace[1] = 3; 827 contr->levgrace[1] = 3;
877 828
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; 829 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 } 830 }
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} 831}
953 832
954/* This function takes the key that is passed, and does the 833/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 834 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 835 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 836 * separate race and class; this actually changes the RACE,
958 * not the class. 837 * not the class.
959 */ 838 */
960 839int
961int key_change_class(object *op, char key) 840key_change_class (object *op, char key)
962{ 841{
963 int tmp_loop; 842 int tmp_loop;
964 843
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 844 if (key == 'd' || key == 'D')
845 {
971 char buf[MAX_BUF]; 846 char buf[MAX_BUF];
972 847
973 /* this must before then initial items are given */ 848 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 849 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 850
851 treasurelist *tl = find_treasurelist ("starting_wealth");
852 if (tl)
853 create_treasure (tl, op, 0, 0, 0);
854
977 INVOKE_PLAYER (BIRTH, op->contr); 855 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 856 INVOKE_PLAYER (LOGIN, op->contr);
979 857
980 op->contr->state=ST_PLAYING; 858 op->contr->ns->state = ST_PLAYING;
981 859
982 if (op->msg) { 860 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 861 op->msg = NULL;
985 }
986 862
987 /* We create this now because some of the unique maps will need it 863 /* We create this now because some of the unique maps will need it
988 * to save here. 864 * to save here.
989 */ 865 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 866 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 867 make_path_to_file (buf);
992 868
993#ifdef AUTOSAVE 869#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 870 op->contr->last_save_tick = pticks;
995#endif 871#endif
996 start_info(op); 872 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 873 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 874 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 875 link_player_skills (op);
1000 esrv_send_inventory(op, op); 876 esrv_send_inventory (op, op);
1001 fix_player(op); 877 op->update_stats ();
1002 878
1003 /* This moves the player to a different start map, if there 879 /* This moves the player to a different start map, if there
1004 * is one for this race 880 * is one for this race
1005 */ 881 */
1006 if(*first_map_ext_path) { 882 if (*first_map_ext_path)
883 {
1007 object *tmp; 884 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 885 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 886
1011 first_map_ext_path, op->arch->name); 887 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 888 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 889 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 890 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 891 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 892 enter_exit (op, tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 893 * if the map isn't there, then stay on the
1018 * default initial map */ 894 * default initial map */
1019 free_object(tmp); 895 tmp->destroy ();
896 }
1020 } else { 897 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 898 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 899
1023 return 0; 900 return 0;
1024 } 901 }
1025 902
1026 /* Following actually changes the race - this is the default command 903 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 904 * if we don't match with one of the options above.
1028 */ 905 */
1029 906
1030 tmp_loop = 0; 907 tmp_loop = 0;
1031 while(!tmp_loop) { 908 while (!tmp_loop)
1032 const char *name = add_string (op->name); 909 {
910 shstr name = op->name;
1033 int x = op->x, y = op->y; 911 int x = op->x, y = op->y;
912
1034 remove_statbonus(op); 913 op->remove_statbonus ();
1035 remove_ob (op); 914 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 915 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 916 op->arch->clone.copy_to (op);
1038 op->instantiate (); 917 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 918 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 919 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; 920 op->x = x;
1045 op->y = y; 921 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 922 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 923 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 924 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 925 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 926 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 927 }
928
1055 update_object(op,UP_OBJ_FACE); 929 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 930 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 931 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 932 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 933 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 934 op->stats.grace = 0;
935
1061 if (op->msg) 936 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 937 new_draw_info (NDI_BLUE, 0, op, op->msg);
938
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 939 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; 940 return 0;
1065} 941}
1066 942
943int
1067int key_confirm_quit(object *op, char key) 944key_confirm_quit (object *op, char key)
1068{ 945{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 946 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
947 {
1072 op->contr->state=ST_PLAYING; 948 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 949 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 950 return 1;
1075 } 951 }
1076 952
1077 INVOKE_PLAYER (LOGOUT, op->contr); 953 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 954 INVOKE_PLAYER (QUIT, op->contr);
1079 955
1080 terminate_all_pets(op); 956 terminate_all_pets (op);
1081 leave_map(op); 957 leave_map (op);
1082 op->direction=0; 958 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 959 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 960
1086 strcpy(op->contr->killer,"quit"); 961 strcpy (op->contr->killer, "quit");
1087 check_score(op); 962 check_score (op);
1088 op->contr->party=NULL; 963 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 964 op->contr->own_title[0] = '\0';
1091 965
1092 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 966 object_ptr ob = op;
1093 mapstruct *mp, *next;
1094 967
968 delete ob->contr;
969
1095 /* We need to hunt for any per player unique maps in memory and 970 /* 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, 971 * 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 972 * so that players named 'Ab' won't match against players 'Abe' pathname
1098 */ 973 */
974 char buf[MAX_BUF];
1099 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 975 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1100 for (mp=first_map; mp!=NULL; mp=next) { 976
977 for (maptile *next, *mp = first_map; mp; mp = next)
978 {
1101 next = mp->next; 979 next = mp->next;
980
1102 if (!strncmp(mp->path, buf, strlen(buf))) 981 if (!strncmp (mp->path, buf, strlen (buf)))
1103 delete_map(mp); 982 delete_map (mp);
1104 } 983 }
1105 984
1106 delete_character(op->name, 1); 985 delete_character (ob->name, 1);
1107 } 986
1108 play_again(op);
1109 return 1; 987 return 1;
1110} 988}
1111 989
990void
1112void flee_player(object *op) { 991flee_player (object *op)
992{
1113 int dir,diff; 993 int dir, diff;
1114 rv_vector rv; 994 rv_vector rv;
1115 995
1116 if(op->stats.hp < 0) { 996 if (op->stats.hp < 0)
997 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 998 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 999 CLEAR_FLAG (op, FLAG_SCARED);
1000 return;
1001 }
1002
1003 if (op->enemy == NULL)
1004 {
1005 LOG (llevDebug, "Fleeing player had no enemy.\n");
1006 CLEAR_FLAG (op, FLAG_SCARED);
1007 return;
1008 }
1009
1010 /* Seen some crashes here. Since we don't store an
1011 * op->enemy_count, it is possible that something destroys the
1012 * actual enemy, and the object is recycled.
1013 */
1014 if (op->enemy->map == NULL)
1015 {
1016 CLEAR_FLAG (op, FLAG_SCARED);
1017 op->enemy = NULL;
1018 return;
1019 }
1020
1021 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1022 {
1023 op->enemy = NULL;
1024 CLEAR_FLAG (op, FLAG_SCARED);
1025 return;
1026 }
1027
1028 get_rangevector (op, op->enemy, &rv, 0);
1029
1030 dir = absdir (4 + rv.direction);
1031 for (diff = 0; diff < 3; diff++)
1032 {
1033 int m = 1 - (RANDOM () & 2);
1034
1035 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1036 return;
1120 } 1037 }
1121 1038
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 */ 1039 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1040 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1041 op->enemy = NULL;
1156} 1042}
1157 1043
1158 1044
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1045/* 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 1046 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1047 * stop.
1162 */ 1048 */
1049int
1163int check_pick(object *op) { 1050check_pick (object *op)
1051{
1164 object *tmp, *next; 1052 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1053 int stop = 0;
1167 int j, k, wvratio; 1054 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1055 char putstring[128], tmpstr[16];
1169 1056
1170
1171 /* if you're flying, you cna't pick up anything */ 1057 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1058 if (op->move_type & MOVE_FLYING)
1173 return 1; 1059 return 1;
1174 1060
1175 op_tag = op->count;
1176
1177 next = op->below; 1061 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1062
1181 /* loop while there are items on the floor that are not marked as 1063 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1064 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1065 while (next && !next->destroyed ())
1184 { 1066 {
1185 tmp = next; 1067 tmp = next;
1186 next = tmp->below; 1068 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1069
1190 if (was_destroyed (op, op_tag)) 1070 if (op->destroyed ())
1191 return 0; 1071 return 0;
1192 1072
1193 if ( ! can_pick (op, tmp)) 1073 if (!can_pick (op, tmp))
1194 continue; 1074 continue;
1195 1075
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1076 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1077 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1078 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1079 pick_up (op, tmp);
1200 continue; 1080 continue;
1201 } 1081 }
1202 1082
1203 /* high not bit set? We're using the old autopickup model */ 1083 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1084 if (!(op->contr->mode & PU_NEWMODE))
1085 {
1205 switch (op->contr->mode) { 1086 switch (op->contr->mode)
1087 {
1088 case 0:
1206 case 0: return 1; /* don't pick up */ 1089 return 1; /* don't pick up */
1090 case 1:
1207 case 1: pick_up (op, tmp); 1091 pick_up (op, tmp);
1208 return 1; 1092 return 1;
1093 case 2:
1209 case 2: pick_up (op, tmp); 1094 pick_up (op, tmp);
1210 return 0; 1095 return 0;
1096 case 3:
1211 case 3: return 0; /* stop before pickup */ 1097 return 0; /* stop before pickup */
1098 case 4:
1212 case 4: pick_up (op, tmp); 1099 pick_up (op, tmp);
1213 break; 1100 break;
1101 case 5:
1214 case 5: pick_up (op, tmp); 1102 pick_up (op, tmp);
1215 stop = 1; 1103 stop = 1;
1216 break; 1104 break;
1217 case 6: 1105 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1106 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); 1107 pick_up (op, tmp);
1221 break; 1108 break;
1222 1109
1223 case 7: 1110 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1111 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1112 pick_up (op, tmp);
1226 break; 1113 break;
1227 1114
1228 default: 1115 default:
1229 /* use value density */ 1116 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1117 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1118 && (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); 1119 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 } 1120 }
1262 } 1121 }
1263 } 1122 else
1123 { /* old model */
1124 /* NEW pickup handling */
1125 if (op->contr->mode & PU_DEBUG)
1126 {
1127 /* some debugging code to figure out item information */
1128 if (tmp->name != NULL)
1129 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1130 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1131 else
1132 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1133 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1134
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1135 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1136 }
1265 1137
1138 /* philosophy:
1139 * It's easy to grab an item type from a pile, as long as it's
1140 * generic. This takes no game-time. For more detailed pickups
1141 * and selections, select-items should be used. This is a
1142 * grab-as-you-run type mode that's really useful for arrows for
1143 * example.
