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Comparing deliantra/server/server/player.C (file contents):
Revision 1.6 by root, Sat Aug 26 23:36:34 2006 UTC vs.
Revision 1.55 by root, Sat Dec 23 03:38:43 2006 UTC

1/*
2 * static char *rcsid_player_c =
3 * "$Id: player.C,v 1.6 2006/08/26 23:36:34 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The author can be reached via e-mail to crossfire-devel@real-time.com 21 The author can be reached via e-mail to <crossfire@schmorp.de>
27*/ 22*/
28 23
29#include <global.h> 24#include <global.h>
30#ifndef WIN32 /* ---win32 remove headers */
31#include <pwd.h> 25#include <pwd.h>
32#endif
33#ifndef __CEXTRACT__
34#include <sproto.h> 26#include <sproto.h>
35#endif
36#include <sounds.h> 27#include <sounds.h>
37#include <living.h> 28#include <living.h>
38#include <object.h> 29#include <object.h>
39#include <spells.h> 30#include <spells.h>
40#include <skills.h> 31#include <skills.h>
41#include <newclient.h>
42 32
43#ifdef COZY_SERVER 33#include <algorithm>
44extern int same_party (partylist *a, partylist *b); 34#include <functional>
45#endif
46 35
36player *
47player *find_player(const char *plname) 37find_player (const char *plname)
48{ 38{
49 player *pl; 39 player *pl;
40
50 for(pl=first_player;pl!=NULL;pl=pl->next) 41 for (pl = first_player; pl; pl = pl->next)
51 {
52 if(pl->ob != NULL && !strcmp(query_name(pl->ob),plname)) 42 if (pl->ob && !strcmp (query_name (pl->ob), plname))
53 return pl; 43 return pl;
54 }; 44
55 return NULL; 45 return 0;
56} 46}
57 47
58player* find_player_partial_name( const char* plname ) 48void
49display_motd (const object *op)
50{
51 char buf[MAX_BUF];
52 char motd[HUGE_BUF];
53 FILE *fp;
54 int comp;
55 int size;
56
57 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
58 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
59 return;
60
61 motd[0] = '\0';
62 size = 0;
63
64 while (fgets (buf, MAX_BUF, fp))
59 { 65 {
60 player* pl; 66 if (*buf == '#')
61 player* found = NULL;
62 size_t namelen = strlen( plname );
63 for ( pl = first_player; pl != NULL; pl = pl->next )
64 {
65 if ( strlen( pl->ob->name ) < namelen )
66 continue; 67 continue;
67 68
68 if ( !strcmp( pl->ob->name, plname) ) 69 strncat (motd + size, buf, HUGE_BUF - size);
69 return pl; 70 size += strlen (buf);
71 }
70 72
71 if ( !strncasecmp( pl->ob->name, plname, namelen ) ) 73 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
74 close_and_delete (fp, comp);
75}
76
77void
78send_rules (const object *op)
79{
80 char buf[MAX_BUF];
81 char rules[HUGE_BUF];
82 FILE *fp;
83 int comp;
84 int size;
85
86 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
87 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
88 return;
89
90 rules[0] = '\0';
91 size = 0;
92
93 while (fgets (buf, MAX_BUF, fp))
94 {
95 if (*buf == '#')
96 continue;
97
98 if (size + strlen (buf) >= HUGE_BUF)
72 { 99 {
73 if ( found ) 100 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
74 return NULL; 101 break;
102 }
75 103
76 found = pl; 104 strncat (rules + size, buf, HUGE_BUF - size);
105 size += strlen (buf);
106 }
107
108 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
109 close_and_delete (fp, comp);
110}
111
112void
113send_news (const object *op)
114{
115 char buf[MAX_BUF];
116 char news[HUGE_BUF];
117 char subject[MAX_BUF];
118 FILE *fp;
119 int comp;
120 int size;
121
122 sprintf (buf, "%s/%s", settings.confdir, settings.news);
123 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
124 return;
125
126 news[0] = '\0';
127 subject[0] = '\0';
128 size = 0;
129
130 while (fgets (buf, MAX_BUF, fp) != NULL)
131 {
132 if (*buf == '#')
133 continue;
134
135 if (*buf == '%')
136 { /* send one news */
137 if (size > 0)
138 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */
139 strcpy (subject, buf + 1);
140 strip_endline (subject);
141 size = 0;
142 news[0] = '\0';
143 }
144 else
145 {
146 if (size + strlen (buf) >= HUGE_BUF)
147 {
148 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
149 break;
77 } 150 }
78 }
79 return found;
80 }
81
82void display_motd(const object *op) {
83 char buf[MAX_BUF];
84 char motd[HUGE_BUF];
85 FILE *fp;
86 int comp;
87 int size;
88
89 sprintf(buf, "%s/%s", settings.confdir, settings.motd);
90 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
91 return;
92 }
93 motd[0]='\0';
94 size=0;
95 while (fgets(buf, MAX_BUF, fp) != NULL) {
96 if( *buf == '#')
97 continue;
98 strncat(motd+size,buf,HUGE_BUF-size);
99 size+=strlen(buf);
100 }
101 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
102 close_and_delete(fp, comp);
103}
104
105void send_rules(const object *op) {
106 char buf[MAX_BUF];
107 char rules[HUGE_BUF];
108 FILE *fp;
109 int comp;
110 int size;
111
112 sprintf(buf, "%s/%s", settings.confdir, settings.rules);
113 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL) {
114 return;
115 }
116 rules[0]='\0';
117 size=0;
118 while (fgets(buf, MAX_BUF, fp) != NULL) {
119 if( *buf == '#')
