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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 1.77 by root, Sun Dec 31 21:02:05 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 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_recursive ();
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_recursive ();
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 ob->roll_stats ();
301}
302
303player::player ()
304{
305 /* There are some elements we want initialized to non zero value -
306 * we deal with that below this point.
307 */
308 outputs_sync = 16; /* Every 2 seconds */
309 outputs_count = 8; /* Keeps present behaviour */
310 unapply = unapply_nochoice;
311
312 savebed_map = first_map_path; /* Init. respawn position */
313
314 gen_sp_armour = 10;
315 last_speed = -1;
316 shoottype = range_none;
317 bowtype = bow_normal;
318 petmode = pet_normal;
319 listening = 10;
320 usekeys = containers;
321 last_weapon_sp = -1;
322 peaceful = 1; /* default peaceful */
323 do_los = 1;
324
325 /* we need to clear these to -1 and not zero - otherwise,
326 * if a player quits and starts a new character, we wont
327 * send new values to the client, as things like exp start
328 * at zero.
329 */
330 for (int i = 0; i < NUM_SKILLS; i++)
331 last_skill_exp[i] = -1;
332
333 for (int i = 0; i < NROFATTACKS; i++)
334 last_resist[i] = -1;
335
336 last_stats.exp = -1;
337 last_weight = (uint32) - 1;
338}
339
340void
341player::do_destroy ()
342{
343 disconnect ();
344
345 save (false);
346 enable_save = false;
347
348 attachable::do_destroy ();
349
350 terminate_all_pets (ob);
351
352 if (first_player != this)
353 {
354 player *prev = first_player;
355
356 while (prev && prev->next && prev->next != this)
357 prev = prev->next;
358
359 if (prev->next != this)
360 {
361 LOG (llevError, "Free_player: Can't find previous player.\n");
362 abort ();
363 }
364
365 prev->next = next;
366 }
367 else
368 first_player = next;
369
370 if (ob)
371 {
372 ob->destroy_inv (false);
373 ob->destroy ();
374 }
375}
376
377player::~player ()
378{
379 /* Clear item stack */
380 free (stack_items);
381}
382
311/* Tries to add player on the connection passwd in ns. 383/* 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 384 * All we can really get in this is some settings like host and display
313 * mode. 385 * mode.
314 */ 386 */
387player *
388player::create ()
389{
390 player *pl = new player;
315 391
316int add_player(NewSocket *ns) { 392 pl->set_object (arch_to_object (get_player_archetype (0)));
317 player *p;
318
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); 393 set_first_map (pl->ob);
331 394
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; 395 return pl;
339} 396}
340 397
341/* 398/*
342 * get_player_archetype() return next player archetype from archetype 399 * get_player_archetype() return next player archetype from archetype
343 * list. Not very efficient routine, but used only creating new players. 400 * list. Not very efficient routine, but used only creating new players.
344 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
345 */ 402 */
403archetype *
346archetype *get_player_archetype(archetype* at) 404get_player_archetype (archetype *at)
347{ 405{
348 archetype *start = at; 406 archetype *start = at;
407
349 for (;;) { 408 for (;;)
409 {
350 if (at==NULL || at->next==NULL) 410 if (at == NULL || at->next == NULL)
351 at=first_archetype; 411 at = first_archetype;
352 else 412 else
353 at=at->next; 413 at = at->next;
414
354 if(at->clone.type==PLAYER) 415 if (at->clone.type == PLAYER)
355 return at; 416 return at;
417
356 if (at == start) { 418 if (at == start)
419 {
357 LOG (llevError, "No Player archetypes\n"); 420 LOG (llevError, "No Player archetypes\n");
358 exit (-1); 421 exit (-1);
359 } 422 }
360 } 423 }
361} 424}
362 425
363 426object *
364object *get_nearest_player(object *mon) { 427get_nearest_player (object *mon)
428{
365 object *op = NULL; 429 object *op = NULL;
366 player *pl = NULL;
367 objectlink *ol; 430 objectlink *ol;
368 unsigned lastdist; 431 unsigned lastdist;
369 rv_vector rv; 432 rv_vector rv;
370 433
371 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 434 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
435 {
372 /* We should not find free objects on this friendly list, but it 436 /* We should not find free objects on this friendly list, but it
373 * does periodically happen. Given that, lets deal with it. 437 * does periodically happen. Given that, lets deal with it.
374 * While unlikely, it is possible the next object on the friendly 438 * While unlikely, it is possible the next object on the friendly
375 * list is also free, so encapsulate this in a while loop. 439 * list is also free, so encapsulate this in a while loop.
376 */ 440 */
377 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 441 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
442 {
378 object *tmp=ol->ob; 443 object *tmp = ol->ob;
379 444
380 /* Can't do much more other than log the fact, because the object 445 /* Can't do much more other than log the fact, because the object
381 * itself will have been cleared. 446 * itself will have been cleared.
382 */ 447 */
383 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 448 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
384 ol = ol->next; 449 ol = ol->next;
385 remove_friendly_object(tmp); 450 remove_friendly_object (tmp);
451 if (!ol)
386 if (!ol) return op; 452 return op;
387 } 453 }
388 454
389 /* Remove special check for player from this. First, it looks to cause 455 /* 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 456 * some crashes (ol->ob->contr not set properly?), but secondly, a more
391 * complicated method of state checking would be needed in any case - 457 * 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 458 * as it was, a clever player could type quit, and the function would
393 * skip them over while waiting for confirmation. Remove 459 * skip them over while waiting for confirmation. Remove
394 * on_same_map check, as can_detect_enemy also does this 460 * on_same_map check, as can_detect_enemy also does this
395 */ 461 */
396 if (!can_detect_enemy(mon,ol->ob,&rv)) 462 if (!can_detect_enemy (mon, ol->ob, &rv))
397 continue; 463 continue;
398 464
399 if(lastdist>rv.distance) { 465 if (lastdist > rv.distance)
466 {
400 op=ol->ob; 467 op = ol->ob;
401 lastdist=rv.distance; 468 lastdist = rv.distance;
402 } 469 }
403 } 470 }
404 for (pl=first_player; pl != NULL; pl=pl->next) { 471
472 for_all_players (pl)
405 if (can_detect_enemy(mon, pl->ob,&rv)) { 473 if (can_detect_enemy (mon, pl->ob, &rv))
406
407 if(lastdist>rv.distance) { 474 if (lastdist > rv.distance)
408 op=pl->ob;
409 lastdist=rv.distance;
410 }
411 } 475 {
412 } 476 op = pl->ob;
477 lastdist = rv.distance;
478 }
479
413#if 0 480#if 0
414 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 481 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
415#endif 482#endif
416 return op; 483 return op;
417} 484}
418 485
419/* I believe this can safely go to 2, 3 is questionable, 4 will likely 486/* 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 487 * result in a monster paths backtracking. It basically determines how large a
421 * detour a monster will take from the direction path when looking 488 * detour a monster will take from the direction path when looking
435 * circling behaviour. Unfortunately, this function is also used to determined 502 * 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 503 * if the creature should cast a spell, so returning a direction in that case
437 * is probably not a good thing. 504 * is probably not a good thing.
438 */ 505 */
439#define MAX_SPACES 50 506#define MAX_SPACES 50
440
441 507
442/* 508/*
443 * Returns the direction to the player, if valid. Returns 0 otherwise. 509 * 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 510 * 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 511 * 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. 524 * 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, 525 * 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 526 * since only simple checks to blocked are being called, which could mean the monster
461 * is blocking itself. 527 * is blocking itself.
462 */ 528 */
529int
463int path_to_player(object *mon, object *pl, unsigned mindiff) { 530path_to_player (object *mon, object *pl, unsigned mindiff)
531{
464 rv_vector rv; 532 rv_vector rv;
465 sint16 x,y; 533 sint16 x, y;
466 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 534 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
467 mapstruct *m ,*lastmap; 535 maptile *m, *lastmap;
468 536
469 get_rangevector(mon, pl, &rv, 0); 537 get_rangevector (mon, pl, &rv, 0);
470 538
471 if (rv.distance<mindiff) return 0; 539 if (rv.distance < mindiff)
540 return 0;
472 541
473 x=mon->x; 542 x = mon->x;
474 y=mon->y; 543 y = mon->y;
475 m=mon->map; 544 m = mon->map;
476 dir = rv.direction; 545 dir = rv.direction;
477 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 546 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); 547 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. */ 548 /* If we can't solve it within the search distance, return now. */
480 if (diff>max) return 0; 549 if (diff > max)
550 return 0;
481 while (diff >1 && max>0) { 551 while (diff > 1 && max > 0)
552 {
482 lastx = x; 553 lastx = x;
483 lasty = y; 554 lasty = y;
484 lastmap = m; 555 lastmap = m;
485 x = lastx + freearr_x[dir]; 556 x = lastx + freearr_x[dir];
486 y = lasty + freearr_y[dir]; 557 y = lasty + freearr_y[dir];
487 558
488 mflags = get_map_flags(m, &m, x, y, &x, &y); 559 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); 560 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
490 561
491 /* Space is blocked - try changing direction a little */ 562 /* Space is blocked - try changing direction a little */
492 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW)) 563 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)))) { 564 && (m == mon->map && blocked_link (mon, m, x, y))))
565 {
494 /* recalculate direction from last good location. Possible 566 /* recalculate direction from last good location. Possible
495 * we were not traversing ideal location before. 567 * we were not traversing ideal location before.
496 */ 568 */
497 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0); 569 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
498 if (rv.direction != dir) { 570 if (rv.direction != dir)
571 {
499 /* OK - says direction should be different - lets reset the 572 /* OK - says direction should be different - lets reset the
500 * the values so it will try again. 573 * the values so it will try again.
501 */ 574 */
502 x = lastx; 575 x = lastx;
503 y = lasty; 576 y = lasty;
504 m = lastmap; 577 m = lastmap;
505 dir = firstdir = rv.direction; 578 dir = firstdir = rv.direction;
579 }
506 } else { 580 else
581 {
507 /* direct path is blocked - try taking a side step to 582 /* direct path is blocked - try taking a side step to
508 * either the left or right. 583 * either the left or right.
509 * Note increase the values in the loop below to be 584 * Note increase the values in the loop below to be
510 * more than -1/1 respectively will mean the monster takes 585 * more than -1/1 respectively will mean the monster takes
511 * bigger detour. Have to be careful about these values getting 586 * 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 587 * too big (3 or maybe 4 or higher) as the monster may just try
513 * stepping back and forth 588 * stepping back and forth
514 */ 589 */
515 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) { 590 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
591 {
592 if (i == 0)
516 if (i==0) continue; /* already did this, so skip it */ 593 continue; /* already did this, so skip it */
517 /* Use lastdir here - otherwise, 594 /* Use lastdir here - otherwise,
518 * since the direction that the creature should move in 595 * since the direction that the creature should move in
519 * may change, you could get infinite loops. 596 * may change, you could get infinite loops.
520 * ie, player is northwest, but monster can only 597 * ie, player is northwest, but monster can only
521 * move west, so it does that. It goes some distance, 598 * move west, so it does that. It goes some distance,
522 * gets blocked, finds that it should move north, 599 * gets blocked, finds that it should move north,
523 * can't do that, but now finds it can move east, and 600 * can't do that, but now finds it can move east, and
524 * gets back to its original point. lastdir contains 601 * gets back to its original point. lastdir contains
525 * the last direction the creature has successfully 602 * the last direction the creature has successfully
526 * moved. 603 * moved.
527 */ 604 */
528 605
529 x = lastx + freearr_x[absdir(lastdir+i)]; 606 x = lastx + freearr_x[absdir (lastdir + i)];
530 y = lasty + freearr_y[absdir(lastdir+i)]; 607 y = lasty + freearr_y[absdir (lastdir + i)];
531 m = lastmap; 608 m = lastmap;
532 mflags = get_map_flags(m, &m, x, y, &x, &y); 609 mflags = get_map_flags (m, &m, x, y, &x, &y);
533 if (mflags & P_OUT_OF_MAP) continue; 610 if (mflags & P_OUT_OF_MAP)
611 continue;
534 blocked = GET_MAP_MOVE_BLOCK(m, x, y); 612 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
535 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue; 613 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
614 continue;
536 if (mflags & P_BLOCKSVIEW) continue; 615 if (mflags & P_BLOCKSVIEW)
616 continue;
537 617
538 if (m == mon->map && blocked_link(mon, m, x, y)) break; 618 if (m == mon->map && blocked_link (mon, m, x, y))
619 break;
539 } 620 }
540 /* go through entire loop without finding a valid 621 /* go through entire loop without finding a valid
541 * sidestep to take - thus, no valid path. 622 * sidestep to take - thus, no valid path.
542 */ 623 */
543 if (i==(DETOUR_AMOUNT+1)) 624 if (i == (DETOUR_AMOUNT + 1))
544 return 0; 625 return 0;
545 diff--; 626 diff--;
546 lastdir=dir; 627 lastdir = dir;
547 max--; 628 max--;
548 if (!firstdir) firstdir = dir+i; 629 if (!firstdir)
630 firstdir = dir + i;
549 } /* else check alternate directions */ 631 } /* else check alternate directions */
550 } /* if blocked */ 632 } /* if blocked */
551 else { 633 else
634 {
552 /* we moved towards creature, so diff is less */ 635 /* we moved towards creature, so diff is less */
553 diff--; 636 diff--;
554 max--; 637 max--;
555 lastdir=dir; 638 lastdir = dir;
639 if (!firstdir)
556 if (!firstdir) firstdir = dir; 640 firstdir = dir;
641 }
642 if (diff <= 1)
557 } 643 {
558 if (diff<=1) {
559 /* Recalculate diff (distance) because we may not have actually 644 /* Recalculate diff (distance) because we may not have actually
560 * headed toward player for entire distance. 645 * headed toward player for entire distance.
561 */ 646 */
562 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0); 647 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); 648 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
564 } 649 }
565 if (diff>max) return 0; 650 if (diff > max)
651 return 0;
566 } 652 }
567 /* If we reached the max, didn't find a direction in time */ 653 /* If we reached the max, didn't find a direction in time */
568 if (!max) return 0; 654 if (!max)
655 return 0;
569 656
570 return firstdir; 657 return firstdir;
571} 658}
572 659
660void
573void give_initial_items(object *pl,treasurelist *items) { 661give_initial_items (object *pl, treasurelist * items)
662{
574 object *op,*next=NULL; 663 object *op, *next = NULL;
575 664
576 if(pl->randomitems!=NULL) 665 if (pl->randomitems != NULL)
577 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0); 666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
578 667
579 for (op=pl->inv; op; op=next) { 668 for (op = pl->inv; op; op = next)
669 {
580 next = op->below; 670 next = op->below;
581 671
582 /* Forces get applied per default, unless they have the 672 /* Forces get applied per default, unless they have the
583 * flag "neutral" set. Sorry but I can't think of a better way 673 * flag "neutral" set. Sorry but I can't think of a better way
584 */ 674 */
585 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL)) 675 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
586 SET_FLAG(op,FLAG_APPLIED); 676 SET_FLAG (op, FLAG_APPLIED);
587 677
588 /* we never give weapons/armour if these cannot be used 678 /* we never give weapons/armour if these cannot be used
589 * by this player due to race restrictions 679 * by this player due to race restrictions
590 */ 680 */
591 if (pl->type == PLAYER) { 681 if (pl->type == PLAYER)
682 {
592 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) && 683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
593 (op->type == ARMOUR || op->type == BOOTS || 684 (op->type == ARMOUR || op->type == BOOTS ||
594 op->type == CLOAK || op->type == HELMET || 685 op->type == CLOAK || op->type == HELMET ||
595 op->type == SHIELD || op->type == GLOVES || 686 op->type == SHIELD || op->type == GLOVES ||
596 op->type == BRACERS || op->type == GIRDLE)) || 687 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 } 688 {
602 } 689 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; 690 continue;
622 } 691 }
623 if (op->nrof > 1) op->nrof = 1; 692 }
693
694 /* This really needs to be better - we should really give
695 * a substitute spellbook. The problem is that we don't really
696 * have a good idea what to replace it with (need something like
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */
700 if (op->type == SPELLBOOK || op->type == SKILL)
624 } 701 {
702 object *tmp;
625 703
704 for (tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 {
710 op->destroy ();
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
712 continue;
713 }
714
715 if (op->nrof > 1)
716 op->nrof = 1;
717 }
718
626 if (op->type == SPELLBOOK && op->inv) { 719 if (op->type == SPELLBOOK && op->inv)
720 {
627 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP); 721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
628 } 722 }
629 723
630 /* Give starting characters identified, uncursed, and undamned 724 /* Give starting characters identified, uncursed, and undamned
631 * items. Just don't identify gold or silver, or it won't be 725 * items. Just don't identify gold or silver, or it won't be
632 * merged properly. 726 * merged properly.