1144 * The drawback: right now it has no frontend, so you need to
1145 * stick the bits you want into a calculator in hex mode and then
1146 * convert to decimal and then 'pickup <#>
1147 */
1148
1149 /* the first two modes are exclusive: if NOTHING we return, if
1150 * STOP then we stop. All the rest are applied sequentially,
1151 * meaning if any test passes, the item gets picked up. */
1152
1153 /* if mode is set to pick nothing up, return */
1154
1155 if (op->contr->mode & PU_NOTHING)
1156 return 1;
1157
1158 /* if mode is set to stop when encountering objects, return */
1159 /* take STOP before INHIBIT since it doesn't actually pick
1160 * anything up */
1161
1162 if (op->contr->mode & PU_STOP)
1163 return 0;
1164
1165 /* useful for going into stores and not losing your settings... */
1166 /* and for battles wher you don't want to get loaded down while
1167 * fighting */
1168 if (op->contr->mode & PU_INHIBIT)
1169 return 1;
1170
1171 /* prevent us from turning into auto-thieves :) */
1172 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1173 continue;
1174
1175 /* ignore known cursed objects */
1176 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1177 continue;
1178
1179 /* all food and drink if desired */
1180 /* question: don't pick up known-poisonous stuff? */
1181 if (op->contr->mode & PU_FOOD)
1182 if (tmp->type == FOOD)
1183 {
1184 pick_up (op, tmp);
1185 continue;
1186 }
1187
1188 if (op->contr->mode & PU_DRINK)
1189 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1190 {
1191 pick_up (op, tmp);
1192 continue;
1193 }
1194
1195 if (op->contr->mode & PU_POTION)
1196 if (tmp->type == POTION)
1197 {
1198 pick_up (op, tmp);
1199 continue;
1200 }
1201
1202 /* spellbooks, skillscrolls and normal books/scrolls */
1203 if (op->contr->mode & PU_SPELLBOOK)
1204 if (tmp->type == SPELLBOOK)
1205 {
1206 pick_up (op, tmp);
1207 continue;
1208 }
1209
1210 if (op->contr->mode & PU_SKILLSCROLL)
1211 if (tmp->type == SKILLSCROLL)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_READABLES)
1218 if (tmp->type == BOOK || tmp->type == SCROLL)
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 /* wands/staves/rods/horns */
1225 if (op->contr->mode & PU_MAGIC_DEVICE)
1226 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* pick up all magical items */
1233 if (op->contr->mode & PU_MAGICAL)
1234 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 if (op->contr->mode & PU_VALUABLES)
1241 {
1242 if (tmp->type == MONEY || tmp->type == GEM)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247 }
1248
1249 /* rings & amulets - talismans seems to be typed AMULET */
1250 if (op->contr->mode & PU_JEWELS)
1251 if (tmp->type == RING || tmp->type == AMULET)
1252 {
1253 pick_up (op, tmp);
1254 continue;
1255 }
1256
1257 /* we don't forget dragon food */
1258 if (op->contr->mode & PU_FLESH)
1259 if (tmp->type == FLESH)
1260 {
1261 pick_up (op, tmp);
1262 continue;
1263 }
1264
1265 /* bows and arrows. Bows are good for selling! */
1266 if (op->contr->mode & PU_BOW)
1267 if (tmp->type == BOW)
1268 {
1269 pick_up (op, tmp);
1270 continue;
1271 }
1272
1273 if (op->contr->mode & PU_ARROW)
1274 if (tmp->type == ARROW)
1275 {
1276 pick_up (op, tmp);
1277 continue;
1278 }
1279
1280 /* all kinds of armor etc. */
1281 if (op->contr->mode & PU_ARMOUR)
1282 if (tmp->type == ARMOUR)
1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1287
1288 if (op->contr->mode & PU_HELMET)
1289 if (tmp->type == HELMET)
1290 {
1291 pick_up (op, tmp);
1292 continue;
1293 }
1294
1295 if (op->contr->mode & PU_SHIELD)
1296 if (tmp->type == SHIELD)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_BOOTS)
1303 if (tmp->type == BOOTS)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 if (op->contr->mode & PU_GLOVES)
1310 if (tmp->type == GLOVES)
1311 {
1312 pick_up (op, tmp);
1313 continue;
1314 }
1315
1316 if (op->contr->mode & PU_CLOAK)
1317 if (tmp->type == CLOAK)
1318 {
1319 pick_up (op, tmp);
1320 continue;
1321 }
1322
1323 /* hoping to catch throwing daggers here */
1324 if (op->contr->mode & PU_MISSILEWEAPON)
1325 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 /* careful: chairs and tables are weapons! */
1332 if (op->contr->mode & PU_ALLWEAPON)
1333 {
1334 if (tmp->type == WEAPON && tmp->name != NULL)
1335 {
1336 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1337 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1338 {
1339 pick_up (op, tmp);
1340 continue;
1341 }
1342 }
1343
1344 if (tmp->type == WEAPON && tmp->name == NULL)
1345 {
1346 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351 }
1352 }
1353
1354 /* misc stuff that's useful */
1355 if (op->contr->mode & PU_KEY)
1356 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1361
1362 /* any of the last 4 bits set means we use the ratio for value
1363 * pickups */
1364 if (op->contr->mode & PU_RATIO)
1365 {
1366 /* use value density to decide what else to grab */
1367 /* >=7 was >= op->contr->mode */
1368 /* >=7 is the old standard setting. Now we take the last 4 bits
1369 * and multiply them by 5, giving 0..15*5== 5..75 */
1370 wvratio = (op->contr->mode & PU_RATIO) * 5;
1371 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1372 {
1373 pick_up (op, tmp);
1266#if 0 1374#if 0
1267 /* print the flags too */ 1375 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1376 if (tmp->name != NULL)
1269 { 1377 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1378 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1379 }
1272 { 1380 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1381 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1382 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1383 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1276 fprintf(stderr," [%d]\n", k*32);
1277 }
1278#endif 1384#endif
1279 } 1385 continue;
1280 /* philosophy: 1386 }
1281 * It's easy to grab an item type from a pile, as long as it's
1282 * generic. This takes no game-time. For more detailed pickups
1283 * and selections, select-items shoul dbe used. This is a
1284 * grab-as-you-run type mode that's really useful for arrows for
1285 * example.
1286 * The drawback: right now it has no frontend, so you need to
1287 * stick the bits you want into a calculator in hex mode and then
1288 * convert to decimal and then 'pickup <#>
1289 */
1290
1291 /* the first two modes are exclusive: if NOTHING we return, if
1292 * STOP then we stop. All the rest are applied sequentially,
1293 * meaning if any test passes, the item gets picked up. */
1294
1295 /* if mode is set to pick nothing up, return */
1296
1297 if(op->contr->mode & PU_NOTHING) return 1;
1298
1299 /* if mode is set to stop when encountering objects, return */
1300 /* take STOP before INHIBIT since it doesn't actually pick
1301 * anything up */
1302
1303 if(op->contr->mode & PU_STOP) return 0;
1304
1305 /* useful for going into stores and not losing your settings... */
1306 /* and for battles wher you don't want to get loaded down while
1307 * fighting */
1308 if(op->contr->mode & PU_INHIBIT) return 1;
1309
1310 /* prevent us from turning into auto-thieves :) */
1311 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue;
1312
1313 /* ignore known cursed objects */
1314 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue;
1315
1316 /* all food and drink if desired */
1317 /* question: don't pick up known-poisonous stuff? */
1318 if(op->contr->mode & PU_FOOD)
1319 if (tmp->type == FOOD)
1320 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; }
1321 if(op->contr->mode & PU_DRINK)
1322 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)))
1323 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; }
1324
1325 if(op->contr->mode & PU_POTION)
1326 if (tmp->type == POTION)
1327 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; }
1328
1329 /* spellbooks, skillscrolls and normal books/scrolls */
1330 if(op->contr->mode & PU_SPELLBOOK)
1331 if (tmp->type == SPELLBOOK)
1332 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; }
1333 if(op->contr->mode & PU_SKILLSCROLL)
1334 if (tmp->type == SKILLSCROLL)
1335 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; }
1336 if(op->contr->mode & PU_READABLES)
1337 if (tmp->type == BOOK || tmp->type == SCROLL)
1338 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; }
1339
1340 /* wands/staves/rods/horns */
1341 if (op->contr->mode & PU_MAGIC_DEVICE)
1342 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1343 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; }
1344
1345 /* pick up all magical items */
1346 if(op->contr->mode & PU_MAGICAL)
1347 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))
1348 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; }
1349
1350 if(op->contr->mode & PU_VALUABLES)
1351 {
1352 if (tmp->type == MONEY || tmp->type == GEM)
1353 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; }
1354 }
1355
1356 /* rings & amulets - talismans seems to be typed AMULET */
1357 if(op->contr->mode & PU_JEWELS)
1358 if (tmp->type == RING || tmp->type == AMULET)
1359 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; }
1360
1361 /* bows and arrows. Bows are good for selling! */
1362 if(op->contr->mode & PU_BOW)
1363 if (tmp->type == BOW)
1364 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; }
1365 if(op->contr->mode & PU_ARROW)
1366 if (tmp->type == ARROW)
1367 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; }
1368
1369 /* all kinds of armor etc. */
1370 if(op->contr->mode & PU_ARMOUR)
1371 if (tmp->type == ARMOUR)
1372 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; }
1373 if(op->contr->mode & PU_HELMET)
1374 if (tmp->type == HELMET)
1375 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; }
1376 if(op->contr->mode & PU_SHIELD)
1377 if (tmp->type == SHIELD)
1378 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; }
1379 if(op->contr->mode & PU_BOOTS)
1380 if (tmp->type == BOOTS)
1381 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; }
1382 if(op->contr->mode & PU_GLOVES)
1383 if (tmp->type == GLOVES)
1384 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1385 if(op->contr->mode & PU_CLOAK)
1386 if (tmp->type == CLOAK)
1387 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; }
1388
1389 /* hoping to catch throwing daggers here */
1390 if(op->contr->mode & PU_MISSILEWEAPON)
1391 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN))
1392 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; }
1393
1394 /* careful: chairs and tables are weapons! */
1395 if(op->contr->mode & PU_ALLWEAPON)
1396 {
1397 if(tmp->type == WEAPON && tmp->name!=NULL)
1398 {
1399 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL &&
1400 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL)
1401 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1402 }
1403 if(tmp->type == WEAPON && tmp->name==NULL)
1404 {
1405 if(strstr(tmp->arch->name,"table")==NULL &&
1406 strstr(tmp->arch->name,"chair")==NULL)
1407 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; }
1408 }
1409 }
1410
1411 /* misc stuff that's useful */
1412 if(op->contr->mode & PU_KEY)
1413 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1414 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; }
1415
1416 /* any of the last 4 bits set means we use the ratio for value
1417 * pickups */
1418 if(op->contr->mode & PU_RATIO)
1419 {
1420 /* use value density to decide what else to grab */
1421 /* >=7 was >= op->contr->mode */
1422 /* >=7 is the old standard setting. Now we take the last 4 bits
1423 * and multiply them by 5, giving 0..15*5== 5..75 */
1424 wvratio=(op->contr->mode & PU_RATIO) * 5;
1425 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio)
1426 {
1427 pick_up(op, tmp);
1428#if 0
1429 fprintf(stderr,"HIGH WEIGHT/VALUE [");
1430 if(tmp->name!=NULL) {
1431 fprintf(stderr,"%s", tmp->name);
1432 } 1387 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1388 } /* the new pickup model */
1434 fprintf(stderr,",%d] = ", tmp->type);
1435 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1436#endif
1437 continue;
1438 }
1439 } 1389 }
1440 } /* the new pickup model */ 1390
1441 }
1442 return ! stop; 1391 return !stop;
1443} 1392}
1444 1393
1445/* 1394/*
1446 * Find an arrow in the inventory and after that 1395 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1396 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1397 * found object is returned.