120 continue;
121 if (size + strlen(buf)>=HUGE_BUF)
122 {
123 LOG(llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
124 break;
125 }
126 strncat(rules+size,buf,HUGE_BUF-size);
127 size+=strlen(buf);
128 }
129 draw_ext_info(NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
130 close_and_delete(fp, comp);
131}
132
133void send_news(const object *op) {
134 char buf[MAX_BUF];
135 char news[HUGE_BUF];
136 char subject[MAX_BUF];
137 FILE *fp;
138 int comp;
139 int size;
140
141 sprintf(buf, "%s/%s", settings.confdir, settings.news);
142 if ((fp=open_and_uncompress(buf, 0, &comp)) == NULL)
143 return;
144 news[0]='\0';
145 subject[0]='\0';
146 size=0;
147 while (fgets(buf, MAX_BUF, fp) != NULL) {
148 if( *buf == '#')
149 continue;
150 if ( *buf =='%'){ /* send one news */
151 if (size>0)
152 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op,
153 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS,
154 "INFORMATION: %s\n%s",
155 "%s\n%s",
156 subject, news); /*send previously read news*/
157 strcpy(subject,buf+1);
158 strip_endline(subject);
159 size=0;
160 news[0]='\0';
161 }
162 else{
163 if (size + strlen(buf)>=HUGE_BUF)
164 {
165 LOG(llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
166 break;
167 }
168 strncat(news+size,buf,HUGE_BUF-size); 151 strncat (news + size, buf, HUGE_BUF - size);
169 size+=strlen(buf); 152 size += strlen (buf);
170 } 153 }
171 }
172 154 }
155
173 draw_ext_info_format(NDI_UNIQUE | NDI_GREEN, 0, op, 156 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
174 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, 157 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news);
175 "INFORMATION: %s\n%s\n",
176 "%s\n%s",
177 subject, news);
178 close_and_delete(fp, comp); 158 close_and_delete (fp, comp);
179} 159}
180
181int playername_ok(const char *cp) {
182 /* Don't allow - or _ as first character in the name */
183 if (*cp == '-' || *cp == '_') return 0;
184
185 for(;*cp!='\0';cp++)
186 if(!((*cp>='a'&&*cp<='z')||(*cp>='A'&&*cp<='Z'))&&*cp!='-'&&*cp!='_')
187 return 0;
188 return 1;
189}
190
191/* This no longer sets the player map. Also, it now updates
192 * all the pointers so the caller doesn't need to do that.
193 * Caller is responsible for setting the correct map.
194 */
195
196/* Redo this to do both get_player_ob and get_player.
197 * Hopefully this will be less bugfree and simpler.
198 * Returns the player structure. If 'p' is null,
199 * we create a new one. Otherwise, we recycle
200 * the one that is passed.
201 */
202static player* get_player(player *p) {
203 object *op=arch_to_object(get_player_archetype(NULL));
204 int i;
205
206 if (!p) {
207 player *tmp;
208
209 p = (player *) malloc(sizeof(player));
210 if(p==NULL)
211 fatal(OUT_OF_MEMORY);
212
213 /* This adds the player in the linked list. There is extra
214 * complexity here because we want to add the new player at the
215 * end of the list - there is in fact no compelling reason that
216 * that needs to be done except for things like output of
217 * 'who'.
218 */
219 tmp=first_player;
220 while(tmp!=NULL&&tmp->next!=NULL)
221 tmp=tmp->next;
222 if(tmp!=NULL)
223 tmp->next=p;
224 else
225 first_player=p;
226
227 p->next = NULL;
228 }
229
230 /* Clears basically the entire player structure except
231 * for next and socket.
232 */
233 memset (static_cast<player_memset *>(p), 0, sizeof (player_memset));
234
235 /* There are some elements we want initialized to non zero value -
236 * we deal with that below this point.
237 */
238 p->party=NULL;
239 p->outputs_sync=16; /* Every 2 seconds */
240 p->outputs_count=1; /* Keeps present behaviour */
241 p->unapply = unapply_nochoice;
242 p->Swap_First = -1;
243
244#ifdef AUTOSAVE
245 p->last_save_tick = 9999999;
246#endif
247
248 strcpy(p->savebed_map, first_map_path); /* Init. respawn position */
249
250 op->contr=p; /* this aren't yet in archetype */
251 p->ob = op;
252 op->speed_left=0.5;
253 op->speed=1.0;
254 op->direction=5; /* So player faces south */
255 op->stats.wc=2;
256 op->run_away = 25; /* Then we panick... */
257 p->socket.monitor_spells = 0; /* Needed because esrv_update_spells( ) gets called by roll_stats */
258
259 roll_stats(op);
260 p->state=ST_ROLL_STAT;
261 clear_los(op);
262
263 p->gen_sp_armour=10;
264 p->last_speed= -1;
265 p->shoottype=range_none;
266 p->bowtype=bow_normal;
267 p->petmode=pet_normal;
268 p->listening=10;
269 p->usekeys=containers;
270 p->last_weapon_sp= -1;
271 p->peaceful=1; /* default peaceful */
272 p->do_los=1;
273 p->explore=0;
274 p->no_shout=0; /* default can shout */
275
276 strncpy(p->title, op->arch->clone.name, sizeof(p->title)-1);
277 p->title[sizeof(p->title)-1] = '\0';
278 op->race = add_string (op->arch->clone.race);
279
280 CLEAR_FLAG(op,FLAG_READY_SKILL);
281
282 /* we need to clear these to -1 and not zero - otherwise,
283 * if a player quits and starts a new character, we wont
284 * send new values to the client, as things like exp start
285 * at zero.