633 */ 727 */
634 if (need_identify(op)) { 728 if (need_identify (op))
729 {
635 SET_FLAG(op, FLAG_IDENTIFIED); 730 SET_FLAG (op, FLAG_IDENTIFIED);
636 CLEAR_FLAG(op, FLAG_CURSED); 731 CLEAR_FLAG (op, FLAG_CURSED);
637 CLEAR_FLAG(op, FLAG_DAMNED); 732 CLEAR_FLAG (op, FLAG_DAMNED);
733 }
734 if (op->type == SPELL)
638 } 735 {
639 if(op->type==SPELL) { 736 op->destroy ();
640 remove_ob(op);
641 free_object(op);
642 continue; 737 continue;
738 }
739 else if (op->type == SKILL)
643 } 740 {
644 else if(op->type==SKILL) {
645 SET_FLAG(op, FLAG_CAN_USE_SKILL); 741 SET_FLAG (op, FLAG_CAN_USE_SKILL);
646 op->stats.exp = 0; 742 op->stats.exp = 0;
647 op->level = 1; 743 op->level = 1;
648 } 744 }
649 /* lock all 'normal items by default */ 745 /* lock all 'normal items by default */
746 else
650 else SET_FLAG(op, FLAG_INV_LOCKED); 747 SET_FLAG (op, FLAG_INV_LOCKED);
651 } /* for loop of objects in player inv */ 748 } /* for loop of objects in player inv */
652 749
653 /* Need to set up the skill pointers */ 750 /* Need to set up the skill pointers */
654 link_player_skills(pl); 751 link_player_skills (pl);
655} 752}
656 753
657void get_name(object *op) { 754void
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) { 755get_party_password (object *op, partylist *party)
756{
734 if (party == NULL) { 757 if (party == NULL)
758 {
735 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 759 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
736 return; 760 return;
737 } 761 }
762
738 op->contr->write_buf[0]='\0'; 763 op->contr->write_buf[0] = '\0';
739 op->contr->state=ST_GET_PARTY_PASSWORD; 764 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
740 op->contr->party_to_join = party; 765 op->contr->party_to_join = party;
741 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 766 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
742} 767}
743
744 768
745/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 769/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
770static int
746int roll_stat(void) { 771roll_stat (void)
772{
747 int a[4],i,j,k; 773 int a[4], i, j, k;
748 774
749 for(i=0;i<4;i++) 775 for (i = 0; i < 4; i++)
750 a[i]=(int)RANDOM()%6+1; 776 a[i] = (int) RANDOM () % 6 + 1;
751 777
752 for(i=0,j=0,k=7;i<4;i++) 778 for (i = 0, j = 0, k = 7; i < 4; i++)
753 if(a[i]<k) 779 if (a[i] < k)
754 k=a[i],j=i; 780 k = a[i], j = i;
755 781
756 for(i=0,k=0;i<4;i++) { 782 for (i = 0, k = 0; i < 4; i++)
757 if(i!=j) 783 if (i != j)
758 k+=a[i]; 784 k += a[i];
759 } 785
760 return k; 786 return k;
761} 787}
762 788
763void roll_stats(object *op) { 789void
764 int sum=0; 790object::roll_stats ()
765 int i = 0, j = 0; 791{
766 int statsort[7]; 792 int statsort [7];
767 793
794 for (;;)
768 do { 795 {
769 op->stats.Str=roll_stat(); 796 int sum = 0;
770 op->stats.Dex=roll_stat(); 797 for (int i = 7; i--; )
771 op->stats.Int=roll_stat(); 798 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);
780 799
800 if (sum >= 82 && sum <= 116)
801 break;
802 }
803
781 /* Sort the stats so that rerolling is easier... */ 804 // Sort the stats so that rerolling is easier...
782 statsort[0] = op->stats.Str; 805 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;
789 806
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]; 807 stats.Str = statsort[0];
803 op->stats.Dex = statsort[1]; 808 stats.Dex = statsort[1];
804 op->stats.Con = statsort[2]; 809 stats.Con = statsort[2];
805 op->stats.Int = statsort[3]; 810 stats.Int = statsort[3];
806 op->stats.Wis = statsort[4]; 811 stats.Wis = statsort[4];
807 op->stats.Pow = statsort[5]; 812 stats.Pow = statsort[5];
808 op->stats.Cha = statsort[6]; 813 stats.Cha = statsort[6];
809 814
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; 815 stats.exp = 0;
821 op->stats.ac=0; 816 stats.ac = 0;
822 817
818 stats.hp = stats.maxhp;
819 stats.sp = stats.maxsp;
820 stats.grace = stats.maxgrace;
821
822 if (contr)
823 {
823 op->contr->levhp[1] = 9; 824 contr->levhp[1] = 9;
824 op->contr->levsp[1] = 6; 825 contr->levsp[1] = 6;
825 op->contr->levgrace[1] = 3; 826 contr->levgrace[1] = 3;
826 827
827 fix_player(op); 828 contr->orig_stats = stats;
829 }
830}
831
832void
833object::swap_stats (int a, int b)
834{
835 int tmp = get_attr_value (&contr->orig_stats, a);
836 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
837 set_attr_value (&contr->orig_stats, b, tmp);
838
839 stats.Str = contr->orig_stats.Str;
840 stats.Dex = contr->orig_stats.Dex;
841 stats.Con = contr->orig_stats.Con;
842 stats.Int = contr->orig_stats.Int;
843 stats.Wis = contr->orig_stats.Wis;
844 stats.Pow = contr->orig_stats.Pow;
845 stats.Cha = contr->orig_stats.Cha;
846
847 //TODO: the following code looks so borked and should, at the very least,
848 // be merged with the similar code in roll_stats
849 stats.ac = 0;
850
851 level = 1;
852 stats.exp = 0;
853 stats.ac = 0;
854
828 op->stats.hp = op->stats.maxhp; 855 stats.hp = stats.maxhp;
829 op->stats.sp = op->stats.maxsp; 856 stats.sp = stats.maxsp;
830 op->stats.grace = op->stats.maxgrace; 857 stats.grace = stats.maxgrace;
858
859 if (contr)
860 {
861 contr->levhp[1] = 9;
862 contr->levsp[1] = 6;
863 contr->levgrace[1] = 3;
864
831 op->contr->orig_stats=op->stats; 865 contr->orig_stats = stats;
866 }
832} 867}
833 868
834void Roll_Again(object *op) 869static void
870start_info (object *op)
835{ 871{
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]; 872 char buf[MAX_BUF];
844 873
845 if ( op->contr->Swap_First == -1 ) { 874 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); 875 new_draw_info (NDI_UNIQUE, 0, op, buf);
861 op->stats.Str = op->contr->orig_stats.Str; 876 //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); 877 //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} 878}
953 879
954/* This function takes the key that is passed, and does the 880/* This function takes the key that is passed, and does the
955 * appropriate action with it (change race, or other things). 881 * appropriate action with it (change race, or other things).
956 * The function name is for historical reasons - now we have 882 * The function name is for historical reasons - now we have
957 * separate race and class; this actually changes the RACE, 883 * separate race and class; this actually changes the RACE,
958 * not the class. 884 * not the class.
959 */ 885 */
960 886int
961int key_change_class(object *op, char key) 887key_change_class (object *op, char key)
962{ 888{
963 int tmp_loop; 889 int tmp_loop;
964 890
965 if(key=='q'||key=='Q') {
966 remove_ob(op);
967 play_again(op);
968 return 0;
969 }
970 if(key=='d'||key=='D') { 891 if (key == 'd' || key == 'D')
892 {
971 char buf[MAX_BUF]; 893 char buf[MAX_BUF];
972 894
973 /* this must before then initial items are given */ 895 /* this must before then initial items are given */
974 esrv_new_player(op->contr, op->weight+op->carrying); 896 esrv_new_player (op->contr, op->weight + op->carrying);
975 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
976 897
898 treasurelist *tl = find_treasurelist ("starting_wealth");
899 if (tl)
900 create_treasure (tl, op, 0, 0, 0);
901
977 INVOKE_PLAYER (BIRTH, op->contr); 902 INVOKE_PLAYER (BIRTH, op->contr);
978 INVOKE_PLAYER (LOGIN, op->contr); 903 INVOKE_PLAYER (LOGIN, op->contr);
979 904
980 op->contr->state=ST_PLAYING; 905 op->contr->ns->state = ST_PLAYING;
981 906
982 if (op->msg) { 907 if (op->msg)
983 free_string(op->msg);
984 op->msg=NULL; 908 op->msg = NULL;
985 }
986 909
987 /* We create this now because some of the unique maps will need it 910 /* We create this now because some of the unique maps will need it
988 * to save here. 911 * to save here.
989 */ 912 */
990 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 913 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
991 make_path_to_file(buf); 914 make_path_to_file (buf);
992 915
993#ifdef AUTOSAVE 916#ifdef AUTOSAVE
994 op->contr->last_save_tick = pticks; 917 op->contr->last_save_tick = pticks;
995#endif 918#endif
996 start_info(op); 919 start_info (op);
997 CLEAR_FLAG(op, FLAG_WIZ); 920 CLEAR_FLAG (op, FLAG_WIZ);
998 give_initial_items(op,op->randomitems); 921 give_initial_items (op, op->randomitems);
999 link_player_skills(op); 922 link_player_skills (op);
1000 esrv_send_inventory(op, op); 923 esrv_send_inventory (op, op);
1001 fix_player(op); 924 op->update_stats ();
1002 925
1003 /* This moves the player to a different start map, if there 926 /* This moves the player to a different start map, if there
1004 * is one for this race 927 * is one for this race
1005 */ 928 */
1006 if(*first_map_ext_path) { 929 if (*first_map_ext_path)
930 {
1007 object *tmp; 931 object *tmp;
1008 mapstruct *oldmap = op->map;
1009 char mapname[MAX_BUF]; 932 char mapname[MAX_BUF];
1010 snprintf(mapname, MAX_BUF-1, "%s/%s", 933
1011 first_map_ext_path, op->arch->name); 934 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name);
1012 tmp=get_object(); 935 tmp = object::create ();
1013 EXIT_PATH(tmp) = add_string(mapname); 936 EXIT_PATH (tmp) = mapname;
1014 EXIT_X(tmp) = op->x; 937 EXIT_X (tmp) = op->x;
1015 EXIT_Y(tmp) = op->y; 938 EXIT_Y (tmp) = op->y;
1016 enter_exit(op,tmp); /* we don't really care if it succeeded; 939 op->enter_exit (tmp); /* we don't really care if it succeeded;
1017 * if the map isn't there, then stay on the 940 * if the map isn't there, then stay on the
1018 * default initial map */ 941 * default initial map */
1019 free_object(tmp); 942 tmp->destroy ();
943 }
1020 } else { 944 else
1021 LOG(llevDebug,"first_map_ext_path not set\n"); 945 LOG (llevDebug, "first_map_ext_path not set\n");
1022 } 946
1023 return 0; 947 return 0;
1024 } 948 }
1025 949
1026 /* Following actually changes the race - this is the default command 950 /* Following actually changes the race - this is the default command
1027 * if we don't match with one of the options above. 951 * if we don't match with one of the options above.
1028 */ 952 */
1029 953
1030 tmp_loop = 0; 954 tmp_loop = 0;
1031 while(!tmp_loop) { 955 while (!tmp_loop)
1032 const char *name = add_string (op->name); 956 {
957 shstr name = op->name;
1033 int x = op->x, y = op->y; 958 int x = op->x, y = op->y;
959
1034 remove_statbonus(op); 960 op->remove_statbonus ();
1035 remove_ob (op); 961 op->remove ();
1036 op->arch = get_player_archetype(op->arch); 962 op->arch = get_player_archetype (op->arch);
1037 copy_object (&op->arch->clone, op); 963 op->arch->clone.copy_to (op);
1038 op->instantiate (); 964 op->instantiate ();
1039 op->stats = op->contr->orig_stats; 965 op->stats = op->contr->orig_stats;
1040 free_string (op->name); 966 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; 967 op->x = x;
1045 op->y = y; 968 op->y = y;
1046 SET_ANIMATION(op, 2); /* So player faces south */ 969 SET_ANIMATION (op, 2); /* So player faces south */
1047 insert_ob_in_map (op, op->map, op,0); 970 insert_ob_in_map (op, op->map, op, 0);
1048 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 971 assign (op->contr->title, op->arch->clone.name);
1049 op->contr->title[sizeof(op->contr->title)-1] = '\0';
1050 add_statbonus(op); 972 op->add_statbonus ();
1051 tmp_loop=allowed_class(op); 973 tmp_loop = allowed_class (op);
1052
1053 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1054 } 974 }
975
1055 update_object(op,UP_OBJ_FACE); 976 update_object (op, UP_OBJ_FACE);
1056 esrv_update_item(UPD_FACE,op,op); 977 esrv_update_item (UPD_FACE, op, op);
1057 fix_player(op); 978 op->update_stats ();
1058 op->stats.hp=op->stats.maxhp; 979 op->stats.hp = op->stats.maxhp;
1059 op->stats.sp=op->stats.maxsp; 980 op->stats.sp = op->stats.maxsp;
1060 op->stats.grace=0; 981 op->stats.grace = 0;
982
1061 if (op->msg) 983 if (op->msg)
1062 new_draw_info(NDI_BLUE, 0, op, op->msg); 984 new_draw_info (NDI_BLUE, 0, op, op->msg);
985
1063 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 986 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; 987 return 0;
1065} 988}
1066 989
990int
1067int key_confirm_quit(object *op, char key) 991key_confirm_quit (object *op, char key)
1068{ 992{
1069 char buf[MAX_BUF];
1070
1071 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 993 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
994 {
1072 op->contr->state=ST_PLAYING; 995 op->contr->ns->state = ST_PLAYING;
1073 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 996 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1074 return 1; 997 return 1;
1075 } 998 }
1076 999
1077 INVOKE_PLAYER (LOGOUT, op->contr); 1000 INVOKE_PLAYER (LOGOUT, op->contr);
1078 INVOKE_PLAYER (QUIT , op->contr); 1001 INVOKE_PLAYER (QUIT, op->contr);
1079 1002
1003 op->contr->enable_save = false;
1004
1080 terminate_all_pets(op); 1005 terminate_all_pets (op);
1081 leave_map(op); 1006 op->remove ();
1082 op->direction=0; 1007 op->direction = 0;
1083 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 1008 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1084 "%s quits the game.",op->name);
1085 1009
1086 strcpy(op->contr->killer,"quit"); 1010 strcpy (op->contr->killer, "quit");
1087 check_score(op); 1011 check_score (op);
1088 op->contr->party=NULL; 1012 op->contr->party = 0;
1089 if (settings.set_title == TRUE)
1090 op->contr->own_title[0]='\0'; 1013 op->contr->own_title[0] = '\0';
1014 op->contr->destroy ();
1091 1015
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; 1016 return 1;
1110} 1017}
1111 1018
1019void
1112void flee_player(object *op) { 1020flee_player (object *op)
1021{
1113 int dir,diff; 1022 int dir, diff;
1114 rv_vector rv; 1023 rv_vector rv;
1115 1024
1116 if(op->stats.hp < 0) { 1025 if (op->stats.hp < 0)
1026 {
1117 LOG(llevDebug, "Fleeing player is dead.\n"); 1027 LOG (llevDebug, "Fleeing player is dead.\n");
1118 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1029 return;
1030 }
1031
1032 if (op->enemy == NULL)
1033 {
1034 LOG (llevDebug, "Fleeing player had no enemy.\n");
1035 CLEAR_FLAG (op, FLAG_SCARED);
1036 return;
1037 }
1038
1039 /* Seen some crashes here. Since we don't store an
1040 * op->enemy_count, it is possible that something destroys the
1041 * actual enemy, and the object is recycled.
1042 */
1043 if (op->enemy->map == NULL)
1044 {
1045 CLEAR_FLAG (op, FLAG_SCARED);
1046 op->enemy = NULL;
1047 return;
1048 }
1049
1050 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1051 {
1052 op->enemy = NULL;
1053 CLEAR_FLAG (op, FLAG_SCARED);
1054 return;
1055 }
1056
1057 get_rangevector (op, op->enemy, &rv, 0);
1058
1059 dir = absdir (4 + rv.direction);
1060 for (diff = 0; diff < 3; diff++)
1061 {
1062 int m = 1 - (RANDOM () & 2);
1063
1064 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1119 return; 1065 return;
1120 } 1066 }
1121 1067
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 */ 1068 /* Cornered, get rid of scared */
1154 CLEAR_FLAG(op, FLAG_SCARED); 1069 CLEAR_FLAG (op, FLAG_SCARED);
1155 op->enemy=NULL; 1070 op->enemy = NULL;
1156} 1071}
1157 1072
1158 1073
1159/* check_pick sees if there is stuff to be picked up/picks up stuff. 1074/* 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 1075 * IT returns 1 if the player should keep on moving, 0 if he should
1161 * stop. 1076 * stop.