1449 */ 1398 */
1399object *
1450object *find_arrow(object *op, const char *type) 1400find_arrow (object *op, const char *type)
1451{ 1401{
1452 object *tmp = NULL; 1402 object *tmp = NULL;
1453 1403
1454 for(op=op->inv; op; op=op->below) 1404 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1405 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); 1406 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1407 else if (op->type == ARROW && op->race == type)
1459 return op; 1408 return op;
1460 return tmp; 1409 return tmp;
1461} 1410}
1462 1411
1463/* 1412/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1413 * 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 1414 * 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 1415 * 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. 1416 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1417 */
1469 1418
1419object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1420find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1421{
1472 object *tmp = NULL, *arrow, *ntmp; 1422 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1423 int attacknum, attacktype, betterby = 0, i;
1474 1424
1475 if (!type) 1425 if (!type)
1476 return NULL; 1426 return NULL;
1477 1427
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1428 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1429 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1430 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1431 {
1481 i = 0; 1432 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1433 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1434 if (i > betterby)
1435 {
1484 tmp = ntmp; 1436 tmp = ntmp;
1485 betterby = i; 1437 betterby = i;
1486 } 1438 }
1439 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1440 else if (arrow->type == ARROW && arrow->race == type)
1441 {
1488 /* allways prefer assasination/slaying */ 1442 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1443 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1444 {
1491 if (arrow->attacktype & AT_DEATH) { 1445 if (arrow->attacktype & AT_DEATH)
1446 {
1492 *better = 100; 1447 *better = 100;
1493 return arrow; 1448 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1449 }
1498 } else { 1450 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 } 1451 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1452 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1453 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 } 1454 }
1515 } 1455 }
1456 else
1457 {
1458 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1459 {
1460 attacktype = 1 << attacknum;
1461 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1462 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1463 {
1464 tmp = arrow;
1465 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1466 }
1467 }
1468 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1469 {
1470 tmp = arrow;
1471 betterby = 2 + arrow->magic + arrow->stats.dam;
1472 }
1473 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1474 {
1475 tmp = arrow;
1476 betterby = 1 + arrow->magic + arrow->stats.dam;
1477 }
1516 } 1478 }
1479 }
1517 } 1480 }
1518 if (tmp == NULL && arrow == NULL) 1481 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1482 return find_arrow (op, type);
1520 1483
1521 *better = betterby; 1484 *better = betterby;
1522 return tmp; 1485 return tmp;
1523} 1486}
1524 1487
1525/* looks in a given direction, finds the first valid target, and calls 1488/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1489 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1490 * op = the shooter
1528 * type = bow->race 1491 * type = bow->race
1529 * dir = fire direction 1492 * dir = fire direction
1530 */ 1493 */
1531 1494
1495object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1496pick_arrow_target (object *op, const char *type, int dir)
1533{ 1497{
1534 object *tmp = NULL; 1498 object *tmp = NULL;
1535 mapstruct *m; 1499 maptile *m;
1536 int i, mflags, found, number; 1500 int i, mflags, found, number;
1537 sint16 x, y; 1501 sint16 x, y;
1538 1502
1539 if (op->map == NULL) 1503 if (op->map == NULL)
1540 return find_arrow(op, type); 1504 return find_arrow (op, type);
1541 1505
1542 /* do a dex check */ 1506 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1507 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))) 1508 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1509 return find_arrow (op, type);
1546 1510
1547 m = op->map; 1511 m = op->map;
1548 x = op->x; 1512 x = op->x;
1549 y = op->y; 1513 y = op->y;
1550 1514
1551 /* find the first target */ 1515 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1516 for (i = 0, found = 0; i < 20; i++)
1517 {
1553 x += freearr_x[dir]; 1518 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1519 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1520 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1521 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1522 {
1557 tmp = NULL; 1523 tmp = NULL;
1524 break;
1525 }
1526 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1527 {
1528 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1529 * perhaps a bad assumption.
1530 */
1531 tmp = NULL;
1532 break;
1533 }
1534 if (mflags & P_IS_ALIVE)
1535 {
1536 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1537 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1538 {
1539 found++;
1540 break;
1541 }
1542 if (found)
1558 break; 1543 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 } 1544 }
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 } 1545 }
1576 if (tmp == NULL) 1546 if (tmp == NULL)
1577 return find_arrow(op, type); 1547 return find_arrow (op, type);
1578 1548
1579 if (tmp->head) 1549 if (tmp->head)
1580 tmp = tmp->head; 1550 tmp = tmp->head;
1581 1551
1582 return find_better_arrow(op, tmp, type, &i); 1552 return find_better_arrow (op, tmp, type, &i);
1583} 1553}
1584 1554
1585/* 1555/*
1586 * Creature fires a bow - op can be monster or player. Returns 1556 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1557 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1560 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1561 * 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 1562 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1563 * player fire modes.
1594 */ 1564 */
1565int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1566fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1567{
1598 object *left, *bow; 1568 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1569 int bowspeed, mflags;
1601 mapstruct *m; 1570 maptile *m;
1602 1571
1603 if (!dir) { 1572 if (!dir)
1573 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1574 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1575 return 0;
1606 } 1576 }
1577
1607 if (op->type == PLAYER) 1578 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1579 bow = op->contr->ranges[range_bow];
1609 else { 1580 else
1581 {
1610 for(bow=op->inv; bow; bow=bow->below) 1582 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1583 /* 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. 1584 * don't need to switch back and forth between bows and weapons.
1613 */ 1585 */
1614 if(bow->type==BOW) 1586 if (bow->type == BOW)
1615 break; 1587 break;
1616 1588
1617 if (!bow) { 1589 if (!bow)
1590 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1591 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1592 return 0;
1620 } 1593 }
1621 } 1594 }
1595
1622 if( !bow->race || !bow->skill) { 1596 if (!bow->race || !bow->skill)
1597 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1598 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1599 return 0;
1625 } 1600 }
1626 1601
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1602 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1603
1629 /* penalize ROF for bestarrow */ 1604 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1605 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1606 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1607
1632 if (bowspeed < 1) 1608 if (bowspeed < 1)
1633 bowspeed = 1; 1609 bowspeed = 1;
1634 1610
1635 if (arrow == NULL) { 1611 if (arrow == NULL)
1612 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1613 if ((arrow = find_arrow (op, bow->race)) == NULL)
1614 {
1637 if (op->type == PLAYER) 1615 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1616 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 */ 1617 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1618 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1619 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1620 return 0;
1644 } 1621 }
1645 } 1622 }
1623
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1624 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1625 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1626 return 0;
1649 } 1627
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1628 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1629 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1630 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1631 return 0;
1653 } 1632 }
1654 1633
1655 /* this should not happen, but sometimes does */ 1634 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1635 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1636 {
1658 free_object(arrow); 1637 arrow->destroy ();
1659 return 0; 1638 return 0;
1660 } 1639 }
1661 1640
1662 left = arrow; /* these are arrows left to the player */ 1641 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1642 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1643 if (!arrow)
1644 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1646 return 0;
1669 } 1647 }
1670 set_owner(arrow, op); 1648
1671 if (arrow->skill) free_string(arrow->skill); 1649 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1650 arrow->skill = bow->skill;
1673 1651
1674 arrow->direction=dir; 1652 arrow->direction = dir;
1675 arrow->x = sx; 1653 arrow->x = sx;
1676 arrow->y = sy; 1654 arrow->y = sy;
1677 1655
1678 if (op->type == PLAYER) { 1656 if (op->type == PLAYER)
1657 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1658 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1659 op->update_stats ();
1681 } 1660 }
1682 1661
1683 SET_ANIMATION(arrow, arrow->direction); 1662 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1663 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1664 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1665 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1666 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1667 arrow->spellarg = strdup (arrow->slaying);
1689 1668
1690 /* Note that this was different for monsters - they got their level 1669 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1670 * added to the damage. I think the strength bonus is more proper.
1692 */ 1671 */
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 1672
1673 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1674
1698 /* update the speed */ 1675 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1676 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1677 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 1678
1704 if (arrow->speed < 1.0) 1679 if (arrow->speed < 1.0)
1705 arrow->speed = 1.0; 1680 arrow->speed = 1.0;
1706 update_ob_speed(arrow); 1681 update_ob_speed (arrow);
1707 arrow->speed_left = 0; 1682 arrow->speed_left = 0;
1708 1683
1709 if (op->type == PLAYER) { 1684 if (op->type == PLAYER)
1685 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1688 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 1689
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1691 }
1692 else
1693 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1694 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; 1695 arrow->level = op->level;
1721 } 1696 }
1697
1722 if (arrow->attacktype == AT_PHYSICAL) 1698 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1699 arrow->attacktype |= bow->attacktype;
1700
1724 if (bow->slaying != NULL) 1701 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1702 arrow->slaying = bow->slaying;
1726 1703
1727 arrow->map = m; 1704 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1705 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1706 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1707
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1708 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); 1709 insert_ob_in_map (arrow, m, op, 0);
1734 1710
1735 if (!was_destroyed(arrow, tag)) 1711 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1712 move_arrow (arrow);
1737 1713
1738 if (op->type == PLAYER) { 1714 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1715 {
1716 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1717 esrv_del_item (op->contr, left->count);
1741 else 1718 else
1742 esrv_send_item(op, left); 1719 esrv_send_item (op, left);
1743 } 1720 }
1721
1744 return 1; 1722 return 1;
1745} 1723}
1746 1724
1747/* Special fire code for players - this takes into 1725/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1726 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1727 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1728 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1729 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1730 * hence the function name.