286 */
287 for (i=0; i < NUM_SKILLS; i++) {
288 p->last_skill_exp[i] = -1;
289 p->last_skill_ob[i] = NULL;
290 }
291 for (i=0; i < NROFATTACKS; i++) {
292 p->last_resist[i] = -1;
293 }
294 p->last_stats.exp = -1;
295 p->last_weight = (uint32)-1;
296
297 p->socket.update_look=0;
298 p->socket.look_position=0;
299 return p;
300}
301
302 160
303/* This loads the first map an puts the player on it. */ 161/* This loads the first map an puts the player on it. */
162static void
304static void set_first_map(object *op) 163set_first_map (object *op)
305{ 164{
306 strcpy(op->contr->maplevel, first_map_path); 165 strcpy (op->contr->maplevel, first_map_path);
307 op->x = -1; 166 op->x = -1;
308 op->y = -1; 167 op->y = -1;
309 enter_exit(op, NULL); 168 enter_exit (op, 0);
310} 169}
311 170
171void
172player::connect (client *ns)
173{
174 this->ns = ns;
175 ns->pl = this;
176
177 next = first_player;
178 first_player = this;
179
180 ns->update_look = 0;
181 ns->look_position = 0;
182
183 clear_los (ob);
184
185 ob->type = PLAYER; // we are paranoid
186 ob->race = ob->arch->clone.race;
187
188 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
189 ob->update_stats ();
190 update_ob_speed (ob);
191
192 ob->carrying = sum_weight (ob);
193 link_player_skills (ob);
194
195 if (!legal_range (ob, shoottype))
196 shoottype = range_none;
197
198 assign (title, ob->arch->clone.name);
199
200 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
201 * from the class, and not race. I don't see any way to get the class information
202 * to then update this. I don't think this will actually break anything - anyone
203 * that can use armour should be able to use a shield. What this may 'break'
204 * are features new characters get, eg, if someone starts up with a Q, they
205 * should be able to use a shield. However, old Q's won't get that advantage.
206 */
207 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
208 SET_FLAG (ob, FLAG_USE_SHIELD);
209
210 /* if it's a dragon player, set the correct title here */
211 if (is_dragon_pl (ob))
212 {
213 object *tmp, *abil = 0, *skin = 0;
214
215 shstr_cmp dragon_ability_force ("dragon_ability_force");
216 shstr_cmp dragon_skin_force ("dragon_skin_force");
217
218 for (tmp = ob->inv; tmp; tmp = tmp->below)
219 if (tmp->type == FORCE)
220 if (tmp->arch->name == dragon_ability_force)
221 abil = tmp;
222 else if (tmp->arch->name == dragon_skin_force)
223 skin = tmp;
224
225 set_dragon_name (ob, abil, skin);
226 }
227
228 CLEAR_FLAG (ob, FLAG_FRIENDLY);
229 add_friendly_object (ob);
230
231 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
232
233 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
234 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
235
236 ns->floorbox_update ();
237
238 esrv_new_player (this, ob->weight + ob->carrying);
239 esrv_send_inventory (ob, ob);
240 esrv_add_spells (this, 0);
241
242 enter_exit (ob, 0);
243
244// send_rules (ob);//TODO
245// send_news (ob);//TODO
246// display_motd (ob);//TODO
247 INVOKE_PLAYER (LOGIN, this);
248}
249
250// the need for this function can be explained
251// by load_object not returning the object
252void
253player::set_object (object *op)
254{
255 ob = op;
256 ob->contr = this; /* this aren't yet in archetype */
257
258 ob->speed_left = 0.5;
259 ob->speed = 1.0;
260 ob->direction = 5; /* So player faces south */
261 ob->stats.wc = 2;
262 ob->run_away = 25; /* Then we panick... */
263
264 set_first_map (ob);
265
266 ob->roll_stats ();
267}
268
269player::player ()
270{
271 /* There are some elements we want initialized to non zero value -
272 * we deal with that below this point.
273 */
274 outputs_sync = 16; /* Every 2 seconds */
275 outputs_count = 8; /* Keeps present behaviour */
276 unapply = unapply_nochoice;
277
278 assign (savebed_map, first_map_path); /* Init. respawn position */
279
280 gen_sp_armour = 10;
281 last_speed = -1;
282 shoottype = range_none;
283 bowtype = bow_normal;
284 petmode = pet_normal;
285 listening = 10;
286 usekeys = containers;
287 last_weapon_sp = -1;
288 peaceful = 1; /* default peaceful */
289 do_los = 1;
290
291 /* we need to clear these to -1 and not zero - otherwise,
292 * if a player quits and starts a new character, we wont
293 * send new values to the client, as things like exp start
294 * at zero.
295 */
296 for (int i = 0; i < NUM_SKILLS; i++)
297 last_skill_exp[i] = -1;
298
299 for (int i = 0; i < NROFATTACKS; i++)
300 last_resist[i] = -1;
301
302 last_stats.exp = -1;
303 last_weight = (uint32) - 1;
304}
305
306player::~player ()
307{
308 terminate_all_pets (ob);
309
310 if (first_player != this)
311 {
312 player *prev = first_player;
313
314 while (prev && prev->next && prev->next != this)
315 prev = prev->next;
316
317 if (prev->next != this)
318 {
319 LOG (llevError, "Free_player: Can't find previous player.\n");
320 abort ();
321 }
322
323 prev->next = next;
324 }
325 else
326 first_player = next;
327
328 if (ob)
329 {
330 ob->contr = 0;
331 ob->destroy (1);
332 }
333
334 if (ns)
335 {
336 ns->send_packet ("goodbye");
337 ns->flush ();
338 ns->pl = 0;
339 ns->destroy ();
340 }
341
342 /* Clear item stack */
343 free (stack_items);
344}
345
312/* Tries to add player on the connection passwd in ns. 346/* Tries to add player on the connection passed in ns.
313 * All we can really get in this is some settings like host and display 347 * All we can really get in this is some settings like host and display
314 * mode. 348 * mode.