1162 */ 1077 */
1078int
1163int check_pick(object *op) { 1079check_pick (object *op)
1080{
1164 object *tmp, *next; 1081 object *tmp, *next;
1165 tag_t next_tag=0, op_tag;
1166 int stop = 0; 1082 int stop = 0;
1167 int j, k, wvratio; 1083 int j, k, wvratio;
1168 char putstring[128], tmpstr[16]; 1084 char putstring[128], tmpstr[16];
1169 1085
1170
1171 /* if you're flying, you cna't pick up anything */ 1086 /* if you're flying, you cna't pick up anything */
1172 if (op->move_type & MOVE_FLYING) 1087 if (op->move_type & MOVE_FLYING)
1173 return 1; 1088 return 1;
1174 1089
1175 op_tag = op->count;
1176
1177 next = op->below; 1090 next = op->below;
1178 if (next)
1179 next_tag = next->count;
1180 1091
1181 /* loop while there are items on the floor that are not marked as 1092 /* loop while there are items on the floor that are not marked as
1182 * destroyed */ 1093 * destroyed */
1183 while (next && ! was_destroyed (next, next_tag)) 1094 while (next && !next->destroyed ())
1184 { 1095 {
1185 tmp = next; 1096 tmp = next;
1186 next = tmp->below; 1097 next = tmp->below;
1187 if (next)
1188 next_tag = next->count;
1189 1098
1190 if (was_destroyed (op, op_tag)) 1099 if (op->destroyed ())
1191 return 0; 1100 return 0;
1192 1101
1193 if ( ! can_pick (op, tmp)) 1102 if (!can_pick (op, tmp))
1194 continue; 1103 continue;
1195 1104
1196 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1105 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1197 { 1106 {
1198 if (item_matched_string (op, tmp, op->contr->search_str)) 1107 if (item_matched_string (op, tmp, op->contr->search_str))
1199 pick_up (op, tmp); 1108 pick_up (op, tmp);
1200 continue; 1109 continue;
1201 } 1110 }
1202 1111
1203 /* high not bit set? We're using the old autopickup model */ 1112 /* high not bit set? We're using the old autopickup model */
1204 if(!(op->contr->mode & PU_NEWMODE)) { 1113 if (!(op->contr->mode & PU_NEWMODE))
1114 {
1205 switch (op->contr->mode) { 1115 switch (op->contr->mode)
1116 {
1117 case 0:
1206 case 0: return 1; /* don't pick up */ 1118 return 1; /* don't pick up */
1119 case 1:
1207 case 1: pick_up (op, tmp); 1120 pick_up (op, tmp);
1208 return 1; 1121 return 1;
1122 case 2:
1209 case 2: pick_up (op, tmp); 1123 pick_up (op, tmp);
1210 return 0; 1124 return 0;
1125 case 3:
1211 case 3: return 0; /* stop before pickup */ 1126 return 0; /* stop before pickup */
1127 case 4:
1212 case 4: pick_up (op, tmp); 1128 pick_up (op, tmp);
1213 break; 1129 break;
1130 case 5:
1214 case 5: pick_up (op, tmp); 1131 pick_up (op, tmp);
1215 stop = 1; 1132 stop = 1;
1216 break; 1133 break;
1217 case 6: 1134 case 6:
1218 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1135 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); 1136 pick_up (op, tmp);
1221 break; 1137 break;
1222 1138
1223 case 7: 1139 case 7:
1224 if (tmp->type == MONEY || tmp->type == GEM) 1140 if (tmp->type == MONEY || tmp->type == GEM)
1225 pick_up(op, tmp); 1141 pick_up (op, tmp);
1226 break; 1142 break;
1227 1143
1228 default: 1144 default:
1229 /* use value density */ 1145 /* use value density */
1230 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1146 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1231 && (query_cost (tmp, op, F_TRUE) * 100 1147 && (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); 1148 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 } 1149 }
1262 } 1150 }
1263 } 1151 else
1152 { /* old model */
1153 /* NEW pickup handling */
1154 if (op->contr->mode & PU_DEBUG)
1155 {
1156 /* some debugging code to figure out item information */
1157 if (tmp->name != NULL)
1158 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1159 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1160 else
1161 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1162 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1163
1264 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1164 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1165 }
1265 1166
1167 /* philosophy:
1168 * It's easy to grab an item type from a pile, as long as it's
1169 * generic. This takes no game-time. For more detailed pickups
1170 * and selections, select-items should be used. This is a
1171 * grab-as-you-run type mode that's really useful for arrows for
1172 * example.
1173 * The drawback: right now it has no frontend, so you need to
1174 * stick the bits you want into a calculator in hex mode and then
1175 * convert to decimal and then 'pickup <#>
1176 */
1177
1178 /* the first two modes are exclusive: if NOTHING we return, if
1179 * STOP then we stop. All the rest are applied sequentially,
1180 * meaning if any test passes, the item gets picked up. */
1181
1182 /* if mode is set to pick nothing up, return */
1183
1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1186
1187 /* if mode is set to stop when encountering objects, return */
1188 /* take STOP before INHIBIT since it doesn't actually pick
1189 * anything up */
1190
1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1193
1194 /* useful for going into stores and not losing your settings... */
1195 /* and for battles wher you don't want to get loaded down while
1196 * fighting */
1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1199
1200 /* prevent us from turning into auto-thieves :) */
1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue;
1203
1204 /* ignore known cursed objects */
1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1206 continue;
1207
1208 /* all food and drink if desired */
1209 /* question: don't pick up known-poisonous stuff? */
1210 if (op->contr->mode & PU_FOOD)
1211 if (tmp->type == FOOD)
1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1217 if (op->contr->mode & PU_DRINK)
1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1223
1224 if (op->contr->mode & PU_POTION)
1225 if (tmp->type == POTION)
1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1230
1231 /* spellbooks, skillscrolls and normal books/scrolls */
1232 if (op->contr->mode & PU_SPELLBOOK)
1233 if (tmp->type == SPELLBOOK)
1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1239 if (op->contr->mode & PU_SKILLSCROLL)
1240 if (tmp->type == SKILLSCROLL)
1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1246 if (op->contr->mode & PU_READABLES)
1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1252
1253 /* wands/staves/rods/horns */
1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1260
1261 /* pick up all magical items */
1262 if (op->contr->mode & PU_MAGICAL)
1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1268
1269 if (op->contr->mode & PU_VALUABLES)
1270 {
1271 if (tmp->type == MONEY || tmp->type == GEM)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276 }
1277
1278 /* rings & amulets - talismans seems to be typed AMULET */
1279 if (op->contr->mode & PU_JEWELS)
1280 if (tmp->type == RING || tmp->type == AMULET)
1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1285
1286 /* we don't forget dragon food */
1287 if (op->contr->mode & PU_FLESH)
1288 if (tmp->type == FLESH)
1289 {
1290 pick_up (op, tmp);
1291 continue;
1292 }
1293
1294 /* bows and arrows. Bows are good for selling! */
1295 if (op->contr->mode & PU_BOW)
1296 if (tmp->type == BOW)
1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1302 if (op->contr->mode & PU_ARROW)
1303 if (tmp->type == ARROW)
1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1308
1309 /* all kinds of armor etc. */
1310 if (op->contr->mode & PU_ARMOUR)
1311 if (tmp->type == ARMOUR)
1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1317 if (op->contr->mode & PU_HELMET)
1318 if (tmp->type == HELMET)
1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1324 if (op->contr->mode & PU_SHIELD)
1325 if (tmp->type == SHIELD)
1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1331 if (op->contr->mode & PU_BOOTS)
1332 if (tmp->type == BOOTS)
1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1338 if (op->contr->mode & PU_GLOVES)
1339 if (tmp->type == GLOVES)
1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1345 if (op->contr->mode & PU_CLOAK)
1346 if (tmp->type == CLOAK)
1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1351
1352 /* hoping to catch throwing daggers here */
1353 if (op->contr->mode & PU_MISSILEWEAPON)
1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1359
1360 /* careful: chairs and tables are weapons! */
1361 if (op->contr->mode & PU_ALLWEAPON)
1362 {
1363 if (tmp->type == WEAPON && tmp->name != NULL)
1364 {
1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1367 {
1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1373 if (tmp->type == WEAPON && tmp->name == NULL)
1374 {
1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1376 {
1377 pick_up (op, tmp);
1378 continue;
1379 }
1380 }
1381 }
1382
1383 /* misc stuff that's useful */
1384 if (op->contr->mode & PU_KEY)
1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1390
1391 /* any of the last 4 bits set means we use the ratio for value
1392 * pickups */
1393 if (op->contr->mode & PU_RATIO)
1394 {
1395 /* use value density to decide what else to grab */
1396 /* >=7 was >= op->contr->mode */
1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1401 {
1402 pick_up (op, tmp);
1266#if 0 1403#if 0
1267 /* print the flags too */ 1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1268 for(k=0;k<4;k++) 1405 if (tmp->name != NULL)
1269 { 1406 {
1270 fprintf(stderr,"%d [%d] ", k, k*32+31); 1407 fprintf (stderr, "%s", tmp->name);
1271 for(j=0;j<32;j++) 1408 }
1272 { 1409 else
1273 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1410 fprintf (stderr, "%s", tmp->arch->name);
1274 if(!((j+1)%4))fprintf(stderr," "); 1411 fprintf (stderr, ",%d] = ", tmp->type);
1275 } 1412 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 1413#endif
1279 } 1414 continue;
1280 /* philosophy: 1415 }
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 } 1416 }
1433 else fprintf(stderr,"%s",tmp->arch->name); 1417 } /* 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 } 1418 }
1440 } /* the new pickup model */ 1419
1441 }
1442 return ! stop; 1420 return !stop;
1443} 1421}
1444 1422
1445/* 1423/*
1446 * Find an arrow in the inventory and after that 1424 * Find an arrow in the inventory and after that
1447 * in the right type container (quiver). Pointer to the 1425 * in the right type container (quiver). Pointer to the
1448 * found object is returned. 1426 * found object is returned.
1449 */ 1427 */
1428object *
1450object *find_arrow(object *op, const char *type) 1429find_arrow (object *op, const char *type)
1451{ 1430{
1452 object *tmp = NULL; 1431 object *tmp = NULL;
1453 1432
1454 for(op=op->inv; op; op=op->below) 1433 for (op = op->inv; op; op = op->below)
1455 if(!tmp && op->type==CONTAINER && op->race==type && 1434 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); 1435 tmp = find_arrow (op, type);
1458 else if (op->type==ARROW && op->race==type) 1436 else if (op->type == ARROW && op->race == type)
1459 return op; 1437 return op;
1460 return tmp; 1438 return tmp;
1461} 1439}
1462 1440
1463/* 1441/*
1464 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1442 * 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 1443 * 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 1444 * 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. 1445 * the hall. Failing that it does it's best to pick the highest plus arrow.
1468 */ 1446 */
1469 1447
1448object *
1470object *find_better_arrow(object *op, object *target, const char *type, int *better) 1449find_better_arrow (object *op, object *target, const char *type, int *better)
1471{ 1450{
1472 object *tmp = NULL, *arrow, *ntmp; 1451 object *tmp = NULL, *arrow, *ntmp;
1473 int attacknum, attacktype, betterby=0, i; 1452 int attacknum, attacktype, betterby = 0, i;
1474 1453
1475 if (!type) 1454 if (!type)
1476 return NULL; 1455 return NULL;
1477 1456
1478 for (arrow=op->inv; arrow; arrow=arrow->below) { 1457 for (arrow = op->inv; arrow; arrow = arrow->below)
1479 if (arrow->type==CONTAINER && arrow->race==type && 1458 {
1480 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1459 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1460 {
1481 i = 0; 1461 i = 0;
1482 ntmp = find_better_arrow(arrow, target, type, &i); 1462 ntmp = find_better_arrow (arrow, target, type, &i);
1483 if (i > betterby) { 1463 if (i > betterby)
1464 {
1484 tmp = ntmp; 1465 tmp = ntmp;
1485 betterby = i; 1466 betterby = i;
1486 } 1467 }
1468 }
1487 } else if (arrow->type==ARROW && arrow->race==type) { 1469 else if (arrow->type == ARROW && arrow->race == type)
1470 {
1488 /* allways prefer assasination/slaying */ 1471 /* allways prefer assasination/slaying */
1489 if (target->race != NULL && arrow->slaying != NULL && 1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1490 strstr(arrow->slaying, target->race)) { 1473 {
1491 if (arrow->attacktype & AT_DEATH) { 1474 if (arrow->attacktype & AT_DEATH)
1475 {
1492 *better = 100; 1476 *better = 100;
1493 return arrow; 1477 return arrow;
1494 } else {
1495 tmp = arrow;
1496 betterby = (arrow->magic + arrow->stats.dam) * 2;
1497 } 1478 }
1498 } else { 1479 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 } 1480 {
1507 if ((2 + arrow->magic + arrow->stats.dam) > betterby) {
1508 tmp = arrow; 1481 tmp = arrow;
1509 betterby = 2 + arrow->magic + arrow->stats.dam; 1482 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 } 1483 }
1515 } 1484 }
1485 else
1486 {
1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 {
1489 attacktype = 1 << attacknum;
1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1491 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1492 {
1493 tmp = arrow;
1494 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1495 }
1496 }
1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1498 {
1499 tmp = arrow;
1500 betterby = 2 + arrow->magic + arrow->stats.dam;
1501 }
1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1503 {
1504 tmp = arrow;
1505 betterby = 1 + arrow->magic + arrow->stats.dam;
1506 }
1516 } 1507 }
1508 }
1517 } 1509 }
1518 if (tmp == NULL && arrow == NULL) 1510 if (tmp == NULL && arrow == NULL)
1519 return find_arrow(op, type); 1511 return find_arrow (op, type);
1520 1512
1521 *better = betterby; 1513 *better = betterby;
1522 return tmp; 1514 return tmp;
1523} 1515}
1524 1516
1525/* looks in a given direction, finds the first valid target, and calls 1517/* looks in a given direction, finds the first valid target, and calls
1526 * find_better_arrow to find a decent arrow to use. 1518 * find_better_arrow to find a decent arrow to use.
1527 * op = the shooter 1519 * op = the shooter
1528 * type = bow->race 1520 * type = bow->race
1529 * dir = fire direction 1521 * dir = fire direction
1530 */ 1522 */
1531 1523
1524object *
1532object *pick_arrow_target(object *op, const char *type, int dir) 1525pick_arrow_target (object *op, const char *type, int dir)
1533{ 1526{
1534 object *tmp = NULL; 1527 object *tmp = NULL;
1535 mapstruct *m; 1528 maptile *m;
1536 int i, mflags, found, number; 1529 int i, mflags, found, number;
1537 sint16 x, y; 1530 sint16 x, y;
1538 1531
1539 if (op->map == NULL) 1532 if (op->map == NULL)
1540 return find_arrow(op, type); 1533 return find_arrow (op, type);
1541 1534
1542 /* do a dex check */ 1535 /* do a dex check */
1543 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1536 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))) 1537 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1545 return find_arrow(op, type); 1538 return find_arrow (op, type);
1546 1539
1547 m = op->map; 1540 m = op->map;
1548 x = op->x; 1541 x = op->x;
1549 y = op->y; 1542 y = op->y;
1550 1543
1551 /* find the first target */ 1544 /* find the first target */
1552 for (i=0, found=0; i<20; i++) { 1545 for (i = 0, found = 0; i < 20; i++)
1546 {
1553 x += freearr_x[dir]; 1547 x += freearr_x[dir];
1554 y += freearr_y[dir]; 1548 y += freearr_y[dir];
1555 mflags = get_map_flags(m, &m, x, y, &x, &y); 1549 mflags = get_map_flags (m, &m, x, y, &x, &y);
1556 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 {
1557 tmp = NULL; 1552 tmp = NULL;
1553 break;
1554 }
1555 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1556 {
1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1558 * perhaps a bad assumption.
1559 */
1560 tmp = NULL;
1561 break;
1562 }
1563 if (mflags & P_IS_ALIVE)
1564 {
1565 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1566 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1567 {
1568 found++;
1569 break;
1570 }
1571 if (found)
1558 break; 1572 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 } 1573 }
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 } 1574 }
1576 if (tmp == NULL) 1575 if (tmp == NULL)
1577 return find_arrow(op, type); 1576 return find_arrow (op, type);
1578 1577
1579 if (tmp->head) 1578 if (tmp->head)
1580 tmp = tmp->head; 1579 tmp = tmp->head;
1581 1580
1582 return find_better_arrow(op, tmp, type, &i); 1581 return find_better_arrow (op, tmp, type, &i);
1583} 1582}
1584 1583
1585/* 1584/*
1586 * Creature fires a bow - op can be monster or player. Returns 1585 * Creature fires a bow - op can be monster or player. Returns
1587 * 1 if bow was actually fired, 0 otherwise. 1586 * 1 if bow was actually fired, 0 otherwise.
1590 * dir is the direction of fire. 1589 * dir is the direction of fire.
1591 * wc_mod is any special modifier to give (used in special player fire modes) 1590 * 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 1591 * sx, sy are coordinates to fire arrow from - also used in some of the special
1593 * player fire modes. 1592 * player fire modes.
1594 */ 1593 */
1594int
1595int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1595fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1596 sint16 sx, sint16 sy)
1597{ 1596{
1598 object *left, *bow; 1597 object *left, *bow;
1599 tag_t left_tag, tag;
1600 int bowspeed, mflags; 1598 int bowspeed, mflags;
1601 mapstruct *m; 1599 maptile *m;
1602 1600
1603 if (!dir) { 1601 if (!dir)
1602 {
1604 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1603 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1605 return 0; 1604 return 0;
1606 } 1605 }
1606
1607 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1608 bow=op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1609 else { 1609 else
1610 {
1610 for(bow=op->inv; bow; bow=bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1611 /* Don't check for applied - monsters don't apply bows - in that way, they 1612 /* 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. 1613 * don't need to switch back and forth between bows and weapons.