1753 */ 1731 */
1732int
1754int player_fire_bow(object *op, int dir) 1733player_fire_bow (object *op, int dir)
1755{ 1734{
1756 int ret=0, wcmod=0; 1735 int ret = 0, wcmod = 0;
1757 1736
1758 if (op->contr->bowtype == bow_bestarrow) { 1737 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1738 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1739 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); 1740 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1741 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1742 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1743 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1744 wcmod = -1;
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1745 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1746 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1747 else if (op->contr->bowtype == bow_threewide)
1748 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1749 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)]); 1750 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)]); 1751 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1752 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1753 else if (op->contr->bowtype == bow_spreadshot)
1754 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1755 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); 1756 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); 1757 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1758
1776 } else { 1759 }
1760 else
1761 {
1777 /* Simple case */ 1762 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1763 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1764 }
1780 return ret; 1765 return ret;
1781} 1766}
1782 1767
1783 1768
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1769/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1770 * Broken apart from 'fire' to keep it more readable.
1786 */ 1771 */
1772void
1787void fire_misc_object(object *op, int dir) 1773fire_misc_object (object *op, int dir)
1788{ 1774{
1789 object *item; 1775 object *item;
1790 1776
1791 if (!op->contr->ranges[range_misc]) { 1777 if (!op->contr->ranges[range_misc])
1778 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1779 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1780 return;
1794 } 1781 }
1795 1782
1796 item = op->contr->ranges[range_misc]; 1783 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1784 if (!item->inv)
1785 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1786 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1787 return;
1800 } 1788 }
1801 if (item->type == WAND) { 1789 if (item->type == WAND)
1790 {
1802 if(item->stats.food<=0) { 1791 if (item->stats.food <= 0)
1792 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1793 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)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1795 return;
1806 } 1796 }
1797 }
1807 } else if (item->type == ROD || item->type==HORN) { 1798 else if (item->type == ROD || item->type == HORN)
1799 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1801 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1803 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)); 1804 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1805 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1806 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; 1807 return;
1817 } 1808 }
1818 } 1809 }
1819 1810
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1811 if (cast_spell (op, item, dir, item->inv, NULL))
1812 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1813 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1814 if (item->type == WAND)
1815 {
1823 if (!(--item->stats.food)) { 1816 if (!(--item->stats.food))
1817 {
1824 object *tmp; 1818 object *tmp;
1819
1825 if (item->arch) { 1820 if (item->arch)
1821 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1822 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1823 item->face = item->arch->clone.face;
1828 item->speed = 0; 1824 item->speed = 0;
1829 update_ob_speed(item); 1825 update_ob_speed (item);
1830 } 1826 }
1831 if ((tmp=is_player_inv(item))) 1827 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1828 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1829 }
1834 } 1830 }
1835 else if (item->type == ROD || item->type==HORN) { 1831 else if (item->type == ROD || item->type == HORN)
1832 {
1836 drain_rod_charge(item); 1833 drain_rod_charge (item);
1837 } 1834 }
1838 } 1835 }
1839} 1836}
1840 1837
1841/* Received a fire command for the player - go and do it. 1838/* Received a fire command for the player - go and do it.
1842 */ 1839 */
1840void
1843void fire(object *op,int dir) { 1841fire (object *op, int dir)
1842{
1844 int spellcost=0; 1843 int spellcost = 0;
1845 1844
1846 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1846 if (action_makes_visible (op))
1847 make_visible (op);
1848 1848
1849 switch(op->contr->shoottype) { 1849 switch (op->contr->shoottype)
1850 {
1850 case range_none: 1851 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow (op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object (op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1868 {
1869 op->contr->ranges[range_golem] = 0;
1870 op->contr->shoottype = range_none;
1871 }
1872 else
1873 control_golem (op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if (!op->chosen_skill)
1878 {
1879 if (op->type == PLAYER)
1880 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1881 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 } 1882 }
1872 else
1873 control_golem(op->contr->ranges[range_golem], dir);
1874 return;
1875
1876 case range_skill:
1877 if(!op->chosen_skill) {
1878 if(op->type==PLAYER)
1879 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1880 return;
1881 }
1882 (void) do_skill(op,op,op->chosen_skill,dir,NULL); 1883 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1884 return;
1885 case range_builder:
1886 apply_map_builder (op, dir);
1887 return;
1887 default: 1888 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1889 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1890 return;
1890 } 1891 }
1891} 1892}
1892 1893
1893 1894
1894 1895
1901 * inv is the objects inventory to searched 1902 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1903 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1904 * This function can be called recursively to search containers.
1904 */ 1905 */
1905 1906
1907object *
1906object * find_key(object *pl, object *container, object *door) 1908find_key (object *pl, object *container, object *door)
1907{ 1909{
1908 object *tmp,*key; 1910 object *tmp, *key;
1909 1911
1910 /* Should not happen, but sanity checking is never bad */ 1912 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1913 if (container->inv == NULL)
1914 return NULL;
1912 1915
1913 /* First, lets try to find a key in the top level inventory */ 1916 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1917 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1918 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1919 if (door->type == DOOR && tmp->type == KEY)
1920 break;
1916 /* For sanity, we should really check door type, but other stuff 1921 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1922 * (like containers) can be locked with special keys
1918 */ 1923 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1924 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1925 break;
1921 } 1926 }
1922 /* No key found - lets search inventories now */ 1927 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1928 /* 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 1929 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1930 * a key, return
1926 */ 1931 */
1927 if (!tmp) { 1932 if (!tmp)
1933 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1934 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1935 {
1929 /* No reason to search empty containers */ 1936 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1937 if (tmp->type == CONTAINER && tmp->inv)
1938 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1939 if ((key = find_key (pl, tmp, door)) != NULL)
1940 return key;
1932 } 1941 }
1933 } 1942 }
1943 if (!tmp)
1934 if (!tmp) return NULL; 1944 return NULL;
1935 } 1945 }
1936 /* We get down here if we have found a key. Now if its in a container, 1946 /* 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 1947 * see if we actually want to use it
1938 */ 1948 */
1939 if (pl!=container) { 1949 if (pl != container)
1950 {
1940 /* Only let players use keys in containers */ 1951 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1952 if (!pl->contr)
1953 return NULL;
1942 /* cases where this fails: 1954 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1955 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1956 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1957 * If the container is not active, return now since only active
1946 * containers can be used. 1958 * containers can be used.
1947 * If we only search keyrings and the container does not have 1959 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1960 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1961 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1962 * inv must have been an container and must have been active.
1951 * 1963 *
1952 * Change the color so that the message doesn't disappear with 1964 * Change the color so that the message doesn't disappear with
1953 * all the others. 1965 * all the others.
1954 */ 1966 */
1955 if (pl->contr->usekeys == key_inventory || 1967 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1968 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1969 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1970 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1971 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1972 "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; 1973 return NULL;
1964 } 1974 }
1965 } 1975 }
1966 return tmp; 1976 return tmp;
1967} 1977}
1968 1978
1969/* moved door processing out of move_player_attack. 1979/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 1980 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 1981 * such that the caller should not do anything more,
1972 * 0 otherwise 1982 * 0 otherwise
1973 */ 1983 */
1984static int
1974static int player_attack_door(object *op, object *door) 1985player_attack_door (object *op, object *door)
1975{ 1986{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 1987 /* 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 - 1988 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 1989 * otherwise, we fall through to the rest of the code.
1980 */ 1990 */
1981 object *key=find_key(op, op, door); 1991 object *key = find_key (op, op, door);
1982 1992
1983 /* IF we found a key, do some extra work */ 1993 /* IF we found a key, do some extra work */
1984 if (key) { 1994 if (key)
1995 {
1985 object *container=key->env; 1996 object *container = key->env;
1986 1997
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 1998 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 1999 if (action_makes_visible (op))
2000 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2001 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2002 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2003 if (door->type == DOOR)
2004 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2005 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2006 }
1993 else if(door->type==LOCKED_DOOR) { 2007 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2008 {
1995 "You open the door with the %s", query_short_name(key)); 2009 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 ;-) */ 2010 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2011 }
1998 /* Do this after we print the message */ 2012 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2013 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2014 /* Need to update the weight the container the key was in */
2001 if (container != op) 2015 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2016 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2017 return 1; /* Nothing more to do below */
2018 }
2004 } else if (door->type==LOCKED_DOOR) { 2019 else if (door->type == LOCKED_DOOR)
2020 {
2005 /* Might as well return now - no other way to open this */ 2021 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2022 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2023 return 1;
2008 } 2024 }
2009 return 0; 2025 return 0;
2010} 2026}
2011 2027
2012/* This function is just part of a breakup from move_player. 2028/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2029 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2030 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2031 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2032 * going to try and move (not fire weapons).
2017 */ 2033 */
2018 2034void
2019void move_player_attack(object *op, int dir) 2035move_player_attack (object *op, int dir)
2020{ 2036{
2021 object *tmp, *mon; 2037 object *tmp, *mon;
2022 sint16 nx, ny; 2038 sint16 nx, ny;
2023 int on_battleground; 2039 int on_battleground;
2024 mapstruct *m; 2040 maptile *m;
2025 2041
2026 nx=freearr_x[dir]+op->x; 2042 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2043 ny = freearr_y[dir] + op->y;
2028 2044
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2045 on_battleground = op_on_battleground (op, 0, 0);
2030 2046
2031 /* If braced, or can't move to the square, and it is not out of the 2047 /* 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 2048 * 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 2049 * 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 2050 * 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 2051 * 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 2052 * 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 2053 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2054 * move_ob uses.
2039 */ 2055 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2056 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2057 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2058 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2059 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2060 m = get_map_from_coord (op->map, &nx, &ny);
2061 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2062 return; /* Don't think this should happen */
2063 }
2064 else
2065 m = op->map;
2066
2067 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2068 {
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");*/ 2069 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2070 return;
2071 }
2072
2073 mon = 0;
2074 /* Go through all the objects, and find ones of interest. Only stop if
2075 * we find a monster - that is something we know we want to attack.
2076 * if its a door or barrel (can roll) see if there may be monsters
2077 * on the space
2078 */
2079 while (tmp)
2080 {
2081 if (tmp == op)
2082 {
2083 tmp = tmp->above;
2084 continue;
2085 }
2086
2087 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2088 {
2089 mon = tmp;
2090 break;
2091 }
2092
2093 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2094 mon = tmp;
2095
2096 tmp = tmp->above;
2097 }
2098
2099 if (!mon) /* This happens anytime the player tries to move */
2100 return; /* into a wall */
2101
2102 if (mon->head)
2103 mon = mon->head;
2104
2105 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2106 if (player_attack_door (op, mon))
2107 return;
2108
2109 /* The following deals with possibly attacking peaceful
2110 * or frienddly creatures. Basically, all players are considered
2111 * unaggressive. If the moving player has peaceful set, then the
2112 * object should be pushed instead of attacked. It is assumed that
2113 * if you are braced, you will not attack friends accidently,
2114 * and thus will not push them.