315 */ 349 */
350player *
351player::create ()
352{
353 player *pl = new player;
316 354
317int add_player(NewSocket *ns) { 355 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 356
320 p=get_player(NULL);
321 p->socket = *ns;
322 p->socket.faces_sent = (uint8*) malloc(p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
323 if(p->socket.faces_sent == NULL)
324 fatal(OUT_OF_MEMORY);
325 memcpy(p->socket.faces_sent, ns->faces_sent, p->socket.faces_sent_len*sizeof(*p->socket.faces_sent));
326 /* Needed because the socket we just copied over needs to be cleared.
327 * Note that this can result in a client reset if there is partial data
328 * on the uncoming socket.
329 */
330 p->socket.inbuf.len = 0;
331 set_first_map(p->ob);
332
333 CLEAR_FLAG(p->ob, FLAG_FRIENDLY);
334 add_friendly_object(p->ob);
335 send_rules(p->ob);
336 send_news(p->ob);
337 display_motd(p->ob);
338 get_name(p->ob);
339 return 0; 357 return pl;
340} 358}
341 359
342/* 360/*
343 * get_player_archetype() return next player archetype from archetype 361 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 362 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 363 * Note: there MUST be at least one player archetype!
346 */ 364 */
365archetype *
347archetype *get_player_archetype(archetype* at) 366get_player_archetype (archetype *at)
348{ 367{
349 archetype *start = at; 368 archetype *start = at;
369
350 for (;;) { 370 for (;;)
371 {
351 if (at==NULL || at->next==NULL) 372 if (at == NULL || at->next == NULL)
352 at=first_archetype; 373 at = first_archetype;
353 else 374 else
354 at=at->next; 375 at = at->next;
376
355 if(at->clone.type==PLAYER) 377 if (at->clone.type == PLAYER)
356 return at; 378 return at;
379
357 if (at == start) { 380 if (at == start)
381 {
358 LOG (llevError, "No Player archetypes\n"); 382 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 383 exit (-1);
360 } 384 }
361 } 385 }
362} 386}
363 387
364 388object *
365object *get_nearest_player(object *mon) { 389get_nearest_player (object *mon)
390{
366 object *op = NULL; 391 object *op = NULL;
367 player *pl = NULL; 392 player *pl = NULL;
368 objectlink *ol; 393 objectlink *ol;
369 unsigned lastdist; 394 unsigned lastdist;
370 rv_vector rv; 395 rv_vector rv;
371 396
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 397 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
398 {
373 /* We should not find free objects on this friendly list, but it 399 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 400 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 401 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 402 * list is also free, so encapsulate this in a while loop.
377 */ 403 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 404 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
405 {
379 object *tmp=ol->ob; 406 object *tmp = ol->ob;
380 407
381 /* Can't do much more other than log the fact, because the object 408 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 409 * itself will have been cleared.
383 */ 410 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 411 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 412 ol = ol->next;
386 remove_friendly_object(tmp); 413 remove_friendly_object (tmp);
387 if (!ol) return op; 414 if (!ol)
388 } 415 return op;
416 }
389 417
390 /* Remove special check for player from this. First, it looks to cause 418 /* Remove special check for player from this. First, it looks to cause
391 * some crashes (ol->ob->contr not set properly?), but secondly, a more 419 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 420 * complicated method of state checking would be needed in any case -
393 * as it was, a clever player could type quit, and the function would 421 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 422 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 423 * on_same_map check, as can_detect_enemy also does this
396 */ 424 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 425 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 426 continue;
399 427
400 if(lastdist>rv.distance) { 428 if (lastdist > rv.distance)
429 {
401 op=ol->ob; 430 op = ol->ob;
402 lastdist=rv.distance; 431 lastdist = rv.distance;
403 } 432 }
404 } 433 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 434 for (pl = first_player; pl != NULL; pl = pl->next)
435 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 436 if (can_detect_enemy (mon, pl->ob, &rv))
437 {
407 438
408 if(lastdist>rv.distance) { 439 if (lastdist > rv.distance)
409 op=pl->ob; 440 {
410 lastdist=rv.distance; 441 op = pl->ob;
411 } 442 lastdist = rv.distance;
412 } 443 }
444 }
413 } 445 }
414#if 0 446#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 447 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 448#endif
417 return op; 449 return op;
418} 450}
419 451
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 452/* I believe this can safely go to 2, 3 is questionable, 4 will likely
421 * result in a monster paths backtracking. It basically determines how large a 453 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 454 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 468 * circling behaviour. Unfortunately, this function is also used to determined
437 * if the creature should cast a spell, so returning a direction in that case 469 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 470 * is probably not a good thing.
439 */ 471 */
440#define MAX_SPACES 50 472#define MAX_SPACES 50
441
442 473
443/* 474/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 475 * Returns the direction to the player, if valid. Returns 0 otherwise.
445 * modified to verify there is a path to the player. Does this by stepping towards 476 * modified to verify there is a path to the player. Does this by stepping towards
446 * player and if path is blocked then see if blockage is close enough to player that 477 * player and if path is blocked then see if blockage is close enough to player that
459 * monster can in fact move one space in that direction. 490 * monster can in fact move one space in that direction.
460 * 3) I'm not sure how good this code will be for moving multipart monsters, 491 * 3) I'm not sure how good this code will be for moving multipart monsters,
461 * since only simple checks to blocked are being called, which could mean the monster 492 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 493 * is blocking itself.