1613 */ 1614 */
1614 if(bow->type==BOW) 1615 if (bow->type == BOW)
1615 break; 1616 break;
1616 1617
1617 if (!bow) { 1618 if (!bow)
1619 {
1618 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1619 return 0; 1621 return 0;
1620 } 1622 }
1621 } 1623 }
1624
1622 if( !bow->race || !bow->skill) { 1625 if (!bow->race || !bow->skill)
1626 {
1623 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1627 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1624 return 0; 1628 return 0;
1625 } 1629 }
1626 1630
1627 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1628 1632
1629 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1630 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1631 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1632 if (bowspeed < 1) 1637 if (bowspeed < 1)
1633 bowspeed = 1; 1638 bowspeed = 1;
1634 1639
1635 if (arrow == NULL) { 1640 if (arrow == NULL)
1641 {
1636 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1642 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 {
1637 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1638 new_draw_info_format(NDI_UNIQUE, 0, op, 1645 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 */ 1646 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1641 else 1647 else
1642 CLEAR_FLAG(op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1643 return 0; 1649 return 0;
1644 } 1650 }
1645 } 1651 }
1652
1646 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1647 if (mflags & P_OUT_OF_MAP) { 1654 if (mflags & P_OUT_OF_MAP)
1648 return 0; 1655 return 0;
1649 } 1656
1650 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1658 {
1651 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1659 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1652 return 0; 1660 return 0;
1653 } 1661 }
1654 1662
1655 /* this should not happen, but sometimes does */ 1663 /* this should not happen, but sometimes does */
1656 if (arrow->nrof==0) { 1664 if (arrow->nrof == 0)
1657 remove_ob(arrow); 1665 {
1658 free_object(arrow); 1666 arrow->destroy ();
1659 return 0; 1667 return 0;
1660 } 1668 }
1661 1669
1662 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1663 left_tag = left->count;
1664 arrow = get_split_ob(arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1665 if (arrow == NULL) { 1672 if (!arrow)
1673 {
1666 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1674 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1667 bow->race);
1668 return 0; 1675 return 0;
1669 } 1676 }
1670 set_owner(arrow, op); 1677
1671 if (arrow->skill) free_string(arrow->skill); 1678 arrow->set_owner (op);
1672 arrow->skill = add_refcount(bow->skill); 1679 arrow->skill = bow->skill;
1673
1674 arrow->direction=dir; 1680 arrow->direction = dir;
1675 arrow->x = sx;
1676 arrow->y = sy;
1677 1681
1678 if (op->type == PLAYER) { 1682 if (op->type == PLAYER)
1683 {
1679 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1684 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1680 fix_player(op); 1685 op->update_stats ();
1681 } 1686 }
1682 1687
1683 SET_ANIMATION(arrow, arrow->direction); 1688 SET_ANIMATION (arrow, arrow->direction);
1684 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1689 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1685 arrow->stats.hp = arrow->stats.dam; 1690 arrow->stats.hp = arrow->stats.dam;
1686 arrow->stats.grace = arrow->attacktype; 1691 arrow->stats.grace = arrow->attacktype;
1687 if (arrow->slaying != NULL) 1692 if (arrow->slaying != NULL)
1688 arrow->spellarg = strdup_local(arrow->slaying); 1693 arrow->spellarg = strdup (arrow->slaying);
1689 1694
1690 /* Note that this was different for monsters - they got their level 1695 /* Note that this was different for monsters - they got their level
1691 * added to the damage. I think the strength bonus is more proper. 1696 * added to the damage. I think the strength bonus is more proper.
1692 */ 1697 */
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 1698
1699 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1700
1698 /* update the speed */ 1701 /* update the speed */
1699 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1702 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1700 0 : dam_bonus[op->stats.Str]) + 1703 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 1704
1704 if (arrow->speed < 1.0) 1705 arrow->set_speed (max (arrow->speed, 1.0));
1705 arrow->speed = 1.0;
1706 update_ob_speed(arrow);
1707 arrow->speed_left = 0; 1706 arrow->speed_left = 0;
1708 1707
1709 if (op->type == PLAYER) { 1708 if (op->type == PLAYER)
1709 {
1710 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1710 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1711 (op->chosen_skill?op->chosen_skill->level:op->level) - 1711 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1712 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1712 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 1713
1715 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1714 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1716 } else { 1715 }
1716 else
1717 {
1717 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1718 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; 1719 arrow->level = op->level;
1721 } 1720 }
1721
1722 if (arrow->attacktype == AT_PHYSICAL) 1722 if (arrow->attacktype == AT_PHYSICAL)
1723 arrow->attacktype |= bow->attacktype; 1723 arrow->attacktype |= bow->attacktype;
1724
1724 if (bow->slaying != NULL) 1725 if (bow->slaying)
1725 arrow->slaying = add_string(bow->slaying); 1726 arrow->slaying = bow->slaying;
1726 1727
1727 arrow->map = m;
1728 arrow->move_type = MOVE_FLY_LOW; 1728 arrow->move_type = MOVE_FLY_LOW;
1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1729 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1730 1730
1731 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1731 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1732 tag = arrow->count; 1732 m->insert (arrow, sx, sy, op);
1733 insert_ob_in_map(arrow, m, op, 0);
1734 1733
1735 if (!was_destroyed(arrow, tag)) 1734 if (!arrow->destroyed ())
1736 move_arrow(arrow); 1735 move_arrow (arrow);
1737 1736
1738 if (op->type == PLAYER) { 1737 if (op->type == PLAYER)
1739 if (was_destroyed (left, left_tag)) 1738 {
1739 if (left->destroyed ())
1740 esrv_del_item(op->contr, left_tag); 1740 esrv_del_item (op->contr, left->count);
1741 else 1741 else
1742 esrv_send_item(op, left); 1742 esrv_send_item (op, left);
1743 } 1743 }
1744
1744 return 1; 1745 return 1;
1745} 1746}
1746 1747
1747/* Special fire code for players - this takes into 1748/* Special fire code for players - this takes into
1748 * account the special fire modes players can have 1749 * account the special fire modes players can have
1749 * but monsters can't. Putting that code here 1750 * but monsters can't. Putting that code here
1750 * makes the fire_bow code much cleaner. 1751 * makes the fire_bow code much cleaner.
1751 * this function should only be called if 'op' is a player, 1752 * this function should only be called if 'op' is a player,
1752 * hence the function name. 1753 * hence the function name.
1753 */ 1754 */
1755int
1754int player_fire_bow(object *op, int dir) 1756player_fire_bow (object *op, int dir)
1755{ 1757{
1756 int ret=0, wcmod=0; 1758 int ret = 0, wcmod = 0;
1757 1759
1758 if (op->contr->bowtype == bow_bestarrow) { 1760 if (op->contr->bowtype == bow_bestarrow)
1759 ret = fire_bow(op, op, 1761 {
1760 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1762 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); 1763 }
1762 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1764 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1765 {
1763 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1766 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1764 wcmod =-1; 1767 wcmod = -1;
1768
1765 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1769 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1766 op->x, op->y); 1770 }
1767 } else if (op->contr->bowtype == bow_threewide) { 1771 else if (op->contr->bowtype == bow_threewide)
1772 {
1768 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1773 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)]); 1774 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)]); 1775 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1776 }
1771 } else if (op->contr->bowtype == bow_spreadshot) { 1777 else if (op->contr->bowtype == bow_spreadshot)
1778 {
1772 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1779 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); 1780 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); 1781 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1775 1782
1776 } else { 1783 }
1784 else
1785 {
1777 /* Simple case */ 1786 /* Simple case */
1778 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1787 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1779 } 1788 }
1780 return ret; 1789 return ret;
1781} 1790}
1782 1791
1783 1792
1784/* Fires a misc (wand/rod/horn) object in 'dir'. 1793/* Fires a misc (wand/rod/horn) object in 'dir'.
1785 * Broken apart from 'fire' to keep it more readable. 1794 * Broken apart from 'fire' to keep it more readable.
1786 */ 1795 */
1796void
1787void fire_misc_object(object *op, int dir) 1797fire_misc_object (object *op, int dir)
1788{ 1798{
1789 object *item; 1799 object *item;
1790 1800
1791 if (!op->contr->ranges[range_misc]) { 1801 if (!op->contr->ranges[range_misc])
1802 {
1792 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1803 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1793 return; 1804 return;
1794 } 1805 }
1795 1806
1796 item = op->contr->ranges[range_misc]; 1807 item = op->contr->ranges[range_misc];
1797 if (!item->inv) { 1808 if (!item->inv)
1809 {
1798 LOG(llevError,"Object %s lacks a spell\n", item->name); 1810 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1799 return; 1811 return;
1800 } 1812 }
1801 if (item->type == WAND) { 1813 if (item->type == WAND)
1814 {
1802 if(item->stats.food<=0) { 1815 if (item->stats.food <= 0)
1816 {
1803 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1817 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)); 1818 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1805 return; 1819 return;
1806 } 1820 }
1821 }
1807 } else if (item->type == ROD || item->type==HORN) { 1822 else if (item->type == ROD || item->type == HORN)
1823 {
1808 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1824 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1825 {
1809 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1826 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1810 if (item->type== ROD) 1827 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)); 1828 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 else 1829 else
1814 new_draw_info_format(NDI_UNIQUE, 0,op, 1830 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; 1831 return;
1817 } 1832 }
1818 } 1833 }
1819 1834
1820 if(cast_spell(op,item,dir,item->inv,NULL)) { 1835 if (cast_spell (op, item, dir, item->inv, NULL))
1836 {
1821 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1837 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1822 if (item->type == WAND) { 1838 if (item->type == WAND)
1839 {
1823 if (!(--item->stats.food)) { 1840 if (!(--item->stats.food))
1841 {
1824 object *tmp; 1842 object *tmp;
1843
1825 if (item->arch) { 1844 if (item->arch)
1845 {
1826 CLEAR_FLAG(item, FLAG_ANIMATE); 1846 CLEAR_FLAG (item, FLAG_ANIMATE);
1827 item->face = item->arch->clone.face; 1847 item->face = item->arch->clone.face;
1828 item->speed = 0; 1848 item->set_speed (0);
1829 update_ob_speed(item);
1830 } 1849 }
1850
1831 if ((tmp=is_player_inv(item))) 1851 if ((tmp = item->in_player ()))
1832 esrv_update_item(UPD_ANIM, tmp, item); 1852 esrv_update_item (UPD_ANIM, tmp, item);
1833 } 1853 }
1834 } 1854 }
1835 else if (item->type == ROD || item->type==HORN) { 1855 else if (item->type == ROD || item->type == HORN)
1836 drain_rod_charge(item); 1856 drain_rod_charge (item);
1837 }
1838 } 1857 }
1839} 1858}
1840 1859
1841/* Received a fire command for the player - go and do it. 1860/* Received a fire command for the player - go and do it.
1842 */ 1861 */
1862void
1843void fire(object *op,int dir) { 1863fire (object *op, int dir)
1864{
1844 int spellcost=0; 1865 int spellcost = 0;
1845 1866
1846 /* check for loss of invisiblity/hide */ 1867 /* check for loss of invisiblity/hide */
1847 if (action_makes_visible(op)) make_visible(op); 1868 if (action_makes_visible (op))
1869 make_visible (op);
1848 1870
1849 switch(op->contr->shoottype) { 1871 switch (op->contr->shoottype)
1872 {
1850 case range_none: 1873 case range_none:
1874 return;
1875
1876 case range_bow:
1877 player_fire_bow (op, dir);
1878 return;
1879
1880 case range_magic: /* Casting spells */
1881 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1882 return;
1883
1884 case range_misc:
1885 fire_misc_object (op, dir);
1886 return;
1887
1888 case range_golem: /* Control summoned monsters from scrolls */
1889 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1890 {
1891 op->contr->ranges[range_golem] = 0;
1892 op->contr->shoottype = range_none;
1893 }
1894 else
1895 control_golem (op->contr->ranges[range_golem], dir);
1896 return;
1897
1898 case range_skill:
1899 if (!op->chosen_skill)
1900 {
1901 if (op->type == PLAYER)
1902 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1851 return; 1903 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 } 1904 }
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); 1905 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return;
1884 case range_builder:
1885 apply_map_builder( op, dir );
1886 return; 1906 return;
1907 case range_builder:
1908 apply_map_builder (op, dir);
1909 return;
1887 default: 1910 default:
1888 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1912 return;
1890 } 1913 }
1891} 1914}
1892 1915
1893 1916
1894 1917
1901 * inv is the objects inventory to searched 1924 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1925 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1926 * This function can be called recursively to search containers.
1904 */ 1927 */
1905 1928
1929object *
1906object * find_key(object *pl, object *container, object *door) 1930find_key (object *pl, object *container, object *door)
1907{ 1931{
1908 object *tmp,*key; 1932 object *tmp, *key;
1909 1933
1910 /* Should not happen, but sanity checking is never bad */ 1934 /* Should not happen, but sanity checking is never bad */
1911 if (container->inv == NULL) return NULL; 1935 if (container->inv == NULL)
1936 return NULL;
1912 1937
1913 /* First, lets try to find a key in the top level inventory */ 1938 /* First, lets try to find a key in the top level inventory */
1914 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1939 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1940 {
1915 if (door->type==DOOR && tmp->type==KEY) break; 1941 if (door->type == DOOR && tmp->type == KEY)
1942 break;
1916 /* For sanity, we should really check door type, but other stuff 1943 /* For sanity, we should really check door type, but other stuff
1917 * (like containers) can be locked with special keys 1944 * (like containers) can be locked with special keys
1918 */ 1945 */
1919 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1946 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1920 tmp->slaying==door->slaying) break; 1947 break;
1921 } 1948 }
1922 /* No key found - lets search inventories now */ 1949 /* No key found - lets search inventories now */
1923 /* If we find and use a key in an inventory, return at that time. 1950 /* 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 1951 * otherwise, if we search all the inventories and still don't find
1925 * a key, return 1952 * a key, return
1926 */ 1953 */
1927 if (!tmp) { 1954 if (!tmp)
1955 {
1928 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1956 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1957 {
1929 /* No reason to search empty containers */ 1958 /* No reason to search empty containers */
1930 if (tmp->type==CONTAINER && tmp->inv) { 1959 if (tmp->type == CONTAINER && tmp->inv)
1960 {
1931 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1961 if ((key = find_key (pl, tmp, door)) != NULL)
1962 return key;
1932 } 1963 }
1933 } 1964 }
1965 if (!tmp)
1934 if (!tmp) return NULL; 1966 return NULL;
1935 } 1967 }
1936 /* We get down here if we have found a key. Now if its in a container, 1968 /* 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 1969 * see if we actually want to use it
1938 */ 1970 */
1939 if (pl!=container) { 1971 if (pl != container)
1972 {
1940 /* Only let players use keys in containers */ 1973 /* Only let players use keys in containers */
1941 if (!pl->contr) return NULL; 1974 if (!pl->contr)
1975 return NULL;
1942 /* cases where this fails: 1976 /* cases where this fails:
1943 * If we only search the player inventory, return now since we 1977 * If we only search the player inventory, return now since we
1944 * are not in the players inventory. 1978 * are not in the players inventory.
1945 * If the container is not active, return now since only active 1979 * If the container is not active, return now since only active
1946 * containers can be used. 1980 * containers can be used.
1947 * If we only search keyrings and the container does not have 1981 * If we only search keyrings and the container does not have
1948 * a race/isn't a keyring. 1982 * a race/isn't a keyring.
1949 * No checking for all containers - to fall through past here, 1983 * No checking for all containers - to fall through past here,
1950 * inv must have been an container and must have been active. 1984 * inv must have been an container and must have been active.
1951 * 1985 *
1952 * Change the color so that the message doesn't disappear with 1986 * Change the color so that the message doesn't disappear with
1953 * all the others. 1987 * all the others.
1954 */ 1988 */
1955 if (pl->contr->usekeys == key_inventory || 1989 if (pl->contr->usekeys == key_inventory ||
1956 !QUERY_FLAG(container, FLAG_APPLIED) || 1990 !QUERY_FLAG (container, FLAG_APPLIED) ||
1957 (pl->contr->usekeys == keyrings &&
1958 (!container->race || strcmp(container->race, "keys"))) 1991 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 ) { 1992 {
1960 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 1993 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1961 "The %s in your %s vibrates as you approach the door", 1994 "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; 1995 return NULL;
1964 } 1996 }
1965 } 1997 }
1966 return tmp; 1998 return tmp;
1967} 1999}
1968 2000
1969/* moved door processing out of move_player_attack. 2001/* moved door processing out of move_player_attack.
1970 * returns 1 if player has opened the door with a key 2002 * returns 1 if player has opened the door with a key
1971 * such that the caller should not do anything more, 2003 * such that the caller should not do anything more,
1972 * 0 otherwise 2004 * 0 otherwise
1973 */ 2005 */
2006static int
1974static int player_attack_door(object *op, object *door) 2007player_attack_door (object *op, object *door)
1975{ 2008{
1976
1977 /* If its a door, try to find a use a key. If we do destroy the door, 2009 /* 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 - 2010 * might as well return immediately as there is nothing more to do -
1979 * otherwise, we fall through to the rest of the code. 2011 * otherwise, we fall through to the rest of the code.
1980 */ 2012 */
1981 object *key=find_key(op, op, door); 2013 object *key = find_key (op, op, door);
1982 2014
1983 /* IF we found a key, do some extra work */ 2015 /* IF we found a key, do some extra work */
1984 if (key) { 2016 if (key)
2017 {
1985 object *container=key->env; 2018 object *container = key->env;
1986 2019
1987 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2020 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1988 if(action_makes_visible(op)) make_visible(op); 2021 if (action_makes_visible (op))
2022 make_visible (op);
1989 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2023 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2024 spring_trap (door->inv, op);
1990 if (door->type == DOOR) { 2025 if (door->type == DOOR)
2026 {
1991 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2027 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1992 } 2028 }
1993 else if(door->type==LOCKED_DOOR) { 2029 else if (door->type == LOCKED_DOOR)
1994 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2030 {
1995 "You open the door with the %s", query_short_name(key)); 2031 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 ;-) */ 2032 remove_door2 (door); /* remove door without violence ;-) */
1997 } 2033 }
1998 /* Do this after we print the message */ 2034 /* Do this after we print the message */
1999 decrease_ob(key); /* Use up one of the keys */ 2035 decrease_ob (key); /* Use up one of the keys */
2000 /* Need to update the weight the container the key was in */ 2036 /* Need to update the weight the container the key was in */
2001 if (container != op) 2037 if (container != op)
2002 esrv_update_item(UPD_WEIGHT, op, container); 2038 esrv_update_item (UPD_WEIGHT, op, container);
2003 return 1; /* Nothing more to do below */ 2039 return 1; /* Nothing more to do below */
2040 }
2004 } else if (door->type==LOCKED_DOOR) { 2041 else if (door->type == LOCKED_DOOR)
2042 {
2005 /* Might as well return now - no other way to open this */ 2043 /* Might as well return now - no other way to open this */
2006 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2044 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2007 return 1; 2045 return 1;
2008 } 2046 }
2009 return 0; 2047 return 0;
2010} 2048}
2011 2049
2012/* This function is just part of a breakup from move_player. 2050/* This function is just part of a breakup from move_player.