2115 */
2116
2117 /* If the creature is a pet, push it even if the player is not
2118 * peaceful. Our assumption is the creature is a pet if the
2119 * player owns it and it is either friendly or unagressive.
2120 */
2121 if ((op->type == PLAYER)
2122#if COZY_SERVER
2123 &&
2124 ((mon->owner && mon->owner->contr
2125 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2126#else
2127 && mon->owner == op
2128#endif
2129 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2130 {
2131 /* If we're braced, we don't want to switch places with it */
2132 if (op->contr->braced)
2049 return; 2133 return;
2134 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2135 (void) push_ob (mon, dir, op);
2136 if (op->contr->tmp_invis || op->hide)
2137 make_visible (op);
2138 return;
2050 } 2139 }
2051 2140
2052 mon = NULL; 2141 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2142 * 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. 2143 * 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 2144 * attack them either.
2056 * on the space
2057 */ 2145 */
2058 while (tmp!=NULL) { 2146 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2147 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2148#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2149 (op->contr->peaceful
2150 || (mon->type == PLAYER
2151 && mon->contr->
2152 peaceful)) &&
2153#else
2154 op->contr->peaceful &&
2155#endif
2156 !on_battleground))
2157 {
2158 if (!op->contr->braced)
2159 {
2160 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2161 (void) push_ob (mon, dir, op);
2062 } 2162 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2163 else
2064 mon = tmp; 2164 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2165
2166 if (op->contr->tmp_invis || op->hide)
2167 make_visible (op);
2168 }
2169
2170 /* If the object is a boulder or other rollable object, then
2171 * roll it if not braced. You can't roll it if you are braced.
2172 */
2173 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2174 {
2175 recursive_roll (mon, dir, op);
2176 if (action_makes_visible (op))
2177 make_visible (op);
2178 }
2179
2180 /* Any generic living creature. Including things like doors.
2181 * Way it works is like this: First, it must have some hit points
2182 * and be living. Then, it must be one of the following:
2183 * 1) Not a player, 2) A player, but of a different party. Note
2184 * that party_number -1 is no party, so attacks can still happen.
2185 */
2186
2187 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2188 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2189 {
2190
2191 /* If the player hasn't hit something this tick, and does
2192 * so, give them speed boost based on weapon speed. Doing
2193 * it here is better than process_players2, which basically
2194 * incurred a 1 tick offset.
2195 */
2196 if (!op->contr->has_hit)
2197 {
2198 op->speed_left += op->speed / op->contr->weapon_sp;
2199
2200 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2201 }
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 2202
2075 if(mon->head != NULL) 2203 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2204
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2205 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2206 * hitback, and doesn't loose luck either.
2080 2207 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2208 * 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 */ 2209 */
2088 2210 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 )) { 2211 {
2129 if (!op->contr->braced) { 2212 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2213
2131 (void) push_ob(mon,dir,op); 2214 mon->contr->has_hit = 1;
2132 } else { 2215 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2216 mon->stats.luck = luck;
2134 } 2217 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2218
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); 2219 if (action_makes_visible (op))
2144 } 2220 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 } 2221 }
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 */ 2222 } /* if player should attack something */
2185} 2223}
2186 2224
2225int
2187int move_player(object *op,int dir) { 2226move_player (object *op, int dir)
2227{
2188 int pick; 2228 int pick;
2189 2229
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2230 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; 2231 return 0;
2232
2233 /* Sanity check: make sure dir is valid */
2234 if ((dir < 0) || (dir >= 9))
2235 {
2236 LOG (llevError, "move_player: invalid direction %d\n", dir);
2237 return 0;
2238 }
2239
2240 /* peterm: added following line */
2241 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2242 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2243
2244 op->facing = dir;
2245
2246 if (op->hide)
2247 do_hidden_move (op);
2248
2249 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2250 /*nop */ ;
2251 else if (op->contr->fire_on)
2252 fire (op, dir);
2253 else
2254 {
2255 move_player_attack (op, dir);
2256 pick = check_pick (op);
2257 }
2258
2259 /* Add special check for newcs players and fire on - this way, the
2260 * server can handle repeat firing.
2261 */
2262 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2263 op->direction = dir;
2264 else
2265 op->direction = 0;
2266
2267 /* Update how the player looks. Use the facing, so direction may
2268 * get reset to zero. This allows for full animation capabilities
2269 * for players.
2270 */
2271 animate_object (op, op->facing);
2272 return 0;
2231} 2273}
2232 2274
2233/* This is similar to handle_player, below, but is only used by the 2275/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2276 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2277 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2278 * the new speed values for commands.
2237 * 2279 *
2238 * Returns true if there are more actions we can do. 2280 * Returns true if there are more actions we can do.
2239 */ 2281 */
2282int
2240int handle_newcs_player(object *op) 2283handle_newcs_player (object *op)
2241{ 2284{
2242 if (op->contr->hidden) { 2285 if (op->contr->hidden)
2286 {
2243 op->invisible = 1000; 2287 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2288 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2289 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2290 * alternate it here for it to work correctly.
2247 */ 2291 */
2248 if (pticks & 2) op->invisible--; 2292 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2293 op->invisible--;
2294 }
2295 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2296 {
2297 op->invisible--;
2252 if(!op->invisible) { 2298 if (!op->invisible)
2299 {
2253 make_visible(op); 2300 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2301 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2302 }
2256 } 2303 }
2257 2304
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2305 if (QUERY_FLAG (op, FLAG_SCARED))
2306 {
2259 flee_player(op); 2307 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2308 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2309 if (QUERY_FLAG (op, FLAG_SCARED))
2310 {
2262 op->speed_left--; 2311 op->speed_left--;
2263 return 0; 2312 return 0;
2264 } 2313 }
2265 } 2314 }
2266 2315
2267 /* I've been seeing crashes where the golem has been destroyed, but 2316 /* 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 2317 * 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 2318 * 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. 2319 * put this in a a workaround to clean up the golem pointer.
2271 */ 2320 */
2272 if (op->contr->ranges[range_golem] && 2321 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; 2322 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2323
2279 /* call this here - we also will call this in do_ericserver, but 2324 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2325 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2326 * called, so we recheck it here.
2282 */ 2327 */
2283 HandleClient(&op->contr->socket, op->contr); 2328 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2329 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 } 2330 ;
2331
2332 if (op->speed_left < 0)
2298 return 0; 2333 return 0;
2299}
2300 2334
2301int save_life(object *op) { 2335 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2336 {
2337 /* All move commands take 1 tick, at least for now */
2338 op->speed_left--;
2303 2339
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2340 /* Instead of all the stuff below, let move_player take care
2341 * of it. Also, some of the skill stuff is only put in
2342 * there, as well as the confusion stuff.
2343 */
2344 move_player (op, op->direction);
2345 if (op->speed_left > 0)
2346 return 1;
2347 else
2305 return 0; 2348 return 0;
2349 }
2306 2350
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2351 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2352}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2353
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2354int
2311 "Your %s vibrates violently, then evaporates.", 2355save_life (object *op)
2312 query_name(tmp)); 2356{
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); 2357 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2358 return 0;
2359
2360 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2361 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2362 {
2363 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2364 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2365
2366 if (op->contr)
2367 esrv_del_item (op->contr, tmp->count);
2368
2369 tmp->destroy ();
2370 CLEAR_FLAG (op, FLAG_LIFESAVE);
2371
2372 if (op->stats.hp < 0)
2373 op->stats.hp = op->stats.maxhp;
2374
2375 if (op->stats.food < 0)
2376 op->stats.food = 999;
2377
2378 op->update_stats ();
2379 return 1;
2380 }
2381
2382 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2383 CLEAR_FLAG (op, FLAG_LIFESAVE);
2384 enter_player_savebed (op); /* bring him home. */
2385 return 0;
2329} 2386}
2330 2387
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2388/* 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 2389 * 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 2390 * function will descend into containers. op is the object to start the search
2334 * from. 2391 * from.
2335 */ 2392 */
2393void
2336void remove_unpaid_objects(object *op, object *env) 2394remove_unpaid_objects (object *op, object *env)
2337{ 2395{
2338 object *next; 2396 object *next;
2339 2397
2340 while (op) { 2398 while (op)
2399 {
2341 next=op->below; /* Make sure we have a good value, in case 2400 next = op->below; /* Make sure we have a good value, in case
2342 * we remove object 'op' 2401 * we remove object 'op'
2343 */ 2402 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2403 if (QUERY_FLAG (op, FLAG_UNPAID))
2404 {
2345 remove_ob(op); 2405 op->remove ();
2346 op->x = env->x; 2406 op->x = env->x;
2347 op->y = env->y; 2407 op->y = env->y;
2348 if (env->type == PLAYER) 2408 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2409 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2410 insert_ob_in_map (op, env->map, NULL, 0);
2351 } 2411 }
2412 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2413 remove_unpaid_objects (op->inv, env);
2414
2353 op=next; 2415 op = next;
2354 } 2416 }
2355} 2417}
2356
2357 2418
2358/* 2419/*
2359 * Returns pointer a static string containing gravestone text 2420 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2421 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2422 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2423 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2424 * but there isn't one in the server directory.