463 */ 494 */
495int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 496path_to_player (object *mon, object *pl, unsigned mindiff)
497{
465 rv_vector rv; 498 rv_vector rv;
466 sint16 x,y; 499 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 500 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 501 maptile *m, *lastmap;
469 502
470 get_rangevector(mon, pl, &rv, 0); 503 get_rangevector (mon, pl, &rv, 0);
471 504
472 if (rv.distance<mindiff) return 0; 505 if (rv.distance < mindiff)
473
474 x=mon->x;
475 y=mon->y;
476 m=mon->map;
477 dir = rv.direction;
478 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
479 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
480 /* If we can't solve it within the search distance, return now. */
481 if (diff>max) return 0;
482 while (diff >1 && max>0) {
483 lastx = x;
484 lasty = y;
485 lastmap = m;
486 x = lastx + freearr_x[dir];
487 y = lasty + freearr_y[dir];
488
489 mflags = get_map_flags(m, &m, x, y, &x, &y);
490 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK(m, x, y);
491
492 /* Space is blocked - try changing direction a little */
493 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK(mon, blocked) || (mflags&P_BLOCKSVIEW))
494 && (m == mon->map && blocked_link(mon, m, x, y)))) {
495 /* recalculate direction from last good location. Possible
496 * we were not traversing ideal location before.
497 */
498 get_rangevector_from_mapcoord(lastmap, lastx, lasty, pl, &rv, 0);
499 if (rv.direction != dir) {
500 /* OK - says direction should be different - lets reset the
501 * the values so it will try again.
502 */
503 x = lastx;
504 y = lasty;
505 m = lastmap;
506 dir = firstdir = rv.direction;
507 } else {
508 /* direct path is blocked - try taking a side step to
509 * either the left or right.
510 * Note increase the values in the loop below to be
511 * more than -1/1 respectively will mean the monster takes
512 * bigger detour. Have to be careful about these values getting
513 * too big (3 or maybe 4 or higher) as the monster may just try
514 * stepping back and forth
515 */
516 for (i=-DETOUR_AMOUNT; i<=DETOUR_AMOUNT; i++) {
517 if (i==0) continue; /* already did this, so skip it */
518 /* Use lastdir here - otherwise,
519 * since the direction that the creature should move in
520 * may change, you could get infinite loops.
521 * ie, player is northwest, but monster can only
522 * move west, so it does that. It goes some distance,
523 * gets blocked, finds that it should move north,
524 * can't do that, but now finds it can move east, and
525 * gets back to its original point. lastdir contains
526 * the last direction the creature has successfully
527 * moved.
528 */
529
530 x = lastx + freearr_x[absdir(lastdir+i)];
531 y = lasty + freearr_y[absdir(lastdir+i)];
532 m = lastmap;
533 mflags = get_map_flags(m, &m, x, y, &x, &y);
534 if (mflags & P_OUT_OF_MAP) continue;
535 blocked = GET_MAP_MOVE_BLOCK(m, x, y);
536 if (OB_TYPE_MOVE_BLOCK(mon, blocked)) continue;
537 if (mflags & P_BLOCKSVIEW) continue;
538
539 if (m == mon->map && blocked_link(mon, m, x, y)) break;
540 }
541 /* go through entire loop without finding a valid
542 * sidestep to take - thus, no valid path.
543 */
544 if (i==(DETOUR_AMOUNT+1))
545 return 0;
546 diff--;
547 lastdir=dir;
548 max--;
549 if (!firstdir) firstdir = dir+i;
550 } /* else check alternate directions */
551 } /* if blocked */
552 else {
553 /* we moved towards creature, so diff is less */
554 diff--;
555 max--;
556 lastdir=dir;
557 if (!firstdir) firstdir = dir;
558 }
559 if (diff<=1) {
560 /* Recalculate diff (distance) because we may not have actually
561 * headed toward player for entire distance.
562 */
563 get_rangevector_from_mapcoord(m, x, y, pl, &rv, 0);
564 diff = FABS(rv.distance_x)>FABS(rv.distance_y)?FABS(rv.distance_x):FABS(rv.distance_y);
565 }
566 if (diff>max) return 0;
567 }
568 /* If we reached the max, didn't find a direction in time */
569 if (!max) return 0;
570
571 return firstdir;
572}
573
574void give_initial_items(object *pl,treasurelist *items) {
575 object *op,*next=NULL;
576
577 if(pl->randomitems!=NULL)
578 create_treasure(items,pl,GT_STARTEQUIP | GT_ONLY_GOOD,1,0);
579
580 for (op=pl->inv; op; op=next) {
581 next = op->below;
582
583 /* Forces get applied per default, unless they have the
584 * flag "neutral" set. Sorry but I can't think of a better way
585 */
586 if(op->type==FORCE && !QUERY_FLAG(op, FLAG_NEUTRAL))
587 SET_FLAG(op,FLAG_APPLIED);
588
589 /* we never give weapons/armour if these cannot be used
590 * by this player due to race restrictions
591 */
592 if (pl->type == PLAYER) {
593 if ((!QUERY_FLAG(pl, FLAG_USE_ARMOUR) &&
594 (op->type == ARMOUR || op->type == BOOTS ||
595 op->type == CLOAK || op->type == HELMET ||
596 op->type == SHIELD || op->type == GLOVES ||
597 op->type == BRACERS || op->type == GIRDLE)) ||
598 (!QUERY_FLAG(pl, FLAG_USE_WEAPON) && op->type == WEAPON)) {
599 remove_ob (op);
600 free_object (op);
601 continue;
602 }
603 }
604
605 /* This really needs to be better - we should really give
606 * a substitute spellbook. The problem is that we don't really
607 * have a good idea what to replace it with (need something like
608 * a first level treasurelist for each skill.)
609 * remove duplicate skills also
610 */
611 if(op->type==SPELLBOOK || op->type == SKILL) {
612 object *tmp;
613
614 for (tmp=op->below; tmp; tmp=tmp->below)
615 if (tmp->type == op->type && tmp->name == op->name) break;
616
617 if (tmp) {
618 remove_ob(op);
619 free_object(op);
620 LOG(llevError,"give_initial_items: Removing duplicate object %s\n",
621 tmp->name);
622 continue;
623 }
624 if (op->nrof > 1) op->nrof = 1;
625 }
626
627 if (op->type == SPELLBOOK && op->inv) {
628 CLEAR_FLAG(op->inv, FLAG_STARTEQUIP);
629 }
630
631 /* Give starting characters identified, uncursed, and undamned
632 * items. Just don't identify gold or silver, or it won't be
633 * merged properly.