2013 * It should keep the code cleaner. 2051 * It should keep the code cleaner.
2014 * When this is called, the players direction has been updated 2052 * When this is called, the players direction has been updated
2015 * (taking into account confusion.) The player is also actually 2053 * (taking into account confusion.) The player is also actually
2016 * going to try and move (not fire weapons). 2054 * going to try and move (not fire weapons).
2017 */ 2055 */
2018 2056void
2019void move_player_attack(object *op, int dir) 2057move_player_attack (object *op, int dir)
2020{ 2058{
2021 object *tmp, *mon; 2059 object *tmp, *mon;
2022 sint16 nx, ny; 2060 sint16 nx, ny;
2023 int on_battleground; 2061 int on_battleground;
2024 mapstruct *m; 2062 maptile *m;
2025 2063
2026 nx=freearr_x[dir]+op->x; 2064 nx = freearr_x[dir] + op->x;
2027 ny=freearr_y[dir]+op->y; 2065 ny = freearr_y[dir] + op->y;
2028 2066
2029 on_battleground = op_on_battleground(op, NULL, NULL); 2067 on_battleground = op_on_battleground (op, 0, 0);
2030 2068
2031 /* If braced, or can't move to the square, and it is not out of the 2069 /* 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 2070 * 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 2071 * 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 2072 * 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 2073 * 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 2074 * 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 2075 * quite a bit of processing. However, it probably is less than what
2038 * move_ob uses. 2076 * move_ob uses.
2039 */ 2077 */
2040 if ((op->contr->braced || !move_ob(op,dir,op)) && !out_of_map(op->map,nx,ny)) { 2078 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2079 {
2041 if (OUT_OF_REAL_MAP(op->map, nx, ny)) { 2080 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2081 {
2042 m = get_map_from_coord(op->map, &nx, &ny); 2082 m = get_map_from_coord (op->map, &nx, &ny);
2083 if (!m)
2043 if (!m) return; /* Don't think this should happen */ 2084 return; /* Don't think this should happen */
2085 }
2086 else
2087 m = op->map;
2088
2089 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2044 } 2090 {
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");*/ 2091 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2092 return;
2093 }
2094
2095 mon = 0;
2096 /* Go through all the objects, and find ones of interest. Only stop if
2097 * we find a monster - that is something we know we want to attack.
2098 * if its a door or barrel (can roll) see if there may be monsters
2099 * on the space
2100 */
2101 while (tmp)
2102 {
2103 if (tmp == op)
2104 {
2105 tmp = tmp->above;
2106 continue;
2107 }
2108
2109 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2110 {
2111 mon = tmp;
2112 break;
2113 }
2114
2115 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2116 mon = tmp;
2117
2118 tmp = tmp->above;
2119 }
2120
2121 if (!mon) /* This happens anytime the player tries to move */
2122 return; /* into a wall */
2123
2124 if (mon->head)
2125 mon = mon->head;
2126
2127 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2128 if (player_attack_door (op, mon))
2129 return;
2130
2131 /* The following deals with possibly attacking peaceful
2132 * or frienddly creatures. Basically, all players are considered
2133 * unaggressive. If the moving player has peaceful set, then the
2134 * object should be pushed instead of attacked. It is assumed that
2135 * if you are braced, you will not attack friends accidently,
2136 * and thus will not push them.
2137 */
2138
2139 /* If the creature is a pet, push it even if the player is not
2140 * peaceful. Our assumption is the creature is a pet if the
2141 * player owns it and it is either friendly or unagressive.
2142 */
2143 if ((op->type == PLAYER)
2144#if COZY_SERVER
2145 &&
2146 ((mon->owner && mon->owner->contr
2147 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2148#else
2149 && mon->owner == op
2150#endif
2151 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2152 {
2153 /* If we're braced, we don't want to switch places with it */
2154 if (op->contr->braced)
2049 return; 2155 return;
2156 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2157 (void) push_ob (mon, dir, op);
2158 if (op->contr->tmp_invis || op->hide)
2159 make_visible (op);
2160 return;
2050 } 2161 }
2051 2162
2052 mon = NULL; 2163 /* in certain circumstances, you shouldn't attack friendly
2053 /* Go through all the objects, and find ones of interest. Only stop if 2164 * 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. 2165 * 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 2166 * attack them either.
2056 * on the space
2057 */ 2167 */
2058 while (tmp!=NULL) { 2168 if ((mon->type == PLAYER || mon->enemy != op) &&
2059 if (tmp == op) { 2169 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2060 tmp=tmp->above; 2170#ifdef PROHIBIT_PLAYERKILL
2061 continue; 2171 (op->contr->peaceful
2172 || (mon->type == PLAYER
2173 && mon->contr->
2174 peaceful)) &&
2175#else
2176 op->contr->peaceful &&
2177#endif
2178 !on_battleground))
2179 {
2180 if (!op->contr->braced)
2181 {
2182 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2183 (void) push_ob (mon, dir, op);
2062 } 2184 }
2063 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2185 else
2064 mon = tmp; 2186 new_draw_info (0, 0, op, "You withhold your attack");
2065 break; 2187
2188 if (op->contr->tmp_invis || op->hide)
2189 make_visible (op);
2190 }
2191
2192 /* If the object is a boulder or other rollable object, then
2193 * roll it if not braced. You can't roll it if you are braced.
2194 */
2195 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2196 {
2197 recursive_roll (mon, dir, op);
2198 if (action_makes_visible (op))
2199 make_visible (op);
2200 }
2201
2202 /* Any generic living creature. Including things like doors.
2203 * Way it works is like this: First, it must have some hit points
2204 * and be living. Then, it must be one of the following:
2205 * 1) Not a player, 2) A player, but of a different party. Note
2206 * that party_number -1 is no party, so attacks can still happen.
2207 */
2208
2209 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2210 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2211 {
2212
2213 /* If the player hasn't hit something this tick, and does
2214 * so, give them speed boost based on weapon speed. Doing
2215 * it here is better than process_players2, which basically
2216 * incurred a 1 tick offset.
2217 */
2218 if (!op->contr->has_hit)
2219 {
2220 op->speed_left += op->speed / op->contr->weapon_sp;
2221
2222 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2066 } 2223 }
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 2224
2075 if(mon->head != NULL) 2225 skill_attack (mon, op, 0, 0, 0);
2076 mon = mon->head;
2077 2226
2078 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2227 /* If attacking another player, that player gets automatic
2079 if (player_attack_door(op, mon)) return; 2228 * hitback, and doesn't loose luck either.
2080 2229 * Disable hitback on the battleground or if the target is
2081 /* The following deals with possibly attacking peaceful 2230 * 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 */ 2231 */
2088 2232 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 )) { 2233 {
2129 if (!op->contr->braced) { 2234 short luck = mon->stats.luck;
2130 play_sound_map(op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2235
2131 (void) push_ob(mon,dir,op); 2236 mon->contr->has_hit = 1;
2132 } else { 2237 skill_attack (op, mon, 0, 0, 0);
2133 new_draw_info(0, 0,op,"You withhold your attack"); 2238 mon->stats.luck = luck;
2134 } 2239 }
2135 if(op->contr->tmp_invis||op->hide) make_visible(op);
2136 }
2137 2240
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); 2241 if (action_makes_visible (op))
2144 } 2242 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 } 2243 }
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 */ 2244 } /* if player should attack something */
2185} 2245}
2186 2246
2247int
2187int move_player(object *op,int dir) { 2248move_player (object *op, int dir)
2249{
2188 int pick; 2250 int pick;
2189 2251
2190 if(op->map == NULL || op->map->in_memory != MAP_IN_MEMORY) 2252 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; 2253 return 0;
2254
2255 /* Sanity check: make sure dir is valid */
2256 if ((dir < 0) || (dir >= 9))
2257 {
2258 LOG (llevError, "move_player: invalid direction %d\n", dir);
2259 return 0;
2260 }
2261
2262 /* peterm: added following line */
2263 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2264 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2265
2266 op->facing = dir;
2267
2268 if (op->hide)
2269 do_hidden_move (op);
2270
2271 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2272 /*nop */ ;
2273 else if (op->contr->fire_on)
2274 fire (op, dir);
2275 else
2276 {
2277 move_player_attack (op, dir);
2278 pick = check_pick (op);
2279 }
2280
2281 /* Add special check for newcs players and fire on - this way, the
2282 * server can handle repeat firing.
2283 */
2284 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2285 op->direction = dir;
2286 else
2287 op->direction = 0;
2288
2289 /* Update how the player looks. Use the facing, so direction may
2290 * get reset to zero. This allows for full animation capabilities
2291 * for players.
2292 */
2293 animate_object (op, op->facing);
2294 return 0;
2231} 2295}
2232 2296
2233/* This is similar to handle_player, below, but is only used by the 2297/* This is similar to handle_player, below, but is only used by the
2234 * new client/server stuff. 2298 * new client/server stuff.
2235 * This is sort of special, in that the new client/server actually uses 2299 * This is sort of special, in that the new client/server actually uses
2236 * the new speed values for commands. 2300 * the new speed values for commands.
2237 * 2301 *
2238 * Returns true if there are more actions we can do. 2302 * Returns true if there are more actions we can do.
2239 */ 2303 */
2304int
2240int handle_newcs_player(object *op) 2305handle_newcs_player (object *op)
2241{ 2306{
2242 if (op->contr->hidden) { 2307 if (op->contr->hidden)
2308 {
2243 op->invisible = 1000; 2309 op->invisible = 1000;
2244 /* the socket code flashes the player visible/invisible 2310 /* the socket code flashes the player visible/invisible
2245 * depending on the value of invisible, so we need to 2311 * depending on the value of invisible, so we need to
2246 * alternate it here for it to work correctly. 2312 * alternate it here for it to work correctly.
2247 */ 2313 */
2248 if (pticks & 2) op->invisible--; 2314 if (pticks & 2)
2249 }
2250 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) {
2251 op->invisible--; 2315 op->invisible--;
2316 }
2317 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2318 {
2319 op->invisible--;
2252 if(!op->invisible) { 2320 if (!op->invisible)
2321 {
2253 make_visible(op); 2322 make_visible (op);
2254 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2323 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2255 } 2324 }
2256 } 2325 }
2257 2326
2258 if (QUERY_FLAG(op, FLAG_SCARED)) { 2327 if (QUERY_FLAG (op, FLAG_SCARED))
2328 {
2259 flee_player(op); 2329 flee_player (op);
2260 /* If player is still scared, that is his action for this tick */ 2330 /* If player is still scared, that is his action for this tick */
2261 if (QUERY_FLAG(op, FLAG_SCARED)) { 2331 if (QUERY_FLAG (op, FLAG_SCARED))
2332 {
2262 op->speed_left--; 2333 op->speed_left--;
2263 return 0; 2334 return 0;
2264 } 2335 }
2265 } 2336 }
2266 2337
2267 /* I've been seeing crashes where the golem has been destroyed, but 2338 /* 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 2339 * 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 2340 * 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. 2341 * put this in a a workaround to clean up the golem pointer.
2271 */ 2342 */
2272 if (op->contr->ranges[range_golem] && 2343 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; 2344 op->contr->ranges[range_golem] = 0;
2276 op->contr->golem_count = 0;
2277 }
2278 2345
2279 /* call this here - we also will call this in do_ericserver, but 2346 /* call this here - we also will call this in do_ericserver, but
2280 * the players time has been increased when doericserver has been 2347 * the players time has been increased when doericserver has been
2281 * called, so we recheck it here. 2348 * called, so we recheck it here.
2282 */ 2349 */
2283 HandleClient(&op->contr->socket, op->contr); 2350 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2284 if (op->speed_left<0) return 0; 2351 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 } 2352 ;
2353
2354 if (op->speed_left < 0)
2298 return 0; 2355 return 0;
2299}
2300 2356
2301int save_life(object *op) { 2357 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2302 object *tmp; 2358 {
2359 /* All move commands take 1 tick, at least for now */
2360 op->speed_left--;
2303 2361
2304 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2362 /* Instead of all the stuff below, let move_player take care
2363 * of it. Also, some of the skill stuff is only put in
2364 * there, as well as the confusion stuff.
2365 */
2366 move_player (op, op->direction);
2367 if (op->speed_left > 0)
2368 return 1;
2369 else
2305 return 0; 2370 return 0;
2371 }
2306 2372
2307 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) 2373 return 0;
2308 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) { 2374}
2309 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE); 2375
2310 new_draw_info_format(NDI_UNIQUE, 0,op, 2376int
2311 "Your %s vibrates violently, then evaporates.", 2377save_life (object *op)
2312 query_name(tmp)); 2378{
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); 2379 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2327 enter_player_savebed(op); /* bring him home. */
2328 return 0; 2380 return 0;
2381
2382 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2383 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2384 {
2385 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2386 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2387
2388 if (op->contr)
2389 esrv_del_item (op->contr, tmp->count);
2390
2391 tmp->destroy ();
2392 CLEAR_FLAG (op, FLAG_LIFESAVE);
2393
2394 if (op->stats.hp < 0)
2395 op->stats.hp = op->stats.maxhp;
2396
2397 if (op->stats.food < 0)
2398 op->stats.food = 999;
2399
2400 op->update_stats ();
2401 return 1;
2402 }
2403
2404 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2405 CLEAR_FLAG (op, FLAG_LIFESAVE);
2406 enter_player_savebed (op); /* bring him home. */
2407 return 0;
2329} 2408}
2330 2409
2331/* This goes throws the inventory and removes unpaid objects, and puts them 2410/* 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 2411 * 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 2412 * function will descend into containers. op is the object to start the search
2334 * from. 2413 * from.
2335 */ 2414 */
2415void
2336void remove_unpaid_objects(object *op, object *env) 2416remove_unpaid_objects (object *op, object *env)
2337{ 2417{
2338 object *next; 2418 object *next;
2339 2419
2340 while (op) { 2420 while (op)
2421 {
2341 next=op->below; /* Make sure we have a good value, in case 2422 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2342 * we remove object 'op' 2423
2343 */
2344 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2424 if (QUERY_FLAG (op, FLAG_UNPAID))
2345 remove_ob(op); 2425 {
2346 op->x = env->x;
2347 op->y = env->y;
2348 if (env->type == PLAYER) 2426 if (env->type == PLAYER)
2349 esrv_del_item(env->contr, op->count); 2427 esrv_del_item (env->contr, op->count);
2350 insert_ob_in_map(op, env->map, NULL,0); 2428
2429 op->insert_at (env);
2351 } 2430 }
2431 else if (op->inv)
2352 else if (op->inv) remove_unpaid_objects(op->inv, env); 2432 remove_unpaid_objects (op->inv, env);
2433
2353 op=next; 2434 op = next;
2354 } 2435 }
2355} 2436}
2356
2357 2437
2358/* 2438/*
2359 * Returns pointer a static string containing gravestone text 2439 * Returns pointer a static string containing gravestone text
2360 * Moved from apply.c to player.c - player.c is what 2440 * Moved from apply.c to player.c - player.c is what
2361 * actually uses this function. player.c may not be quite the 2441 * actually uses this function. player.c may not be quite the
2362 * best, a misc file for object actions is probably better, 2442 * best, a misc file for object actions is probably better,
2363 * but there isn't one in the server directory. 2443 * but there isn't one in the server directory.