2364 */ 2425 */
2426char *
2365char *gravestone_text (object *op) 2427gravestone_text (object *op)
2366{ 2428{
2367 static char buf2[MAX_BUF]; 2429 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2430 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2431 time_t now = time (NULL);
2370 2432
2371 strcpy (buf2, " R.I.P.\n\n"); 2433 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2434 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2435 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2436 else
2375 sprintf (buf, "%s\n", op->name); 2437 sprintf (buf, "%s\n", &op->name);
2438
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2439 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2440 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2441 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2442 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2443 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2444 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2445
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2446 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2447 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2448 if (op->type == PLAYER)
2449 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2450 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2451 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2452 strcat (buf2, buf);
2388 } 2453 }
2454
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2455 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2456 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2457 strcat (buf2, buf);
2458
2392 return buf2; 2459 return buf2;
2393} 2460}
2394 2461
2395 2462void
2396
2397void do_some_living(object *op) { 2463do_some_living (object *op)
2464{
2398 int last_food=op->stats.food; 2465 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2466 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2467 int over_hp, over_sp, over_grace;
2401 int i; 2468 int i;
2402 int rate_hp = 1200; 2469 int rate_hp = 1200;
2403 int rate_sp = 2500; 2470 int rate_sp = 2500;
2404 int rate_grace = 2000; 2471 int rate_grace = 2000;
2405 const int max_hp = 1; 2472 const int max_hp = 1;
2406 const int max_sp = 1; 2473 const int max_sp = 1;
2407 const int max_grace = 1; 2474 const int max_grace = 1;
2408 2475
2409 if (op->contr->outputs_sync) { 2476 if (op->contr->outputs_sync)
2477 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2478 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) 2479 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]); 2480 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2481 }
2415 2482
2416 if(op->contr->state==ST_PLAYING) { 2483 if (op->contr->ns->state == ST_PLAYING)
2417 2484 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2485 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2486 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2487 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2488 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2489 else
2490 {
2423 gen_hp = op->stats.maxhp; 2491 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2492 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2493 }
2494
2426 if(op->contr->gen_sp >= 0 ) 2495 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2496 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2497 else
2498 {
2429 gen_sp = op->stats.maxsp; 2499 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2500 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2501 }
2502
2432 if(op->contr->gen_grace >= 0) 2503 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2504 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2505 else
2506 {
2435 gen_grace = op->stats.maxgrace; 2507 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2508 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2509 }
2438 2510
2439 /* Regenerate Spell Points */ 2511 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2512 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2513 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2514 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) { 2515 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2516 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2517 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2518 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2519 if (!QUERY_FLAG (op, FLAG_WIZ))
2520 {
2521 op->stats.food--;
2522 if (op->contr->digestion < 0)
2523 op->stats.food += op->contr->digestion;
2524 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2525 op->stats.food = last_food;
2463 } 2526 }
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 } 2527 }
2528
2529 if (max_sp > 1)
2530 {
2531 over_sp = (gen_sp + 10) / rate_sp;
2532 if (over_sp > 0)
2533 {
2534 if (op->stats.sp < op->stats.maxsp)
2535 {
2536 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2537
2538 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2539 op->stats.sp--;
2540
2541 if (op->stats.sp > op->stats.maxsp)
2542 op->stats.sp = op->stats.maxsp;
2543 }
2544 op->last_sp = 0;
2545 }
2546 else
2547 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2548 }
2487 } else { 2549 else
2550 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2551 }
2552
2553 /* Regenerate Grace */
2554 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2555 if (--op->last_grace < 0)
2556 {
2557 if (op->stats.grace < op->stats.maxgrace / 2)
2558 op->stats.grace++; /* no penalty in food for regaining grace */
2559
2560 if (max_grace > 1)
2561 {
2562 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2563 if (over_grace > 0)
2564 {
2565 op->stats.sp += over_grace
2566 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2567 op->last_grace = 0;
2568 }
2569 else
2570 {
2571 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2572 }
2573 }
2574 else
2575 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2576 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2577 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2578 /* wearing stuff doesn't detract from grace generation. */
2491 } 2579 }
2492 2580
2493 /* Regenerate Hit Points */ 2581 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2582 if (--op->last_heal < 0)
2583 {
2495 if(op->stats.hp<op->stats.maxhp) { 2584 if (op->stats.hp < op->stats.maxhp)
2585 {
2496 op->stats.hp++; 2586 op->stats.hp++;
2497 /* dms do not consume food */ 2587 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2588 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2589 {
2590 op->stats.food--;
2500 if(op->contr->digestion<0) 2591 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2592 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2593 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; 2594 op->stats.food = last_food;
2595 }
2596 }
2597
2598 if (max_hp > 1)
2599 {
2600 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2601 if (over_hp > 0)
2602 {
2603 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2604 op->last_heal = 0;
2605 }
2606 else
2607 {
2608 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2609 }
2610 }
2611 else
2612 {
2613 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2614 }
2505 } 2615 }
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 2616
2521 /* Digestion */ 2617 /* Digestion */
2522 if(--op->last_eat<0) { 2618 if (--op->last_eat < 0)
2619 {
2523#ifdef COZY_SERVER 2620#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2621 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2622 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2623#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2624 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 2625#endif
2531 2626
2532 if(op->contr->gen_hp > 0) 2627 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2628 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2629 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2630 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2631
2536 /* dms do not consume food */ 2632 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2633 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2634 op->stats.food--;
2539 } 2635 }
2540 2636
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2637 if (op->stats.food < 0 && op->stats.hp >= 0)
2638 {
2542 object *tmp, *flesh=NULL; 2639 object *tmp, *flesh = 0;
2543 2640
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2641 for (tmp = op->inv; tmp; tmp = tmp->below)
2642 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2643 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2644 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2645 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2646 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2647 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2648 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2649 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2650 break;
2551 } 2651 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2652 else if (tmp->type == FLESH)
2653 flesh = tmp;
2553 } /* End if paid for object */ 2654 } /* End if paid for object */
2554 } /* end of for loop */ 2655 } /* end of for loop */
2656
2555 /* If player is still starving, it means they don't have any food, so 2657 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2658 * eat flesh instead.
2557 */ 2659 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2660 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2661 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2662 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2663 manual_apply (op, flesh, 0);
2561 } 2664 }
2562 } /* end if player is starving */ 2665 }
2563 2666
2564 while(op->stats.food<0&&op->stats.hp>0) 2667 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2668 op->stats.food++, op->stats.hp--;
2566 2669
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2670 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2671 kill_player (op);
2672 }
2569} 2673}
2570
2571
2572 2674
2573/* If the player should die (lack of hp, food, etc), we call this. 2675/* 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 2676 * 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 2677 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2678 * file.
2577 */ 2679 */
2680void
2578void kill_player(object *op) 2681kill_player (object *op)
2579{ 2682{
2580 char buf[MAX_BUF]; 2683 char buf[MAX_BUF];
2581 int x,y,i; 2684 int x, y;
2685
2686 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2687 maptile *map; /* this is for resurrection */
2688
2583 int z; 2689 /* int z;
2584 int num_stats_lose; 2690 int num_stats_lose;
2585 int lost_a_stat; 2691 int lost_a_stat;
2586 int lose_this_stat; 2692 int lose_this_stat;
2587 int this_stat; 2693 int this_stat; */
2588 int will_kill_again; 2694 int will_kill_again;
2589 archetype *at; 2695 archetype *at;
2590 object *tmp; 2696 object *tmp;
2591 2697
2592 if(save_life(op)) 2698 if (save_life (op))
2593 return; 2699 return;
2594 2700
2595 2701
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2702 /* 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. 2703 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2704 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2705 */
2600 if (op_on_battleground(op, &x, &y)) { 2706 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2707 {
2602 "You have been defeated in combat!"); 2708 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, 2709 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2710
2605
2606 /* restore player */ 2711 /* restore player */
2607 at = find_archetype("poisoning"); 2712 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2713 tmp = present_arch_in_ob (at, op);
2609 if (tmp) { 2714 if (tmp)
2610 remove_ob(tmp); 2715 {
2611 free_object(tmp); 2716 tmp->destroy ();
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2717 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2613 } 2718 }
2614 2719
2615 at = find_archetype("confusion"); 2720 at = archetype::find ("confusion");
2616 tmp=present_arch_in_ob(at,op); 2721 tmp = present_arch_in_ob (at, op);
2617 if (tmp) { 2722 if (tmp)
2618 remove_ob(tmp); 2723 {
2619 free_object(tmp); 2724 tmp->destroy ();
2620 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2725 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2726 }
2622 2727
2623 cure_disease(op,0); /* remove any disease */ 2728 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2729 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2730 if (op->stats.food <= 0)
2626 2731 op->stats.food = 999;
2732
2627 /* create a bodypart-trophy to make the winner happy */ 2733 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2734 tmp = arch_to_object (archetype::find ("finger"));
2629 if (tmp != NULL) 2735 if (tmp != NULL)
2630 { 2736 {
2631 sprintf(buf,"%s's finger",op->name); 2737 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2738 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2739 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2740 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2741 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2742 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2743 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2744 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2745 tmp->x = op->x, tmp->y = op->y;
2641 insert_ob_in_map(tmp,op->map,op,0); 2746 insert_ob_in_map (tmp, op->map, op, 0);
2642 }
2643 2747 }
2748
2644 /* teleport defeated player to new destination*/ 2749 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2750 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2751 op->contr->braced = 0;
2647 return; 2752 return;
2648 } 2753 }
2649 2754
2650 INVOKE_PLAYER (DEATH, op->contr); 2755 INVOKE_PLAYER (DEATH, op->contr);
2651 2756
2652 command_kill_pets (op, 0); 2757 command_kill_pets (op, 0);
2653 2758
2654 if(op->stats.food<0) { 2759 if (op->stats.food < 0)
2760 {
2655 if (op->contr->explore) { 2761 if (op->contr->explore)
2762 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2763 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..."); 2764 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2765 op->stats.food = 999;
2659 return; 2766 return;
2660 } 2767 }
2661 sprintf(buf,"%s starved to death.",op->name); 2768 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2769 strcpy (op->contr->killer, "starvation");
2770 }
2771 else
2663 } 2772 {
2664 else {
2665 if (op->contr->explore) { 2773 if (op->contr->explore)
2774 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2775 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..."); 2776 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2777 op->stats.hp = op->stats.maxhp;
2669 return; 2778 return;
2670 } 2779 }
2671 sprintf(buf,"%s died.",op->name); 2780 sprintf (buf, "%s died.", &op->name);
2672 } 2781 }
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2782 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2783
2675 /* save the map location for corpse, gravestone*/ 2784 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2785 x = op->x;
2786 y = op->y;
2787 map = op->map;
2677 2788
2678 2789
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2790 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2791 * 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. 2792 * See the config.h file for a little more in depth detail about this.
2683 */ 2793 */
2684 2794
2685 /* Basically two ways to go - remove a stat permanently, or just 2795 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2796 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2797 * of death.
2688 */ 2798 */
2689#ifndef COZY_SERVER 2799#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2800 if (settings.balanced_stat_loss)
2801 {
2691 /* If stat loss is permanent, lose one stat only. */ 2802 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2803 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2804 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2805 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2806 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2807 little bit harder. */
2697 /* GD */ 2808 /* GD */
2698 if (settings.stat_loss_on_death) 2809 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; 2810 num_stats_lose = 1;
2704 } 2811 else
2812 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2813 }
2814 else
2815 {
2816 num_stats_lose = 1;
2817 }
2705 lost_a_stat = 0; 2818 lost_a_stat = 0;
2706 2819
2707 for (z=0; z<num_stats_lose; z++) { 2820 for (z = 0; z < num_stats_lose; z++)
2821 {
2708 i = RANDOM() % NUM_STATS; 2822 i = RANDOM () % NUM_STATS;
2709 2823
2710 if (settings.stat_loss_on_death) { 2824 if (settings.stat_loss_on_death)
2825 {
2711 /* Pick a random stat and take a point off it. Tell the player 2826 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2827 * what he lost.