634 */
635 if (need_identify(op)) {
636 SET_FLAG(op, FLAG_IDENTIFIED);
637 CLEAR_FLAG(op, FLAG_CURSED);
638 CLEAR_FLAG(op, FLAG_DAMNED);
639 }
640 if(op->type==SPELL) {
641 remove_ob(op);
642 free_object(op);
643 continue;
644 }
645 else if(op->type==SKILL) {
646 SET_FLAG(op, FLAG_CAN_USE_SKILL);
647 op->stats.exp = 0;
648 op->level = 1;
649 }
650 /* lock all 'normal items by default */
651 else SET_FLAG(op, FLAG_INV_LOCKED);
652 } /* for loop of objects in player inv */
653
654 /* Need to set up the skill pointers */
655 link_player_skills(pl);
656}
657
658void get_name(object *op) {
659 op->contr->write_buf[0]='\0';
660 op->contr->state=ST_GET_NAME;
661 send_query(&op->contr->socket,0,"What is your name?\n:");
662}
663
664void get_password(object *op) {
665 op->contr->write_buf[0]='\0';
666 op->contr->state=ST_GET_PASSWORD;
667 send_query(&op->contr->socket,CS_QUERY_HIDEINPUT, "What is your password?\n:");
668}
669
670void play_again(object *op)
671{
672 op->contr->state=ST_PLAY_AGAIN;
673 op->chosen_skill = NULL;
674 send_query(&op->contr->socket, CS_QUERY_SINGLECHAR, "Do you want to play again (a/q)?");
675 /* a bit of a hack, but there are various places early in th
676 * player creation process that a user can quit (eg, roll
677 * stats) that isn't removing the player. Taking a quick
678 * look, there are many places that call play_again without
679 * removing the player - it probably makes more sense
680 * to leave it to play_again to remove the object in all
681 * cases.
682 */
683 if (!QUERY_FLAG(op, FLAG_REMOVED))
684 remove_ob(op);
685 /* Need to set this to null - otherwise, it could point to garbage,
686 * and draw() doesn't check to see if the player is removed, only if
687 * the map is null or not swapped out.
688 */
689 op->map = NULL;
690}
691
692
693int receive_play_again(object *op, char key)
694{
695 if(key=='q'||key=='Q') {
696 remove_friendly_object(op);
697 leave(op->contr,0); /* ericserver will draw the message */
698 return 2;
699 }
700 else if(key=='a'||key=='A') {
701 player *pl = op->contr;
702 const char *name = op->name;
703
704 add_refcount(name);
705 remove_friendly_object(op);
706 free_object(op);
707 pl = get_player(pl);
708 op = pl->ob;
709 add_friendly_object(op);
710 op->contr->password[0]='~';
711 FREE_AND_CLEAR_STR(op->name);
712 FREE_AND_CLEAR_STR(op->name_pl);
713
714 /* Lets put a space in here */
715 new_draw_info(NDI_UNIQUE, 0, op, "\n");
716 get_name(op);
717 op->name = name; /* Alrady added a refcount above */
718 op->name_pl = add_string(name);
719 set_first_map(op);
720 } else {
721 /* user pressed something else so just ask again... */
722 play_again(op);
723 }
724 return 0; 506 return 0;
725}
726 507
727void confirm_password(object *op) { 508 x = mon->x;
509 y = mon->y;
510 m = mon->map;
511 dir = rv.direction;
512 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
513 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
514 /* If we can't solve it within the search distance, return now. */
515 if (diff > max)
516 return 0;
517 while (diff > 1 && max > 0)
518 {
519 lastx = x;
520 lasty = y;
521 lastmap = m;
522 x = lastx + freearr_x[dir];
523 y = lasty + freearr_y[dir];
728 524
729 op->contr->write_buf[0]='\0'; 525 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 526 blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y);
731 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "Please type your password again.\n:");
732}
733 527
528 /* Space is blocked - try changing direction a little */
529 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
530 && (m == mon->map && blocked_link (mon, m, x, y))))
531 {
532 /* recalculate direction from last good location. Possible
533 * we were not traversing ideal location before.
534 */
535 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
536 if (rv.direction != dir)
537 {
538 /* OK - says direction should be different - lets reset the
539 * the values so it will try again.
540 */
541 x = lastx;
542 y = lasty;
543 m = lastmap;
544 dir = firstdir = rv.direction;
545 }
546 else
547 {
548 /* direct path is blocked - try taking a side step to
549 * either the left or right.
550 * Note increase the values in the loop below to be
551 * more than -1/1 respectively will mean the monster takes
552 * bigger detour. Have to be careful about these values getting
553 * too big (3 or maybe 4 or higher) as the monster may just try
554 * stepping back and forth
555 */
556 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
557 {
558 if (i == 0)
559 continue; /* already did this, so skip it */
560 /* Use lastdir here - otherwise,
561 * since the direction that the creature should move in
562 * may change, you could get infinite loops.
563 * ie, player is northwest, but monster can only
564 * move west, so it does that. It goes some distance,
565 * gets blocked, finds that it should move north,
566 * can't do that, but now finds it can move east, and
567 * gets back to its original point. lastdir contains
568 * the last direction the creature has successfully
569 * moved.