2364 */ 2444 */
2445char *
2365char *gravestone_text (object *op) 2446gravestone_text (object *op)
2366{ 2447{
2367 static char buf2[MAX_BUF]; 2448 static char buf2[MAX_BUF];
2368 char buf[MAX_BUF]; 2449 char buf[MAX_BUF];
2369 time_t now = time (NULL); 2450 time_t now = time (NULL);
2370 2451
2371 strcpy (buf2, " R.I.P.\n\n"); 2452 strcpy (buf2, " R.I.P.\n\n");
2372 if (op->type == PLAYER) 2453 if (op->type == PLAYER)
2373 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2454 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2374 else 2455 else
2375 sprintf (buf, "%s\n", op->name); 2456 sprintf (buf, "%s\n", &op->name);
2457
2376 strncat (buf2, " ", 20 - strlen (buf) / 2); 2458 strncat (buf2, " ", 20 - strlen (buf) / 2);
2377 strcat (buf2, buf); 2459 strcat (buf2, buf);
2378 if (op->type == PLAYER) 2460 if (op->type == PLAYER)
2379 sprintf (buf, "who was in level %d when killed\n", op->level); 2461 sprintf (buf, "who was in level %d when killed\n", op->level);
2380 else 2462 else
2381 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2463 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2464
2382 strncat (buf2, " ", 20 - strlen (buf) / 2); 2465 strncat (buf2, " ", 20 - strlen (buf) / 2);
2383 strcat (buf2, buf); 2466 strcat (buf2, buf);
2384 if (op->type == PLAYER) { 2467 if (op->type == PLAYER)
2468 {
2385 sprintf (buf, "by %s.\n\n", op->contr->killer); 2469 sprintf (buf, "by %s.\n\n", op->contr->killer);
2386 strncat (buf2, " ", 21 - strlen (buf) / 2); 2470 strncat (buf2, " ", 21 - strlen (buf) / 2);
2387 strcat (buf2, buf); 2471 strcat (buf2, buf);
2388 } 2472 }
2473
2389 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2474 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2390 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2391 strcat (buf2, buf); 2476 strcat (buf2, buf);
2477
2392 return buf2; 2478 return buf2;
2393} 2479}
2394 2480
2395 2481void
2396
2397void do_some_living(object *op) { 2482do_some_living (object *op)
2483{
2398 int last_food=op->stats.food; 2484 int last_food = op->stats.food;
2399 int gen_hp, gen_sp, gen_grace; 2485 int gen_hp, gen_sp, gen_grace;
2400 int over_hp, over_sp, over_grace; 2486 int over_hp, over_sp, over_grace;
2401 int i; 2487 int i;
2402 int rate_hp = 1200; 2488 int rate_hp = 1200;
2403 int rate_sp = 2500; 2489 int rate_sp = 2500;
2404 int rate_grace = 2000; 2490 int rate_grace = 2000;
2405 const int max_hp = 1; 2491 const int max_hp = 1;
2406 const int max_sp = 1; 2492 const int max_sp = 1;
2407 const int max_grace = 1; 2493 const int max_grace = 1;
2408 2494
2409 if (op->contr->outputs_sync) { 2495 if (op->contr->outputs_sync)
2496 {
2410 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2497 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) 2498 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]); 2499 flush_output_element (op, &op->contr->outputs[i]);
2414 } 2500 }
2415 2501
2416 if(op->contr->state==ST_PLAYING) { 2502 if (op->contr->ns->state == ST_PLAYING)
2417 2503 {
2418 /* these next three if clauses make it possible to SLOW DOWN 2504 /* these next three if clauses make it possible to SLOW DOWN
2419 hp/grace/spellpoint regeneration. */ 2505 hp/grace/spellpoint regeneration. */
2420 if(op->contr->gen_hp >= 0 ) 2506 if (op->contr->gen_hp >= 0)
2421 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2507 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2422 else { 2508 else
2509 {
2423 gen_hp = op->stats.maxhp; 2510 gen_hp = op->stats.maxhp;
2424 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2511 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2425 } 2512 }
2513
2426 if(op->contr->gen_sp >= 0 ) 2514 if (op->contr->gen_sp >= 0)
2427 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2515 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2428 else { 2516 else
2517 {
2429 gen_sp = op->stats.maxsp; 2518 gen_sp = op->stats.maxsp;
2430 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2519 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2431 } 2520 }
2521
2432 if(op->contr->gen_grace >= 0) 2522 if (op->contr->gen_grace >= 0)
2433 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2523 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2434 else { 2524 else
2525 {
2435 gen_grace = op->stats.maxgrace; 2526 gen_grace = op->stats.maxgrace;
2436 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2527 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2437 } 2528 }
2438 2529
2439 /* Regenerate Spell Points */ 2530 /* Regenerate Spell Points */
2440 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2531 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2532 {
2441 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2533 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) { 2534 if (op->stats.sp < op->stats.maxsp)
2458 op->stats.sp += over_sp>max_sp ? max_sp : over_sp; 2535 {
2459 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2460 op->stats.sp--; 2536 op->stats.sp++;
2461 if(op->stats.sp>op->stats.maxsp) 2537 /* dms do not consume food */
2462 op->stats.sp=op->stats.maxsp; 2538 if (!QUERY_FLAG (op, FLAG_WIZ))
2539 {
2540 op->stats.food--;
2541 if (op->contr->digestion < 0)
2542 op->stats.food += op->contr->digestion;
2543 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2544 op->stats.food = last_food;
2463 } 2545 }
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 } 2546 }
2547
2548 if (max_sp > 1)
2549 {
2550 over_sp = (gen_sp + 10) / rate_sp;
2551 if (over_sp > 0)
2552 {
2553 if (op->stats.sp < op->stats.maxsp)
2554 {
2555 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2556
2557 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2558 op->stats.sp--;
2559
2560 if (op->stats.sp > op->stats.maxsp)
2561 op->stats.sp = op->stats.maxsp;
2562 }
2563 op->last_sp = 0;
2564 }
2565 else
2566 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2567 }
2487 } else { 2568 else
2569 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2570 }
2571
2572 /* Regenerate Grace */
2573 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2574 if (--op->last_grace < 0)
2575 {
2576 if (op->stats.grace < op->stats.maxgrace / 2)
2577 op->stats.grace++; /* no penalty in food for regaining grace */
2578
2579 if (max_grace > 1)
2580 {
2581 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2582 if (over_grace > 0)
2583 {
2584 op->stats.sp += over_grace
2585 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2586 op->last_grace = 0;
2587 }
2588 else
2589 {
2590 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2591 }
2592 }
2593 else
2594 {
2488 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2595 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2489 } 2596 }
2490 /* wearing stuff doesn't detract from grace generation. */ 2597 /* wearing stuff doesn't detract from grace generation. */
2491 } 2598 }
2492 2599
2493 /* Regenerate Hit Points */ 2600 /* Regenerate Hit Points */
2494 if(--op->last_heal<0) { 2601 if (--op->last_heal < 0)
2602 {
2495 if(op->stats.hp<op->stats.maxhp) { 2603 if (op->stats.hp < op->stats.maxhp)
2604 {
2496 op->stats.hp++; 2605 op->stats.hp++;
2497 /* dms do not consume food */ 2606 /* dms do not consume food */
2498 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2607 if (!QUERY_FLAG (op, FLAG_WIZ))
2499 op->stats.food--; 2608 {
2609 op->stats.food--;
2500 if(op->contr->digestion<0) 2610 if (op->contr->digestion < 0)
2501 op->stats.food+=op->contr->digestion; 2611 op->stats.food += op->contr->digestion;
2502 else if(op->contr->digestion>0 && 2612 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; 2613 op->stats.food = last_food;
2614 }
2615 }
2616
2617 if (max_hp > 1)
2618 {
2619 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2620 if (over_hp > 0)
2621 {
2622 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2623 op->last_heal = 0;
2624 }
2625 else
2626 {
2627 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2628 }
2629 }
2630 else
2631 {
2632 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2633 }
2505 } 2634 }
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 2635
2521 /* Digestion */ 2636 /* Digestion */
2522 if(--op->last_eat<0) { 2637 if (--op->last_eat < 0)
2638 {
2523#ifdef COZY_SERVER 2639#ifdef COZY_SERVER
2524 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2640 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2525 int bonus=dg>0?dg:0, 2641 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2526 penalty=dg<0?-dg:0;
2527#else 2642#else
2528 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2643 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 2644#endif
2531 2645
2532 if(op->contr->gen_hp > 0) 2646 if (op->contr->gen_hp > 0)
2533 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2647 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2534 else 2648 else
2535 op->last_eat=25*(1+bonus)/(penalty +1); 2649 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2650
2536 /* dms do not consume food */ 2651 /* dms do not consume food */
2537 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2652 if (!QUERY_FLAG (op, FLAG_WIZ))
2538 } 2653 op->stats.food--;
2539 } 2654 }
2540 2655
2541 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2656 if (op->stats.food < 0 && op->stats.hp >= 0)
2657 {
2542 object *tmp, *flesh=NULL; 2658 object *tmp, *flesh = 0;
2543 2659
2544 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2660 for (tmp = op->inv; tmp; tmp = tmp->below)
2661 {
2545 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2662 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2663 {
2546 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2664 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2665 {
2547 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2666 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2548 manual_apply(op,tmp,0); 2667 manual_apply (op, tmp, 0);
2549 if(op->stats.food>=0||op->stats.hp<0) 2668 if (op->stats.food >= 0 || op->stats.hp < 0)
2550 break; 2669 break;
2551 } 2670 }
2552 else if (tmp->type==FLESH) flesh=tmp; 2671 else if (tmp->type == FLESH)
2672 flesh = tmp;
2553 } /* End if paid for object */ 2673 } /* End if paid for object */
2554 } /* end of for loop */ 2674 } /* end of for loop */
2675
2555 /* If player is still starving, it means they don't have any food, so 2676 /* If player is still starving, it means they don't have any food, so
2556 * eat flesh instead. 2677 * eat flesh instead.
2557 */ 2678 */
2558 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2679 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2680 {
2559 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2681 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2560 manual_apply(op,flesh,0); 2682 manual_apply (op, flesh, 0);
2561 } 2683 }
2562 } /* end if player is starving */ 2684 }
2563 2685
2564 while(op->stats.food<0&&op->stats.hp>0) 2686 while (op->stats.food < 0 && op->stats.hp >= 0)
2565 op->stats.food++,op->stats.hp--; 2687 op->stats.food++, op->stats.hp--;
2566 2688
2567 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2689 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2568 kill_player(op); 2690 kill_player (op);
2691 }
2569} 2692}
2570
2571
2572 2693
2573/* If the player should die (lack of hp, food, etc), we call this. 2694/* 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 2695 * 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 2696 * permadeath, no lifesave), this will take care of removing the player
2576 * file. 2697 * file.
2577 */ 2698 */
2699void
2578void kill_player(object *op) 2700kill_player (object *op)
2579{ 2701{
2580 char buf[MAX_BUF]; 2702 char buf[MAX_BUF];
2581 int x,y,i; 2703 int x, y;
2704
2705 //int i;
2582 mapstruct *map; /* this is for resurrection */ 2706 maptile *map; /* this is for resurrection */
2707
2583 int z; 2708 /* int z;
2584 int num_stats_lose; 2709 int num_stats_lose;
2585 int lost_a_stat; 2710 int lost_a_stat;
2586 int lose_this_stat; 2711 int lose_this_stat;
2587 int this_stat; 2712 int this_stat; */
2588 int will_kill_again; 2713 int will_kill_again;
2589 archetype *at; 2714 archetype *at;
2590 object *tmp; 2715 object *tmp;
2591 2716
2592 if(save_life(op)) 2717 if (save_life (op))
2593 return; 2718 return;
2594 2719
2595 2720
2596 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2721 /* 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. 2722 * in cities ONLY!!! It is very important that this doesn't get abused.
2598 * Look at op_on_battleground() for more info --AndreasV 2723 * Look at op_on_battleground() for more info --AndreasV
2599 */ 2724 */
2600 if (op_on_battleground(op, &x, &y)) { 2725 if (op_on_battleground (op, &x, &y))
2601 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2726 {
2602 "You have been defeated in combat!"); 2727 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, 2728 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2604 "Local medics have saved your life..."); 2729
2605
2606 /* restore player */ 2730 /* restore player */
2607 at = find_archetype("poisoning"); 2731 at = archetype::find ("poisoning");
2608 tmp=present_arch_in_ob(at,op); 2732 if (object *tmp = present_arch_in_ob (at, op))
2609 if (tmp) { 2733 {
2610 remove_ob(tmp); 2734 tmp->destroy ();
2611 free_object(tmp);
2612 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2735 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2736 }
2737
2738 at = archetype::find ("confusion");
2739 if (object *tmp = present_arch_in_ob (at, op))
2613 } 2740 {
2614 2741 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"); 2742 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2621 } 2743 }
2622 2744
2623 cure_disease(op,0); /* remove any disease */ 2745 cure_disease (op, 0); /* remove any disease */
2624 op->stats.hp=op->stats.maxhp; 2746 op->stats.hp = op->stats.maxhp;
2625 if (op->stats.food<=0) op->stats.food=999; 2747 if (op->stats.food <= 0)
2626 2748 op->stats.food = 999;
2749
2627 /* create a bodypart-trophy to make the winner happy */ 2750 /* create a bodypart-trophy to make the winner happy */
2628 tmp=arch_to_object(find_archetype("finger")); 2751 if (object *tmp = arch_to_object (archetype::find ("finger")))
2629 if (tmp != NULL)
2630 { 2752 {
2631 sprintf(buf,"%s's finger",op->name); 2753 sprintf (buf, "%s's finger", &op->name);
2632 tmp->name = add_string(buf); 2754 tmp->name = buf;
2633 sprintf(buf," This finger has been cut off %s\n" 2755 sprintf (buf, " This finger has been cut off %s\n"
2634 " the %s, when he was defeated at\n level %d by %s.\n", 2756 " the %s, when he was defeated at\n level %d by %s.\n",
2635 op->name, op->contr->title, (int)(op->level), 2757 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2636 op->contr->killer); 2758 tmp->msg = buf;
2637 tmp->msg=add_string(buf);
2638 tmp->value=0, tmp->material=0, tmp->type=0; 2759 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2639 tmp->materialname = NULL; 2760 tmp->materialname = NULL;
2640 tmp->x = op->x, tmp->y = op->y; 2761 op->insert_at (tmp, op);
2641 insert_ob_in_map(tmp,op->map,op,0);
2642 }
2643 2762 }
2763
2644 /* teleport defeated player to new destination*/ 2764 /* teleport defeated player to new destination */
2645 transfer_ob(op, x, y, 0, NULL); 2765 transfer_ob (op, x, y, 0, NULL);
2646 op->contr->braced=0; 2766 op->contr->braced = 0;
2647 return; 2767 return;
2648 } 2768 }
2649 2769
2650 INVOKE_PLAYER (DEATH, op->contr); 2770 INVOKE_PLAYER (DEATH, op->contr);
2651 2771
2652 command_kill_pets (op, 0); 2772 command_kill_pets (op, 0);
2653 2773
2654 if(op->stats.food<0) { 2774 if (op->stats.food < 0)
2775 {
2655 if (op->contr->explore) { 2776 if (op->contr->explore)
2777 {
2656 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2778 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..."); 2779 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2658 op->stats.food=999; 2780 op->stats.food = 999;
2659 return; 2781 return;
2660 } 2782 }
2661 sprintf(buf,"%s starved to death.",op->name); 2783 sprintf (buf, "%s starved to death.", &op->name);
2662 strcpy(op->contr->killer,"starvation"); 2784 strcpy (op->contr->killer, "starvation");
2785 }
2786 else
2663 } 2787 {
2664 else {
2665 if (op->contr->explore) { 2788 if (op->contr->explore)
2789 {
2666 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2790 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..."); 2791 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2668 op->stats.hp=op->stats.maxhp; 2792 op->stats.hp = op->stats.maxhp;
2669 return; 2793 return;
2670 } 2794 }
2671 sprintf(buf,"%s died.",op->name); 2795 sprintf (buf, "%s died.", &op->name);
2672 } 2796 }
2797
2673 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2798 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2674 2799
2675 /* save the map location for corpse, gravestone*/ 2800 /* save the map location for corpse, gravestone */
2676 x=op->x;y=op->y;map=op->map; 2801 x = op->x;
2802 y = op->y;
2803 map = op->map;
2677 2804
2678
2679 if (settings.not_permadeth == TRUE) {
2680 /* NOT_PERMADEATH code. This basically brings the character back to 2805 /* NOT_PERMADEATH code. This basically brings the character back to
2681 * life if they are dead - it takes some exp and a random stat. 2806 * 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. 2807 * See the config.h file for a little more in depth detail about this.
2683 */ 2808 */
2684 2809
2685 /* Basically two ways to go - remove a stat permanently, or just 2810 /* Basically two ways to go - remove a stat permanently, or just
2686 * make it depletion. This bunch of code deals with that aspect 2811 * make it depletion. This bunch of code deals with that aspect
2687 * of death. 2812 * of death.
2688 */ 2813 */
2689#ifndef COZY_SERVER 2814#ifndef COZY_SERVER
2690 if (settings.balanced_stat_loss) { 2815 if (settings.balanced_stat_loss)
2816 {
2691 /* If stat loss is permanent, lose one stat only. */ 2817 /* If stat loss is permanent, lose one stat only. */
2692 /* Lower level chars don't lose as many stats because they suffer 2818 /* Lower level chars don't lose as many stats because they suffer
2693 more if they do. */ 2819 more if they do. */
2694 /* Higher level characters can afford things such as potions of 2820 /* Higher level characters can afford things such as potions of
2695 restoration, or better, stat potions. So we slug them that 2821 restoration, or better, stat potions. So we slug them that
2696 little bit harder. */ 2822 little bit harder. */
2697 /* GD */ 2823 /* GD */
2698 if (settings.stat_loss_on_death) 2824 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; 2825 num_stats_lose = 1;
2704 } 2826 else
2827 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2828 }
2829 else
2830 num_stats_lose = 1;
2831
2705 lost_a_stat = 0; 2832 lost_a_stat = 0;
2706 2833
2707 for (z=0; z<num_stats_lose; z++) { 2834 for (z = 0; z < num_stats_lose; z++)
2835 {
2708 i = RANDOM() % NUM_STATS; 2836 i = RANDOM () % NUM_STATS;
2709 2837
2710 if (settings.stat_loss_on_death) { 2838 if (settings.stat_loss_on_death)
2839 {
2711 /* Pick a random stat and take a point off it. Tell the player 2840 /* Pick a random stat and take a point off it. Tell the player
2712 * what he lost. 2841 * what he lost.