2713 */ 2828 */
2714 change_attr_value(&(op->stats), i,-1); 2829 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2830 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2831 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2832 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2833 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2834 lost_a_stat = 1;
2720 } else { 2835 }
2836 else
2837 {
2721 /* deplete a stat */ 2838 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2839 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2840 object *dep;
2841
2842 dep = present_arch_in_ob (deparch, op);
2843 if (!dep)
2724 2844 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2845 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2846 insert_ob_in_ob (dep, op);
2729 } 2847 }
2730 lose_this_stat = 1; 2848 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2849 if (settings.balanced_stat_loss)
2850 {
2732 /* GD */ 2851 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2852 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2853 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2854 if (this_stat < 0)
2855 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2856 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2857 int keep_chance = this_stat * this_stat;
2858
2738 /* Yes, I am paranoid. Sue me. */ 2859 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2860 if (keep_chance < 1)
2740 keep_chance = 1; 2861 keep_chance = 1;
2741 2862
2742 /* There is a maximum depletion total per level. */ 2863 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2864 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2865 {
2744 lose_this_stat = 0; 2866 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2867 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2868 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 } 2869 }
2756 } 2870 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 */ 2871 {
2766 if (this_stat>=-50) { 2872 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; 2873 lose_this_stat = 0;
2874 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2875 this_stat, keep_chance, loss_chance,
2876 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2877 }
2773 } 2878 }
2774 } 2879 }
2775 } 2880
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2881 if (lose_this_stat)
2882 {
2883 this_stat = get_attr_value (&(dep->stats), i);
2884 /* We could try to do something clever like find another
2885 * stat to reduce if this fails. But chances are, if
2886 * stats have been depleted to -50, all are pretty low
2887 * and should be roughly the same, so it shouldn't make a
2888 * difference.
2889 */
2890 if (this_stat >= -50)
2778 { 2891 {
2779 /* determine_god() seems to not work sometimes... why is this? 2892 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2893 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 " 2894 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2895 op->update_stats ();
2785 " you.", god); 2896 lost_a_stat = 1;
2786 else 2897 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2898 }
2899 }
2900 }
2901 /* If no stat lost, tell the player. */
2902 if (!lost_a_stat)
2903 {
2904 /* determine_god() seems to not work sometimes... why is this?
2905 Should I be using something else? GD */
2906 const char *god = determine_god (op);
2907
2908 if (god && (strcmp (god, "none")))
2909 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2910 else
2911 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2912 }
2913#else
2914 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2915#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 2916
2794 /* Put a gravestone up where the character 'almost' died. List the 2917 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2918 * exp loss on the stone.
2796 */ 2919 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2920 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2921 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2922 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2923 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2924 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2925 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" 2926 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; 2927 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2928 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2929
2811 /**************************************/ 2930 /**************************************/
2812 /* */ 2931 /* */
2813 /* Subtract the experience points, */ 2932 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2933 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2934 /* food, and reset HP's... */
2816 /* */ 2935 /* */
2817 /**************************************/ 2936 /**************************************/
2818 2937
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2938 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2939 /* restore player */
2821 at = find_archetype("poisoning"); 2940 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2941 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2942
2824 remove_ob(tmp); 2943 if (tmp)
2825 free_object(tmp); 2944 {
2945 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2946 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2947 }
2828 2948
2829 at = find_archetype("confusion"); 2949 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2950 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2951 if (tmp)
2832 remove_ob(tmp); 2952 {
2833 free_object(tmp); 2953 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2954 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2955 }
2956
2836 cure_disease(op,0); /* remove any disease */ 2957 cure_disease (op, 0); /* remove any disease */
2837 2958
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2959 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2960 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2961 if (op->stats.food < 100)
2962 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2963 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2964 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2965 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2966
2845 /* 2967 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2968 * 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 2969 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2970 * in the map.
2849 */ 2971 */
2850 2972
2851 if (is_in_shop (op)) 2973 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2974 remove_unpaid_objects (op->inv, op);
2853 2975
2854 /****************************************/ 2976 /****************************************/
2855 /* */ 2977 /* */
2856 /* Move player to his current respawn- */ 2978 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2979 /* position (usually last savebed) */
2858 /* */ 2980 /* */
2859 /****************************************/ 2981 /****************************************/
2860 2982
2861 enter_player_savebed(op); 2983 enter_player_savebed (op);
2862 2984
2863 /* Save the player before inserting the force to reduce 2985 /* Save the player before inserting the force to reduce
2864 * chance of abuse. 2986 * chance of abuse.
2865 */ 2987 */
2866 op->contr->braced=0; 2988 op->contr->braced = 0;
2867 save_player(op,1); 2989 op->contr->save ();
2868 2990
2869 /* it is possible that the player has blown something up 2991 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 2992 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 2993 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 2994 * on the space that might harm the player.
2873 */ 2995 */
2874 will_kill_again=0; 2996 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 2997 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 2998 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 2999 will_kill_again |= tmp->attacktype;
2878 } 3000
2879 if (will_kill_again) { 3001 if (will_kill_again)
3002 {
2880 object *force; 3003 object *force;
2881 int at; 3004 int at;
2882 3005
2883 force=get_archetype(FORCE_NAME); 3006 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 3007 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 3008 force->speed = 0.1;
2886 force->speed_left=-5.0; 3009 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 3010 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 3011 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 3012 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 3013 force->resist[at] = 100;
3014
3015 insert_ob_in_ob (force, op);
3016 op->update_stats ();
3017
3018 }
3019
3020 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3021}
3022
3023void
3024loot_object (object *op)
3025{ /* Grab and destroy some treasure */
3026 object *tmp, *tmp2, *next;
3027
3028 if (op->container)
3029 esrv_apply_container (op, op->container); /* close open sack first */
3030
3031 for (tmp = op->inv; tmp; tmp = next)
3032 {
3033 next = tmp->below;
3034
3035 if (tmp->invisible)
3036 continue;
3037
3038 tmp->remove ();
3039 tmp->x = op->x, tmp->y = op->y;
3040 if (tmp->type == CONTAINER)
3041 { /* empty container to ground */
3042 loot_object (tmp);
3043 }
3044 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3045 {
3046 if (tmp->nrof > 1)
3047 {
3048 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3049 tmp2->destroy ();
3050 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3051 }
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 { 3052 else
2950 delete_character(op->name,1); 3053 tmp->destroy ();
2951 } 3054 }
2952 } 3055 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); 3056 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 } 3057 }
2997} 3058}
2998 3059
2999/* 3060/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3061 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3062 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3063 * was changed.
3003 */ 3064 */
3004 3065
3066void
3005void fix_weight(void) { 3067fix_weight (void)
3006 player *pl; 3068{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3069 for_all_players (pl)
3070 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3071 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3072
3009 if(old == sum) 3073 if (old == sum)
3010 continue; 3074 continue;
3011 fix_player(pl->ob); 3075 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3076 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3077 }
3015} 3078}
3016 3079
3080void
3017void fix_luck(void) { 3081fix_luck (void)
3018 player *pl; 3082{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3083 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3084 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3085 pl->ob->change_luck (0);
3022} 3086}
3023
3024 3087
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3088/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3089 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3090 * just treat this as any other spell casting object.
3028 */ 3091 */
3029
3030void 3092void
3031cast_dust (object * op, object * throw_ob, int dir) 3093cast_dust (object *op, object *throw_ob, int dir)
3032{ 3094{
3033 object *skop, *spob; 3095 object *skop, *spob;
3034 3096
3035 skop = find_skill_by_name (op, throw_ob->skill); 3097 skop = find_skill_by_name (op, throw_ob->skill);
3036 3098
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3099 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3100 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3101 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3102 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3103 return;
3043 } 3104 }
3044 3105
3045 spob = throw_ob->inv; 3106 spob = throw_ob->inv;
3046 3107
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3108 // 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 3109 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3110 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3111 if (!spob)
3051 { 3112 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3113 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; 3114 return;
3055 } 3115 }
3056 3116
3057 if (op->type == PLAYER) 3117 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3118 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3119
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3120 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3121
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3122 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3123}
3066 3124
3125void
3067void make_visible (object *op) { 3126make_visible (object *op)
3127{
3068 op->hide = 0; 3128 op->hide = 0;
3069 op->invisible = 0; 3129 op->invisible = 0;
3070 if(op->type==PLAYER) { 3130 if (op->type == PLAYER)
3131 {
3071 op->contr->tmp_invis = 0; 3132 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3133 op->contr->invis_race = 0;
3073 } 3134 }
3074 update_object(op,UP_OBJ_FACE); 3135 update_object (op, UP_OBJ_FACE);
3075} 3136}
3076 3137
3138int
3077int is_true_undead(object *op) { 3139is_true_undead (object *op)
3140{
3078 object *tmp=NULL; 3141 object *tmp = NULL;
3079 3142
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3143 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3144 return 1;
3081 3145
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; 3146 return 0;
3087} 3147}
3088 3148
3089/* look at the surrounding terrain to determine 3149/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3150 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3151 * indicate greater hideability.