570 */
571
572 x = lastx + freearr_x[absdir (lastdir + i)];
573 y = lasty + freearr_y[absdir (lastdir + i)];
574 m = lastmap;
575 mflags = get_map_flags (m, &m, x, y, &x, &y);
576 if (mflags & P_OUT_OF_MAP)
577 continue;
578 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
579 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
580 continue;
581 if (mflags & P_BLOCKSVIEW)
582 continue;
583
584 if (m == mon->map && blocked_link (mon, m, x, y))
585 break;
586 }
587 /* go through entire loop without finding a valid
588 * sidestep to take - thus, no valid path.
589 */
590 if (i == (DETOUR_AMOUNT + 1))
591 return 0;
592 diff--;
593 lastdir = dir;
594 max--;
595 if (!firstdir)
596 firstdir = dir + i;
597 } /* else check alternate directions */
598 } /* if blocked */
599 else
600 {
601 /* we moved towards creature, so diff is less */
602 diff--;
603 max--;
604 lastdir = dir;
605 if (!firstdir)
606 firstdir = dir;
607 }
608 if (diff <= 1)
609 {
610 /* Recalculate diff (distance) because we may not have actually
611 * headed toward player for entire distance.
612 */
613 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
614 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
615 }
616 if (diff > max)
617 return 0;
618 }
619 /* If we reached the max, didn't find a direction in time */
620 if (!max)
621 return 0;
622
623 return firstdir;
624}
625
626void
627give_initial_items (object *pl, treasurelist * items)
628{
629 object *op, *next = NULL;
630
631 if (pl->randomitems != NULL)
632 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
633
634 for (op = pl->inv; op; op = next)
635 {
636 next = op->below;
637
638 /* Forces get applied per default, unless they have the
639 * flag "neutral" set. Sorry but I can't think of a better way
640 */
641 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
642 SET_FLAG (op, FLAG_APPLIED);
643
644 /* we never give weapons/armour if these cannot be used
645 * by this player due to race restrictions
646 */
647 if (pl->type == PLAYER)
648 {
649 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
650 (op->type == ARMOUR || op->type == BOOTS ||
651 op->type == CLOAK || op->type == HELMET ||
652 op->type == SHIELD || op->type == GLOVES ||
653 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
654 {
655 op->destroy ();
656 continue;
657 }
658 }
659
660 /* This really needs to be better - we should really give
661 * a substitute spellbook. The problem is that we don't really
662 * have a good idea what to replace it with (need something like
663 * a first level treasurelist for each skill.)
664 * remove duplicate skills also
665 */
666 if (op->type == SPELLBOOK || op->type == SKILL)
667 {
668 object *tmp;
669
670 for (tmp = op->below; tmp; tmp = tmp->below)
671 if (tmp->type == op->type && tmp->name == op->name)
672 break;
673
674 if (tmp)
675 {
676 op->destroy ();
677 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
678 continue;
679 }
680
681 if (op->nrof > 1)
682 op->nrof = 1;
683 }
684
685 if (op->type == SPELLBOOK && op->inv)
686 {
687 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
688 }
689
690 /* Give starting characters identified, uncursed, and undamned
691 * items. Just don't identify gold or silver, or it won't be
692 * merged properly.
693 */
694 if (need_identify (op))
695 {
696 SET_FLAG (op, FLAG_IDENTIFIED);
697 CLEAR_FLAG (op, FLAG_CURSED);
698 CLEAR_FLAG (op, FLAG_DAMNED);
699 }
700 if (op->type == SPELL)
701 {
702 op->destroy ();
703 continue;
704 }
705 else if (op->type == SKILL)
706 {
707 SET_FLAG (op, FLAG_CAN_USE_SKILL);
708 op->stats.exp = 0;
709 op->level = 1;
710 }
711 /* lock all 'normal items by default */
712 else
713 SET_FLAG (op, FLAG_INV_LOCKED);
714 } /* for loop of objects in player inv */
715
716 /* Need to set up the skill pointers */
717 link_player_skills (pl);
718}
719
720void
734void get_party_password(object *op, partylist *party) { 721get_party_password (object *op, partylist *party)
722{
735 if (party == NULL) { 723 if (party == NULL)
724 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 725 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 726 return;
738 } 727 }
728
739 op->contr->write_buf[0]='\0'; 729 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 730 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 731 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 732 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 733}
744
745 734
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 735/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
736static int
747int roll_stat(void) { 737roll_stat (void)
738{
748 int a[4],i,j,k; 739 int a[4], i, j, k;
749 740
750 for(i=0;i<4;i++) 741 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 742 a[i] = (int) RANDOM () % 6 + 1;
752 743
753 for(i=0,j=0,k=7;i<4;i++) 744 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 745 if (a[i] < k)
755 k=a[i],j=i; 746 k = a[i], j = i;
756 747
757 for(i=0,k=0;i<4;i++) { 748 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 749 if (i != j)
759 k+=a[i]; 750 k += a[i];
760 } 751
761 return k; 752 return k;
762} 753}
763 754
764void roll_stats(object *op) { 755void
765 int sum=0; 756object::roll_stats ()
766 int i = 0, j = 0; 757{
767 int statsort[7]; 758 int statsort [7];
768 759
760 for (;;)
769 do { 761 {
770 op->stats.Str=roll_stat(); 762 int sum = 0;
771 op->stats.Dex=roll_stat(); 763 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 764 sum += statsort [i] = roll_stat ();