2713 */ 2842 */
2714 change_attr_value(&(op->stats), i,-1); 2843 change_attr_value (&(op->stats), i, -1);
2715 check_stat_bounds(&(op->stats)); 2844 check_stat_bounds (&(op->stats));
2716 change_attr_value(&(op->contr->orig_stats), i,-1); 2845 change_attr_value (&(op->contr->orig_stats), i, -1);
2717 check_stat_bounds(&(op->contr->orig_stats)); 2846 check_stat_bounds (&(op->contr->orig_stats));
2718 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2847 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2719 lost_a_stat = 1; 2848 lost_a_stat = 1;
2720 } else { 2849 }
2850 else
2851 {
2721 /* deplete a stat */ 2852 /* deplete a stat */
2722 archetype *deparch=find_archetype("depletion"); 2853 archetype *deparch = archetype::find ("depletion");
2723 object *dep; 2854 object *dep;
2855
2856 dep = present_arch_in_ob (deparch, op);
2857 if (!dep)
2724 2858 {
2725 dep = present_arch_in_ob(deparch,op);
2726 if(!dep) {
2727 dep = arch_to_object(deparch); 2859 dep = arch_to_object (deparch);
2728 insert_ob_in_ob(dep, op); 2860 insert_ob_in_ob (dep, op);
2729 } 2861 }
2730 lose_this_stat = 1; 2862 lose_this_stat = 1;
2731 if (settings.balanced_stat_loss) { 2863 if (settings.balanced_stat_loss)
2864 {
2732 /* GD */ 2865 /* GD */
2733 /* Get the stat that we're about to deplete. */ 2866 /* Get the stat that we're about to deplete. */
2734 this_stat = get_attr_value(&(dep->stats), i); 2867 this_stat = get_attr_value (&(dep->stats), i);
2735 if (this_stat < 0) { 2868 if (this_stat < 0)
2869 {
2736 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO; 2870 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2737 int keep_chance = this_stat * this_stat; 2871 int keep_chance = this_stat * this_stat;
2872
2738 /* Yes, I am paranoid. Sue me. */ 2873 /* Yes, I am paranoid. Sue me. */
2739 if (keep_chance < 1) 2874 if (keep_chance < 1)
2740 keep_chance = 1; 2875 keep_chance = 1;
2741 2876
2742 /* There is a maximum depletion total per level. */ 2877 /* There is a maximum depletion total per level. */
2743 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) { 2878 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2879 {
2744 lose_this_stat = 0; 2880 lose_this_stat = 0;
2745 /* Take loss chance vs keep chance to see if we 2881 /* Take loss chance vs keep chance to see if we
2746 retain the stat. */ 2882 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 } 2883 }
2756 } 2884 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 */ 2885 {
2766 if (this_stat>=-50) { 2886 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; 2887 lose_this_stat = 0;
2888 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2889 this_stat, keep_chance, loss_chance,
2890 lose_this_stat?"LOSE":"KEEP"); */
2772 } 2891 }
2773 } 2892 }
2774 } 2893 }
2775 } 2894
2776 /* If no stat lost, tell the player. */
2777 if (!lost_a_stat) 2895 if (lose_this_stat)
2896 {
2897 this_stat = get_attr_value (&(dep->stats), i);
2898 /* We could try to do something clever like find another
2899 * stat to reduce if this fails. But chances are, if
2900 * stats have been depleted to -50, all are pretty low
2901 * and should be roughly the same, so it shouldn't make a
2902 * difference.
2903 */
2904 if (this_stat >= -50)
2778 { 2905 {
2779 /* determine_god() seems to not work sometimes... why is this? 2906 change_attr_value (&(dep->stats), i, -1);
2780 Should I be using something else? GD */ 2907 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 " 2908 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2784 "moment you feel the holy presence of %s protecting" 2909 op->update_stats ();
2785 " you.", god); 2910 lost_a_stat = 1;
2786 else 2911 }
2787 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2788 " feel a holy presence protecting you.");
2789 } 2912 }
2913 }
2914 }
2915 /* If no stat lost, tell the player. */
2916 if (!lost_a_stat)
2917 {
2918 /* determine_god() seems to not work sometimes... why is this?
2919 Should I be using something else? GD */
2920 const char *god = determine_god (op);
2921
2922 if (god && (strcmp (god, "none")))
2923 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2924 else
2925 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2926 }
2927#else
2928 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2790#endif 2929#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 2930
2794 /* Put a gravestone up where the character 'almost' died. List the 2931 /* Put a gravestone up where the character 'almost' died. List the
2795 * exp loss on the stone. 2932 * exp loss on the stone.
2796 */ 2933 */
2797 tmp=arch_to_object(find_archetype("gravestone")); 2934 tmp = arch_to_object (archetype::find ("gravestone"));
2798 sprintf(buf,"%s's gravestone",op->name); 2935 sprintf (buf, "%s's gravestone", &op->name);
2799 FREE_AND_COPY(tmp->name, buf); 2936 tmp->name = buf;
2800 sprintf(buf,"%s's gravestones",op->name); 2937 sprintf (buf, "%s's gravestones", &op->name);
2801 FREE_AND_COPY(tmp->name_pl, buf); 2938 tmp->name_pl = buf;
2802 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2939 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" 2940 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; 2941 tmp->x = op->x, tmp->y = op->y;
2809 insert_ob_in_map (tmp, op->map, NULL,0); 2942 insert_ob_in_map (tmp, op->map, NULL, 0);
2810 2943
2811 /**************************************/ 2944 /**************************************/
2812 /* */ 2945 /* */
2813 /* Subtract the experience points, */ 2946 /* Subtract the experience points, */
2814 /* if we died cause of food, give us */ 2947 /* if we died cause of food, give us */
2815 /* food, and reset HP's... */ 2948 /* food, and reset HP's... */
2816 /* */ 2949 /* */
2817 /**************************************/ 2950 /**************************************/
2818 2951
2819 /* remove any poisoning and confusion the character may be suffering.*/ 2952 /* remove any poisoning and confusion the character may be suffering. */
2820 /* restore player */ 2953 /* restore player */
2821 at = find_archetype("poisoning"); 2954 at = archetype::find ("poisoning");
2822 tmp=present_arch_in_ob(at,op); 2955 tmp = present_arch_in_ob (at, op);
2823 if (tmp) { 2956
2824 remove_ob(tmp); 2957 if (tmp)
2825 free_object(tmp); 2958 {
2959 tmp->destroy ();
2826 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2960 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2827 } 2961 }
2828 2962
2829 at = find_archetype("confusion"); 2963 at = archetype::find ("confusion");
2830 tmp=present_arch_in_ob(at,op); 2964 tmp = present_arch_in_ob (at, op);
2831 if (tmp) { 2965 if (tmp)
2832 remove_ob(tmp); 2966 {
2833 free_object(tmp); 2967 tmp->destroy ();
2834 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2968 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2835 } 2969 }
2970
2836 cure_disease(op,0); /* remove any disease */ 2971 cure_disease (op, 0); /* remove any disease */
2837 2972
2838 /*add_exp(op, (op->stats.exp * -0.20)); */ 2973 /*add_exp(op, (op->stats.exp * -0.20)); */
2839 apply_death_exp_penalty(op); 2974 apply_death_exp_penalty (op);
2840 if(op->stats.food < 100) op->stats.food = 900; 2975 if (op->stats.food < 100)
2976 op->stats.food = 900;
2841 op->stats.hp = op->stats.maxhp; 2977 op->stats.hp = op->stats.maxhp;
2842 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2978 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2843 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2979 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2844 2980
2845 /* 2981 /*
2846 * Check to see if the player is in a shop. IF so, then check to see if 2982 * 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 2983 * the player has any unpaid items. If so, remove them and put them back
2848 * in the map. 2984 * in the map.
2849 */ 2985 */
2850 2986
2851 if (is_in_shop (op)) 2987 if (is_in_shop (op))
2852 remove_unpaid_objects(op->inv, op); 2988 remove_unpaid_objects (op->inv, op);
2853 2989
2854 /****************************************/ 2990 /****************************************/
2855 /* */ 2991 /* */
2856 /* Move player to his current respawn- */ 2992 /* Move player to his current respawn- */
2857 /* position (usually last savebed) */ 2993 /* position (usually last savebed) */
2858 /* */ 2994 /* */
2859 /****************************************/ 2995 /****************************************/
2860 2996
2861 enter_player_savebed(op); 2997 enter_player_savebed (op);
2862 2998
2863 /* Save the player before inserting the force to reduce 2999 /* Save the player before inserting the force to reduce
2864 * chance of abuse. 3000 * chance of abuse.
2865 */ 3001 */
2866 op->contr->braced=0; 3002 op->contr->braced = 0;
2867 save_player(op,1); 3003 op->contr->save ();
2868 3004
2869 /* it is possible that the player has blown something up 3005 /* it is possible that the player has blown something up
2870 * at his savebed location, and that can have long lasting 3006 * at his savebed location, and that can have long lasting
2871 * spell effects. So first see if there is a spell effect 3007 * spell effects. So first see if there is a spell effect
2872 * on the space that might harm the player. 3008 * on the space that might harm the player.
2873 */ 3009 */
2874 will_kill_again=0; 3010 will_kill_again = 0;
2875 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3011 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2876 if (tmp->type ==SPELL_EFFECT) 3012 if (tmp->type == SPELL_EFFECT)
2877 will_kill_again|=tmp->attacktype; 3013 will_kill_again |= tmp->attacktype;
2878 } 3014
2879 if (will_kill_again) { 3015 if (will_kill_again)
3016 {
2880 object *force; 3017 object *force;
2881 int at; 3018 int at;
2882 3019
2883 force=get_archetype(FORCE_NAME); 3020 force = get_archetype (FORCE_NAME);
2884 /* 50 ticks should be enough time for the spell to abate */ 3021 /* 50 ticks should be enough time for the spell to abate */
2885 force->speed=0.1; 3022 force->speed = 0.1;
2886 force->speed_left=-5.0; 3023 force->speed_left = -5.0;
2887 SET_FLAG(force, FLAG_APPLIED); 3024 SET_FLAG (force, FLAG_APPLIED);
2888 for (at=0; at<NROFATTACKS; at++) { 3025 for (at = 0; at < NROFATTACKS; at++)
2889 if (will_kill_again & (1 << at)) 3026 if (will_kill_again & (1 << at))
2890 force->resist[at] = 100; 3027 force->resist[at] = 100;
3028
3029 insert_ob_in_ob (force, op);
3030 op->update_stats ();
3031
3032 }
3033
3034 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
3035}
3036
3037void
3038loot_object (object *op)
3039{ /* Grab and destroy some treasure */
3040 object *tmp, *tmp2, *next;
3041
3042 if (op->container)
3043 esrv_apply_container (op, op->container); /* close open sack first */
3044
3045 for (tmp = op->inv; tmp; tmp = next)
3046 {
3047 next = tmp->below;
3048
3049 if (tmp->invisible)
3050 continue;
3051
3052 tmp->remove ();
3053 tmp->x = op->x, tmp->y = op->y;
3054 if (tmp->type == CONTAINER)
3055 { /* empty container to ground */
3056 loot_object (tmp);
3057 }
3058 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3059 {
3060 if (tmp->nrof > 1)
3061 {
3062 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3063 tmp2->destroy ();
3064 insert_ob_in_map (tmp, op->map, NULL, 0);
2891 } 3065 }
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 { 3066 else
2950 delete_character(op->name,1); 3067 tmp->destroy ();
2951 } 3068 }
2952 } 3069 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); 3070 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 } 3071 }
2997} 3072}
2998 3073
2999/* 3074/*
3000 * fix_weight(): Check recursively the weight of all players, and fix 3075 * fix_weight(): Check recursively the weight of all players, and fix
3001 * what needs to be fixed. Refresh windows and fix speed if anything 3076 * what needs to be fixed. Refresh windows and fix speed if anything
3002 * was changed. 3077 * was changed.
3003 */ 3078 */
3004 3079
3080void
3005void fix_weight(void) { 3081fix_weight (void)
3006 player *pl; 3082{
3007 for (pl = first_player; pl != NULL; pl = pl->next) { 3083 for_all_players (pl)
3084 {
3008 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3085 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3086
3009 if(old == sum) 3087 if (old == sum)
3010 continue; 3088 continue;
3011 fix_player(pl->ob); 3089 pl->ob->update_stats ();
3012 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3090 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3013 pl->ob->name, old, sum);
3014 } 3091 }
3015} 3092}
3016 3093
3094void
3017void fix_luck(void) { 3095fix_luck (void)
3018 player *pl; 3096{
3019 for (pl = first_player; pl != NULL; pl = pl->next) 3097 for_all_players (pl)
3020 if (!pl->ob->contr->state) 3098 if (!pl->ob->contr->ns->state)
3021 change_luck(pl->ob, 0); 3099 pl->ob->change_luck (0);
3022} 3100}
3023
3024 3101
3025/* cast_dust() - handles op throwing objects of type 'DUST'. 3102/* cast_dust() - handles op throwing objects of type 'DUST'.
3026 * This is much simpler in the new spell code - we basically 3103 * This is much simpler in the new spell code - we basically
3027 * just treat this as any other spell casting object. 3104 * just treat this as any other spell casting object.
3028 */ 3105 */
3029
3030void 3106void
3031cast_dust (object * op, object * throw_ob, int dir) 3107cast_dust (object *op, object *throw_ob, int dir)
3032{ 3108{
3033 object *skop, *spob; 3109 object *skop, *spob;
3034 3110
3035 skop = find_skill_by_name (op, throw_ob->skill); 3111 skop = find_skill_by_name (op, throw_ob->skill);
3036 3112
3037 /* casting POTION 'dusts' is really a use_magic_item skill */ 3113 /* casting POTION 'dusts' is really a use_magic_item skill */
3038 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3114 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3039 { 3115 {
3040 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3116 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3041 op->name);
3042 return; 3117 return;
3043 } 3118 }
3044 3119
3045 spob = throw_ob->inv; 3120 spob = throw_ob->inv;
3046 3121
3047 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3122 // 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 3123 // not pass NULL to cast_spell (which did indeed check itself, but
3049 // errors should be reported as early as possible IMHO) 3124 // errors should be reported as early as possible IMHO)
3050 if (!spob) 3125 if (!spob)
3051 { 3126 {
3052 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3127 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; 3128 return;
3055 } 3129 }
3056 3130
3057 if (op->type == PLAYER) 3131 if (op->type == PLAYER)
3058 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3132 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3059 3133
3060 cast_spell (op, throw_ob, dir, spob, NULL); 3134 cast_spell (op, throw_ob, dir, spob, NULL);
3061 3135
3062 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3136 throw_ob->destroy ();
3063 remove_ob (throw_ob);
3064 free_object (throw_ob);
3065} 3137}
3066 3138
3139void
3067void make_visible (object *op) { 3140make_visible (object *op)
3141{
3068 op->hide = 0; 3142 op->hide = 0;
3069 op->invisible = 0; 3143 op->invisible = 0;
3070 if(op->type==PLAYER) { 3144 if (op->type == PLAYER)
3145 {
3071 op->contr->tmp_invis = 0; 3146 op->contr->tmp_invis = 0;
3072 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3147 op->contr->invis_race = 0;
3073 } 3148 }
3074 update_object(op,UP_OBJ_FACE); 3149 update_object (op, UP_OBJ_FACE);
3075} 3150}
3076 3151
3152int
3077int is_true_undead(object *op) { 3153is_true_undead (object *op)
3154{
3078 object *tmp=NULL; 3155 object *tmp = NULL;
3079 3156
3080 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3157 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3158 return 1;
3081 3159
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; 3160 return 0;
3087} 3161}
3088 3162
3089/* look at the surrounding terrain to determine 3163/* look at the surrounding terrain to determine
3090 * the hideability of this object. Positive levels 3164 * the hideability of this object. Positive levels
3091 * indicate greater hideability. 3165 * indicate greater hideability.
3092 */ 3166 */
3093 3167
3168int
3094int hideability(object *ob) { 3169hideability (object *ob)
3170{
3095 int i,level=0, mflag; 3171 int i, level = 0, mflag;
3096 sint16 x,y; 3172 sint16 x, y;
3097 3173
3098 if(!ob||!ob->map) return 0; 3174 if (!ob || !ob->map)
3175 return 0;
3099 3176
3100 /* so, on normal lighted maps, its hard to hide */ 3177 /* so, on normal lighted maps, its hard to hide */
3101 level=ob->map->darkness - 2; 3178 level = ob->map->darkness - 2;
3102 3179
3103 /* this also picks up whether the object is glowing. 3180 /* this also picks up whether the object is glowing.
3104 * If you carry a light on a non-dark map, its not 3181 * If you carry a light on a non-dark map, its not
3105 * as bad as carrying a light on a pitch dark map */ 3182 * as bad as carrying a light on a pitch dark map */
3106 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3183 if (has_carried_lights (ob))
3184 level = -(10 + (2 * ob->map->darkness));
3107 3185
3108 /* scan through all nearby squares for terrain to hide in */ 3186 /* 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]) { 3187 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3188 {
3110 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3189 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3111 if (mflag & P_OUT_OF_MAP) { continue; } 3190 if (mflag & P_OUT_OF_MAP)
3191 {
3192 continue;
3193 }
3112 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3194 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3113 level += 2; 3195 level += 2;
3114 else /* open terrain! */ 3196 else /* open terrain! */
3115 level -= 1; 3197 level -= 1;
3116 } 3198 }
3117 3199
3118#if 0 3200#if 0
3119 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3201 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3120#endif 3202#endif
3121 return level; 3203 return level;
3122} 3204}
3123 3205
3124/* For Hidden creatures - a chance of becoming 'unhidden' 3206/* For Hidden creatures - a chance of becoming 'unhidden'
3125 * every time they move - as we subtract off 'invisibility' 3207 * every time they move - as we subtract off 'invisibility'
3126 * AND, for players, if they move into a ridiculously unhideable 3208 * AND, for players, if they move into a ridiculously unhideable
3127 * spot (surrounded by clear terrain in broad daylight). -b.t. 3209 * spot (surrounded by clear terrain in broad daylight). -b.t.