3092 */ 3152 */
3093 3153
3154int
3094int hideability(object *ob) { 3155hideability (object *ob)
3156{
3095 int i,level=0, mflag; 3157 int i, level = 0, mflag;
3096 sint16 x,y; 3158 sint16 x, y;
3097 3159
3098 if(!ob||!ob->map) return 0; 3160 if (!ob || !ob->map)
3161 return 0;
3099 3162
3100 /* so, on normal lighted maps, its hard to hide */ 3163 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3164 level = ob->map->darkness - 2;
3102 3165
3103 /* this also picks up whether the object is glowing. 3166 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3167 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3168 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3169 if (has_carried_lights (ob))
3170 level = -(10 + (2 * ob->map->darkness));
3107 3171
3108 /* scan through all nearby squares for terrain to hide in */ 3172 /* 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]) { 3173 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3174 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3175 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3176 if (mflag & P_OUT_OF_MAP)
3177 {
3178 continue;
3179 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3180 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3181 level += 2;
3114 else /* open terrain! */ 3182 else /* open terrain! */
3115 level -= 1; 3183 level -= 1;
3116 } 3184 }
3117 3185
3118#if 0 3186#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3187 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3188#endif
3121 return level; 3189 return level;
3122} 3190}
3123 3191
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3192/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3193 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3194 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3195 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3196 */
3129 3197
3198void
3130void do_hidden_move (object *op) { 3199do_hidden_move (object *op)
3200{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3201 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3202 object *skop;
3133 3203
3134 if(!op || !op->map) return; 3204 if (!op || !op->map)
3205 return;
3135 3206
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3207 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3208
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3209 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3210 if (op->type == PLAYER && op->contr->run_on)
3211 {
3140 if(!skop || num >= skop->level) { 3212 if (!skop || num >= skop->level)
3213 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3214 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3215 make_visible (op);
3143 return; 3216 return;
3217 }
3218 else
3144 } else num += 20; 3219 num += 20;
3145 } 3220 }
3146 num += op->map->difficulty; 3221 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3222 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3223 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3224 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3225 {
3150 make_visible(op); 3226 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3227 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3228 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3229 }
3154 else if (op->type == PLAYER && skop) { 3230 else if (op->type == PLAYER && skop)
3231 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3232 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3233 }
3157} 3234}
3158 3235
3159/* determine if who is standing near a hostile creature. */ 3236/* determine if who is standing near a hostile creature. */
3160 3237
3238int
3161int stand_near_hostile( object *who ) { 3239stand_near_hostile (object *who)
3240{
3162 object *tmp=NULL; 3241 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3242 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3243 maptile *m;
3165 sint16 x,y; 3244 sint16 x, y;
3166 3245
3167 if(!who) return 0; 3246 if (!who)
3247 return 0;
3168 3248
3169 if(who->type==PLAYER) player=1; 3249 if (who->type == PLAYER)
3250 player = 1;
3251
3252 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3253 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3254
3172 /* search adjacent squares */ 3255 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3256 for (i = 1; i < 9; i++)
3257 {
3174 x = who->x+freearr_x[i]; 3258 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3259 y = who->y + freearr_y[i];
3176 m = who->map; 3260 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3261 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3262 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3263 * blocked, don't need to check this space.
3180 */ 3264 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3265 if (mflags & P_OUT_OF_MAP)
3266 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3267 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3268 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3269
3185 if((player||friendly) 3270 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3271 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3272 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3273 return 1;
3274 else if (tmp->type == PLAYER)
3275 {
3276 /*don't let a hidden DM prevent you from hiding */
3277 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3278 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 } 3279 }
3194 } 3280 }
3195 } 3281 }
3196 return 0; 3282 return 0;
3197} 3283}
3198 3284
3199/* check the player los field for viewability of the 3285/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3286 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3287 * 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. 3294 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3295 * -b.t.
3210 * This function is now map tiling safe. 3296 * This function is now map tiling safe.
3211 */ 3297 */
3212 3298
3299int
3213int player_can_view (object *pl,object *op) { 3300player_can_view (object *pl, object *op)
3301{
3214 rv_vector rv; 3302 rv_vector rv;
3215 int dx,dy; 3303 int dx, dy;
3216 3304
3217 if(pl->type!=PLAYER) { 3305 if (pl->type != PLAYER)
3306 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3307 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3308 return -1;
3220 } 3309 }
3221 if (!pl || !op) return 0; 3310 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; 3311 return 0;
3312
3313 if (op->head)
3314 {
3315 op = op->head;
3316 }
3317 get_rangevector (pl, op, &rv, 0x1);
3318
3319 /* starting with the 'head' part, lets loop
3320 * through the object and find if it has any
3321 * part that is in the los array but isnt on
3322 * a blocked los square.
3323 * we use the archetype to figure out offsets.
3324 */
3325 while (op)
3326 {
3327 dx = rv.distance_x + op->arch->clone.x;
3328 dy = rv.distance_y + op->arch->clone.y;
3329
3330 /* only the viewable area the player sees is updated by LOS
3331 * code, so we need to restrict ourselves to that range of values
3332 * for any meaningful values.
3333 */
3334 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3335 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3336 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3337 return 1;
3338 op = op->more;
3339 }
3340 return 0;
3247} 3341}
3248 3342
3249/* routine for both players and monsters. We call this when 3343/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3344 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3345 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3346 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3347 * return 0.
3254 */ 3348 */
3349int
3255int action_makes_visible (object *op) { 3350action_makes_visible (object *op)
3351{
3256 3352
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3353 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3354 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3355 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3356 return 0;
3260 3357
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3358 if (op->contr && op->contr->tmp_invis == 0)
3359 return 0;
3262 3360
3263 /* If monsters, they should become visible */ 3361 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3362 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3363 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3364 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3365 return 1;
3267 } 3366 }
3268 } 3367 }
3269 return 0; 3368 return 0;
3270} 3369}
3271 3370
3272/* op_on_battleground - checks if the given object op (usually 3371/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3372 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3373 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3374 * -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 3375 * 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 3376 * 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 3377 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3378 */
3379int
3280int op_on_battleground (object *op, int *x, int *y) { 3380op_on_battleground (object *op, int *x, int *y)
3381{
3281 object *tmp; 3382 object *tmp;
3282 3383
3283 /* A battleground-tile needs the following attributes to be valid: 3384 /* 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), 3385 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3386 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3387 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3388 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3389 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3390 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3391 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3392 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3393 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3394 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3395 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3396 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3397 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3398 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3399 {
3296 object *invtmp; 3400 object *invtmp;
3401
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3402 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3403 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3404 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3405 {
3300 if (x != NULL && y != NULL) 3406 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3407 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3408 return 1;
3409 }
3303 } 3410 }
3304 } 3411 }
3305 }
3306 if (x != NULL && y != NULL) 3412 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3413 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3414 return 1;
3415 }
3309 } 3416 }
3310 }
3311 } 3417 }
3312 /* If we got here, did not find a battleground */ 3418 /* If we got here, did not find a battleground */
3313 return 0; 3419 return 0;
3314} 3420}
3315 3421
3316/* 3422/*
3320 * attributes: 3426 * attributes:
3321 * object *who the dragon player 3427 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3428 * int atnr the attack-number of the ability focus
3323 * int level ability level 3429 * int level ability level
3324 */ 3430 */
3431void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3432dragon_ability_gain (object *who, int atnr, int level)
3433{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3434 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3435 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3436 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3437 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3438 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3439 int i = 0, j = 0;
3332 3440
3333 /* get the appropriate treasurelist */ 3441 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3442 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3443 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3444 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3445 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3446 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3447 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3448 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3449 trlist = find_treasurelist ("dragon_ability_poison");
3342 3450
3343 if (trlist == NULL || who->type != PLAYER) 3451 if (trlist == NULL || who->type != PLAYER)
3452 return;
3453
3454 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3455
3456 if (tr == NULL || tr->item == NULL)
3457 {
3458 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3459 return;
3460 }
3461
3462 /* everything seems okay - now bring on the gift: */
3463 item = &(tr->item->clone);
3464
3465 if (item->type == SPELL)
3466 {
3467 if (check_spell_known (who, item->name))
3344 return; 3468 return;
3345 3469
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3470 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3471 do_learn_spell (who, item, 0);
3348 3472 return;
3349 if (tr == NULL || tr->item == NULL) { 3473 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3474
3475 /* grant direct spell */
3476 if (item->type == SPELLBOOK)
3477 {
3478 if (!item->inv)
3479 {
3480 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3481 return;
3482 }
3483 if (check_spell_known (who, item->inv->name))
3351 return; 3484 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) { 3485 if (item->invisible)
3486 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3487 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); 3488 do_learn_spell (who, item->inv, 0);
3378 return; 3489 return;
3379 } 3490 }
3380 } 3491 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3492 else if (item->type == SKILL_TOOL && item->invisible)
3493 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3494 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3495 {
3383 3496
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3497 /* 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 3498 * 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, 3499 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3500 * but not all of them, he gets nothing.
3388 */ 3501 */
3389 if (!(skop->attacktype & item->attacktype)) { 3502 if (!(skop->attacktype & item->attacktype))
3503 {
3390 /* Give new attacktype */ 3504 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3505 skop->attacktype |= item->attacktype;
3392 3506
3393 /* always add physical if there's none */ 3507 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3508 skop->attacktype |= AT_PHYSICAL;
3395 3509
3396 if (item->msg != NULL) 3510 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3511 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3512
3399 /* Give player new face */ 3513 /* Give player new face */
3400 if (item->animation_id) { 3514 if (item->animation_id)
3515 {
3401 who->face = skop->face; 3516 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3517 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3518 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3519 who->last_anim = 0;
3405 who->state = 0; 3520 who->state = 0;
3406 animate_object(who, who->direction); 3521 animate_object (who, who->direction);
3407 } 3522 }
3408 } 3523 }
3409 } 3524 }
3410 } 3525 }
3411 else if (item->type == FORCE) { 3526 else if (item->type == FORCE)
3527 {
3412 /* forces in the treasurelist can alter the player's stats */ 3528 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3529 object *skin;
3530
3414 /* first get the dragon skin force */ 3531 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3532 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3533 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3534 ;
3418 3535
3536 if (!skin)
3537 return;
3538
3419 /* adding new spellpath attunements */ 3539 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3540 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3541 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3542 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3543
3423 /* print message */ 3544 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3545 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3546 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3547 {
3426 if(item->path_attuned & (1<<i)) { 3548 if (item->path_attuned & (1 << i))
3549 {
3427 if (j) 3550 if (j)
3428 strcat(buf," and "); 3551 strcat (buf, " and ");
3429 else 3552 else
3430 j = 1; 3553 j = 1;
3431 strcat(buf, spellpathnames[i]); 3554 strcat (buf, spellpathnames[i]);
3432 } 3555 }
3433 } 3556 }
3434 strcat(buf,"."); 3557 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3558 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3559 }
3437 3560
3438 /* evtl. adding flags: */ 3561 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3562 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3563 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3564 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3565 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3566 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3567 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3568
3446 /* print message if there is one */ 3569 /* print message if there is one */
3447 if (item->msg != NULL) 3570 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3571 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3572 }
3573 else
3449 } 3574 {
3450 else {
3451 /* generate misc. treasure */ 3575 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3576 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3577 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); 3578 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3579 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3580 esrv_send_item (who, tmp);
3457 } 3581 }
3458} 3582}
3459 3583
3460/** 3584/**
3461 * Unready an object for a player. This function does nothing if the object was 3585 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3586 * not readied.
3463 */ 3587 */
3588void
3464void player_unready_range_ob(player *pl, object *ob) { 3589player_unready_range_ob (player *pl, object *ob)
3590{
3465 rangetype i; 3591 rangetype i;
3466 3592
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3593 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3594 {
3468 if (pl->ranges[i] == ob) { 3595 if (pl->ranges[i] == ob)
3596 {
3469 pl->ranges[i] = NULL; 3597 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3598 if (pl->shoottype == i)
3599 {
3471 pl->shoottype = range_none; 3600 pl->shoottype = range_none;
3472 } 3601 }
3473 } 3602 }
3474 } 3603 }
3475} 3604}

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