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

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