3128 */ 3210 */
3129 3211
3212void
3130void do_hidden_move (object *op) { 3213do_hidden_move (object *op)
3214{
3131 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3215 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3132 object *skop; 3216 object *skop;
3133 3217
3134 if(!op || !op->map) return; 3218 if (!op || !op->map)
3219 return;
3135 3220
3136 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3221 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3137 3222
3138 /* its *extremely* hard to run and sneak/hide at the same time! */ 3223 /* its *extremely* hard to run and sneak/hide at the same time! */
3139 if(op->type==PLAYER && op->contr->run_on) { 3224 if (op->type == PLAYER && op->contr->run_on)
3225 {
3140 if(!skop || num >= skop->level) { 3226 if (!skop || num >= skop->level)
3227 {
3141 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3228 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3142 make_visible(op); 3229 make_visible (op);
3143 return; 3230 return;
3231 }
3232 else
3144 } else num += 20; 3233 num += 20;
3145 } 3234 }
3146 num += op->map->difficulty; 3235 num += op->map->difficulty;
3147 hide = hideability(op); /* modify by terrain hidden level */ 3236 hide = hideability (op); /* modify by terrain hidden level */
3148 num -= hide; 3237 num -= hide;
3149 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3238 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3239 {
3150 make_visible(op); 3240 make_visible (op);
3151 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3241 if (op->type == PLAYER)
3152 "You moved out of hiding! You are visible!"); 3242 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3153 } 3243 }
3154 else if (op->type == PLAYER && skop) { 3244 else if (op->type == PLAYER && skop)
3245 {
3155 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3246 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3156 } 3247 }
3157} 3248}
3158 3249
3159/* determine if who is standing near a hostile creature. */ 3250/* determine if who is standing near a hostile creature. */
3160 3251
3252int
3161int stand_near_hostile( object *who ) { 3253stand_near_hostile (object *who)
3254{
3162 object *tmp=NULL; 3255 object *tmp = NULL;
3163 int i,friendly=0,player=0, mflags; 3256 int i, friendly = 0, player = 0, mflags;
3164 mapstruct *m; 3257 maptile *m;
3165 sint16 x,y; 3258 sint16 x, y;
3166 3259
3167 if(!who) return 0; 3260 if (!who)
3261 return 0;
3168 3262
3169 if(who->type==PLAYER) player=1; 3263 if (who->type == PLAYER)
3264 player = 1;
3265
3266 else
3170 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY); 3267 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3171 3268
3172 /* search adjacent squares */ 3269 /* search adjacent squares */
3173 for(i=1;i<9;i++) { 3270 for (i = 1; i < 9; i++)
3271 {
3174 x = who->x+freearr_x[i]; 3272 x = who->x + freearr_x[i];
3175 y = who->y+freearr_y[i]; 3273 y = who->y + freearr_y[i];
3176 m = who->map; 3274 m = who->map;
3177 mflags = get_map_flags(m, &m, x, y, &x, &y); 3275 mflags = get_map_flags (m, &m, x, y, &x, &y);
3178 /* space must be blocked if there is a monster. If not 3276 /* space must be blocked if there is a monster. If not
3179 * blocked, don't need to check this space. 3277 * blocked, don't need to check this space.
3180 */ 3278 */
3181 if (mflags & P_OUT_OF_MAP) continue; 3279 if (mflags & P_OUT_OF_MAP)
3280 continue;
3182 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue; 3281 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3183 3282 continue;
3184 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) { 3283
3185 if((player||friendly) 3284 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3285 {
3186 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE)) 3286 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3287 return 1;
3288 else if (tmp->type == PLAYER)
3289 {
3290 /*don't let a hidden DM prevent you from hiding */
3291 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3187 return 1; 3292 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 } 3293 }
3194 } 3294 }
3195 } 3295 }
3196 return 0; 3296 return 0;
3197} 3297}
3198 3298
3199/* check the player los field for viewability of the 3299/* check the player los field for viewability of the
3200 * object op. This function works fine for monsters, 3300 * object op. This function works fine for monsters,
3201 * but we dont worry if the object isnt the top one in 3301 * 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. 3308 * for them to differ. Sigh, this fctn could get a bit more complex.
3209 * -b.t. 3309 * -b.t.
3210 * This function is now map tiling safe. 3310 * This function is now map tiling safe.
3211 */ 3311 */
3212 3312
3313int
3213int player_can_view (object *pl,object *op) { 3314player_can_view (object *pl, object *op)
3315{
3214 rv_vector rv; 3316 rv_vector rv;
3215 int dx,dy; 3317 int dx, dy;
3216 3318
3217 if(pl->type!=PLAYER) { 3319 if (pl->type != PLAYER)
3320 {
3218 LOG(llevError,"player_can_view() called for non-player object\n"); 3321 LOG (llevError, "player_can_view() called for non-player object\n");
3219 return -1; 3322 return -1;
3220 } 3323 }
3221 if (!pl || !op) return 0;
3222 3324
3223 if(op->head) { op = op->head; } 3325 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; 3326 return 0;
3327
3328 op = op->head_ ();
3329
3330 get_rangevector (pl, op, &rv, 0x1);
3331
3332 /* starting with the 'head' part, lets loop
3333 * through the object and find if it has any
3334 * part that is in the los array but isnt on
3335 * a blocked los square.
3336 * we use the archetype to figure out offsets.
3337 */
3338 while (op)
3339 {
3340 dx = rv.distance_x + op->arch->clone.x;
3341 dy = rv.distance_y + op->arch->clone.y;
3342
3343 /* only the viewable area the player sees is updated by LOS
3344 * code, so we need to restrict ourselves to that range of values
3345 * for any meaningful values.
3346 */
3347 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3348 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3349 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3350 return 1;
3351 op = op->more;
3352 }
3353 return 0;
3247} 3354}
3248 3355
3249/* routine for both players and monsters. We call this when 3356/* routine for both players and monsters. We call this when
3250 * there is a possibility for our action distrubing our hiding 3357 * there is a possibility for our action distrubing our hiding
3251 * place or invisiblity spell. Artefact invisiblity is not 3358 * place or invisiblity spell. Artefact invisiblity is not
3252 * effected by this. If we arent invisible to begin with, we 3359 * effected by this. If we arent invisible to begin with, we
3253 * return 0. 3360 * return 0.
3254 */ 3361 */
3362int
3255int action_makes_visible (object *op) { 3363action_makes_visible (object *op)
3364{
3256 3365
3257 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3366 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3367 {
3258 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3368 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3259 return 0; 3369 return 0;
3260 3370
3261 if (op->contr && op->contr->tmp_invis == 0) return 0; 3371 if (op->contr && op->contr->tmp_invis == 0)
3372 return 0;
3262 3373
3263 /* If monsters, they should become visible */ 3374 /* If monsters, they should become visible */
3264 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3375 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3376 {
3265 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3377 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3266 return 1; 3378 return 1;
3267 } 3379 }
3268 } 3380 }
3269 return 0; 3381 return 0;
3270} 3382}
3271 3383
3272/* op_on_battleground - checks if the given object op (usually 3384/* op_on_battleground - checks if the given object op (usually
3273 * a player) is standing on a valid battleground-tile, 3385 * a player) is standing on a valid battleground-tile,
3274 * function returns TRUE/FALSE. If true x, y returns the battleground 3386 * function returns TRUE/FALSE. If true x, y returns the battleground
3275 * -exit-coord. (and if x, y not NULL) 3387 * -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 3388 * 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 3389 * 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 3390 * Default is to do the same as before, so only people wanting to have different points need worry about this
3279 */ 3391 */
3392int
3280int op_on_battleground (object *op, int *x, int *y) { 3393op_on_battleground (object *op, int *x, int *y)
3394{
3281 object *tmp; 3395 object *tmp;
3282 3396
3283 /* A battleground-tile needs the following attributes to be valid: 3397 /* 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), 3398 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3285 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3399 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3286 * and the exit-coordinates sp/hp must both be > 0. 3400 * and the exit-coordinates sp/hp must both be > 0.
3287 * => The intention here is to prevent abuse of the battleground- 3401 * => The intention here is to prevent abuse of the battleground-
3288 * feature (like pickable or hidden battleground tiles). */ 3402 * feature (like pickable or hidden battleground tiles). */
3289 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3403 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3404 {
3290 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3405 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3406 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3407 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3292 strcmp(tmp->name, "battleground")==0 && 3408 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3293 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3409 {
3294 /*before we assign the exit, check if this is a teambattle*/ 3410 /*before we assign the exit, check if this is a teambattle */
3295 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3411 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3412 {
3296 object *invtmp; 3413 object *invtmp;
3414
3297 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3415 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3298 if(invtmp->type==FORCE && invtmp->slaying && 3416 {
3299 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3417 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3418 {
3300 if (x != NULL && y != NULL) 3419 if (x != NULL && y != NULL)
3301 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3420 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3302 return 1; 3421 return 1;
3422 }
3303 } 3423 }
3304 } 3424 }
3305 }
3306 if (x != NULL && y != NULL) 3425 if (x != NULL && y != NULL)
3307 *x=EXIT_X(tmp), *y=EXIT_Y(tmp); 3426 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3308 return 1; 3427 return 1;
3428 }
3309 } 3429 }
3310 }
3311 } 3430 }
3312 /* If we got here, did not find a battleground */ 3431 /* If we got here, did not find a battleground */
3313 return 0; 3432 return 0;
3314} 3433}
3315 3434
3316/* 3435/*
3320 * attributes: 3439 * attributes:
3321 * object *who the dragon player 3440 * object *who the dragon player
3322 * int atnr the attack-number of the ability focus 3441 * int atnr the attack-number of the ability focus
3323 * int level ability level 3442 * int level ability level
3324 */ 3443 */
3444void
3325void dragon_ability_gain(object *who, int atnr, int level) { 3445dragon_ability_gain (object *who, int atnr, int level)
3446{
3326 treasurelist *trlist = NULL; /* treasurelist */ 3447 treasurelist *trlist = NULL; /* treasurelist */
3327 treasure *tr; /* treasure */ 3448 treasure *tr; /* treasure */
3328 object *tmp,*skop; /* tmp. object */ 3449 object *tmp, *skop; /* tmp. object */
3329 object *item; /* treasure object */ 3450 object *item; /* treasure object */
3330 char buf[MAX_BUF]; /* tmp. string buffer */ 3451 char buf[MAX_BUF]; /* tmp. string buffer */
3331 int i=0, j=0; 3452 int i = 0, j = 0;
3332 3453
3333 /* get the appropriate treasurelist */ 3454 /* get the appropriate treasurelist */
3334 if (atnr == ATNR_FIRE) 3455 if (atnr == ATNR_FIRE)
3335 trlist = find_treasurelist("dragon_ability_fire"); 3456 trlist = find_treasurelist ("dragon_ability_fire");
3336 else if (atnr == ATNR_COLD) 3457 else if (atnr == ATNR_COLD)
3337 trlist = find_treasurelist("dragon_ability_cold"); 3458 trlist = find_treasurelist ("dragon_ability_cold");
3338 else if (atnr == ATNR_ELECTRICITY) 3459 else if (atnr == ATNR_ELECTRICITY)
3339 trlist = find_treasurelist("dragon_ability_elec"); 3460 trlist = find_treasurelist ("dragon_ability_elec");
3340 else if (atnr == ATNR_POISON) 3461 else if (atnr == ATNR_POISON)
3341 trlist = find_treasurelist("dragon_ability_poison"); 3462 trlist = find_treasurelist ("dragon_ability_poison");
3342 3463
3343 if (trlist == NULL || who->type != PLAYER) 3464 if (trlist == NULL || who->type != PLAYER)
3465 return;
3466
3467 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3468
3469 if (tr == NULL || tr->item == NULL)
3470 {
3471 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3472 return;
3473 }
3474
3475 /* everything seems okay - now bring on the gift: */
3476 item = &(tr->item->clone);
3477
3478 if (item->type == SPELL)
3479 {
3480 if (check_spell_known (who, item->name))
3344 return; 3481 return;
3345 3482
3346 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3483 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3347 tr = tr->next, i++); 3484 do_learn_spell (who, item, 0);
3348 3485 return;
3349 if (tr == NULL || tr->item == NULL) { 3486 }
3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3487
3488 /* grant direct spell */
3489 if (item->type == SPELLBOOK)
3490 {
3491 if (!item->inv)
3492 {
3493 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3494 return;
3495 }
3496 if (check_spell_known (who, item->inv->name))
3351 return; 3497 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) { 3498 if (item->invisible)
3499 {
3376 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3500 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); 3501 do_learn_spell (who, item->inv, 0);
3378 return; 3502 return;
3379 } 3503 }
3380 } 3504 }
3381 else if (item->type == SKILL_TOOL && item->invisible) { 3505 else if (item->type == SKILL_TOOL && item->invisible)
3506 {
3382 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3507 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3508 {
3383 3509
3384 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3510 /* 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 3511 * 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, 3512 * them. As it is now, if the player has any that match the granted skill,
3387 * but not all of them, he gets nothing. 3513 * but not all of them, he gets nothing.
3388 */ 3514 */
3389 if (!(skop->attacktype & item->attacktype)) { 3515 if (!(skop->attacktype & item->attacktype))
3516 {
3390 /* Give new attacktype */ 3517 /* Give new attacktype */
3391 skop->attacktype |= item->attacktype; 3518 skop->attacktype |= item->attacktype;
3392 3519
3393 /* always add physical if there's none */ 3520 /* always add physical if there's none */
3394 skop->attacktype |= AT_PHYSICAL; 3521 skop->attacktype |= AT_PHYSICAL;
3395 3522
3396 if (item->msg != NULL) 3523 if (item->msg != NULL)
3397 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3524 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3398 3525
3399 /* Give player new face */ 3526 /* Give player new face */
3400 if (item->animation_id) { 3527 if (item->animation_id)
3528 {
3401 who->face = skop->face; 3529 who->face = skop->face;
3402 who->animation_id = item->animation_id; 3530 who->animation_id = item->animation_id;
3403 who->anim_speed = item->anim_speed; 3531 who->anim_speed = item->anim_speed;
3404 who->last_anim = 0; 3532 who->last_anim = 0;
3405 who->state = 0; 3533 who->state = 0;
3406 animate_object(who, who->direction); 3534 animate_object (who, who->direction);
3407 } 3535 }
3408 } 3536 }
3409 } 3537 }
3410 } 3538 }
3411 else if (item->type == FORCE) { 3539 else if (item->type == FORCE)
3540 {
3412 /* forces in the treasurelist can alter the player's stats */ 3541 /* forces in the treasurelist can alter the player's stats */
3413 object *skin; 3542 object *skin;
3543
3414 /* first get the dragon skin force */ 3544 /* first get the dragon skin force */
3415 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3545 shstr_cmp dragon_skin_force ("dragon_skin_force");
3416 skin=skin->below); 3546 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3417 if (skin == NULL) return; 3547 ;
3418 3548
3549 if (!skin)
3550 return;
3551
3419 /* adding new spellpath attunements */ 3552 /* adding new spellpath attunements */
3420 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3553 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3554 {
3421 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3555 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3422 3556
3423 /* print message */ 3557 /* print message */
3424 sprintf(buf, "You feel attuned to "); 3558 sprintf (buf, "You feel attuned to ");
3425 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3559 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3560 {
3426 if(item->path_attuned & (1<<i)) { 3561 if (item->path_attuned & (1 << i))
3562 {
3427 if (j) 3563 if (j)
3428 strcat(buf," and "); 3564 strcat (buf, " and ");
3429 else 3565 else
3430 j = 1; 3566 j = 1;
3431 strcat(buf, spellpathnames[i]); 3567 strcat (buf, spellpathnames[i]);
3432 } 3568 }
3433 } 3569 }
3434 strcat(buf,"."); 3570 strcat (buf, ".");
3435 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3571 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3436 } 3572 }
3437 3573
3438 /* evtl. adding flags: */ 3574 /* evtl. adding flags: */
3439 if(QUERY_FLAG(item, FLAG_XRAYS)) 3575 if (QUERY_FLAG (item, FLAG_XRAYS))
3440 SET_FLAG(skin, FLAG_XRAYS); 3576 SET_FLAG (skin, FLAG_XRAYS);
3441 if(QUERY_FLAG(item, FLAG_STEALTH)) 3577 if (QUERY_FLAG (item, FLAG_STEALTH))
3442 SET_FLAG(skin, FLAG_STEALTH); 3578 SET_FLAG (skin, FLAG_STEALTH);
3443 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3579 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3444 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3580 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3445 3581
3446 /* print message if there is one */ 3582 /* print message if there is one */
3447 if (item->msg != NULL) 3583 if (item->msg != NULL)
3448 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3584 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3585 }
3586 else
3449 } 3587 {
3450 else {
3451 /* generate misc. treasure */ 3588 /* generate misc. treasure */
3452 tmp = arch_to_object (tr->item); 3589 tmp = arch_to_object (tr->item);
3453 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3590 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); 3591 tmp = insert_ob_in_ob (tmp, who);
3455 if (who->type == PLAYER) 3592 if (who->type == PLAYER)
3456 esrv_send_item(who, tmp); 3593 esrv_send_item (who, tmp);
3457 } 3594 }
3458} 3595}
3459 3596
3460/** 3597/**
3461 * Unready an object for a player. This function does nothing if the object was 3598 * Unready an object for a player. This function does nothing if the object was
3462 * not readied. 3599 * not readied.
3463 */ 3600 */
3601void
3464void player_unready_range_ob(player *pl, object *ob) { 3602player_unready_range_ob (player *pl, object *ob)
3603{
3465 rangetype i; 3604 rangetype i;
3466 3605
3467 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3606 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3607 {
3468 if (pl->ranges[i] == ob) { 3608 if (pl->ranges[i] == ob)
3609 {
3469 pl->ranges[i] = NULL; 3610 pl->ranges[i] = NULL;
3470 if (pl->shoottype == i) { 3611 if (pl->shoottype == i)
3612 {
3471 pl->shoottype = range_none; 3613 pl->shoottype = range_none;
3472 } 3614 }
3473 } 3615 }
3474 } 3616 }
3475} 3617}

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