773 op->stats.Con=roll_stat();
774 op->stats.Wis=roll_stat();
775 op->stats.Pow=roll_stat();
776 op->stats.Cha=roll_stat();
777 sum=op->stats.Str+op->stats.Dex+op->stats.Int+
778 op->stats.Con+op->stats.Wis+op->stats.Pow+
779 op->stats.Cha;
780 } while(sum<82||sum>116);
781 765
766 if (sum >= 82 && sum <= 116)
767 break;
768 }
769
782 /* Sort the stats so that rerolling is easier... */ 770 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 771 std::sort (statsort, statsort + 7, std::greater<int>());
784 statsort[1] = op->stats.Dex;
785 statsort[2] = op->stats.Int;
786 statsort[3] = op->stats.Con;
787 statsort[4] = op->stats.Wis;
788 statsort[5] = op->stats.Pow;
789 statsort[6] = op->stats.Cha;
790 772
791 /* a quick and dirty bubblesort? */
792 do {
793 if (statsort[i] < statsort[i + 1]) {
794 j = statsort[i];
795 statsort[i] = statsort[i + 1];
796 statsort[i + 1] = j;
797 i = 0;
798 } else {
799 i++;
800 }
801 } while (i < 6);
802
803 op->stats.Str = statsort[0]; 773 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 774 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 775 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 776 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 777 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 778 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 779 stats.Cha = statsort[6];
810 780
811
812 op->contr->orig_stats.Str=op->stats.Str;
813 op->contr->orig_stats.Dex=op->stats.Dex;
814 op->contr->orig_stats.Int=op->stats.Int;
815 op->contr->orig_stats.Con=op->stats.Con;
816 op->contr->orig_stats.Wis=op->stats.Wis;
817 op->contr->orig_stats.Pow=op->stats.Pow;
818 op->contr->orig_stats.Cha=op->stats.Cha;
819
820 op->level=1;
821 op->stats.exp=0; 781 stats.exp = 0;
822 op->stats.ac=0; 782 stats.ac = 0;
823 783
784 stats.hp = stats.maxhp;
785 stats.sp = stats.maxsp;
786 stats.grace = stats.maxgrace;
787
788 if (contr)
789 {
824 op->contr->levhp[1] = 9; 790 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 791 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 792 contr->levgrace[1] = 3;
827 793
828 fix_player(op);
829 op->stats.hp = op->stats.maxhp;
830 op->stats.sp = op->stats.maxsp;
831 op->stats.grace = op->stats.maxgrace;
832 op->contr->orig_stats=op->stats; 794 contr->orig_stats = stats;
833}
834
835void Roll_Again(object *op)
836{
837 esrv_new_player(op->contr, 0);
838 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"[y] to roll new stats [n] to use stats\n[1-7] [1-7] to swap stats.\nRoll again (y/n/1-7)? ");
839}
840
841void Swap_Stat(object *op,int Swap_Second)
842{
843 signed char tmp;
844 char buf[MAX_BUF];
845
846 if ( op->contr->Swap_First == -1 ) {
847 new_draw_info(NDI_UNIQUE, 0,op,"How the hell did you get here?!?!!!");
848 new_draw_info(NDI_UNIQUE, 0,op,"Error in Swap_Stat code,");
849 new_draw_info(NDI_UNIQUE, 0,op,"mail korg@rdt.monash.edu.au");
850 return;
851 }
852
853 tmp = get_attr_value(&op->contr->orig_stats, op->contr->Swap_First);
854
855 set_attr_value(&op->contr->orig_stats, op->contr->Swap_First,
856 get_attr_value(&op->contr->orig_stats, Swap_Second));
857
858 set_attr_value(&op->contr->orig_stats, Swap_Second, tmp);
859
860 sprintf(buf,"%s done\n", short_stat_name[Swap_Second]);
861 new_draw_info(NDI_UNIQUE, 0,op, buf);
862 op->stats.Str = op->contr->orig_stats.Str;
863 op->stats.Dex = op->contr->orig_stats.Dex;
864 op->stats.Con = op->contr->orig_stats.Con;
865 op->stats.Int = op->contr->orig_stats.Int;
866 op->stats.Wis = op->contr->orig_stats.Wis;
867 op->stats.Pow = op->contr->orig_stats.Pow;
868 op->stats.Cha = op->contr->orig_stats.Cha;
869 op->stats.ac=0;
870
871 op->level=1;
872 op->stats.exp=0;
873 op->stats.ac=0;
874
875 op->contr->levhp[1] = 9;
876 op->contr->levsp[1] = 6;
877 op->contr->levgrace[1] = 3;
878
879 fix_player(op);
880 op->stats.hp = op->stats.maxhp;
881 op->stats.sp = op->stats.maxsp;
882 op->stats.grace = op->stats.maxgrace;
883 op->contr->orig_stats=op->stats;
884 op->contr->Swap_First=-1;
885}
886
887
888/* This code has been greatly reduced, because with set_attr_value
889 * and get_attr_value, the stats can be accessed just numeric
890 * ids. stat_trans is a table that translate the number entered
891 * into the actual stat. It is needed because the order the stats
892 * are displayed in the stat window is not the same as how
893 * the number's access that stat. The table does that translation.
894 */
895int key_roll_stat(object *op, char key)
896{
897 int keynum = key -'0';
898 char buf[MAX_BUF];
899 static sint8 stat_trans[] = {-1, STR, DEX, CON, INT, WIS, POW, CHA};
900
901 if (keynum>0 && keynum<=7) {
902 if (op->contr->Swap_First==-1) {
903 op->contr->Swap_First=stat_trans[keynum];
904 sprintf(buf,"%s ->", short_stat_name[stat_trans[keynum]]);
905 new_draw_info(NDI_UNIQUE, 0,op,buf);
906 }
907 else
908 Swap_Stat(op,stat_trans[keynum]);
909
910 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
911 return 1;
912 }
913 switch (key) {
914 case 'n':
915 case 'N': {
916 SET_FLAG(op, FLAG_WIZ);
917 if(op->map==NULL) {
918 LOG(llevError,"Map == NULL in state 2\n");
919 break;
920 } 795 }
796}
921 797
922#if 0 798void
923 /* So that enter_exit will put us at startx/starty */ 799object::swap_stats (int a, int b)
924 op->x= -1; 800{
801 int tmp = get_attr_value (&contr->orig_stats, a);
802 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
803 set_attr_value (&contr->orig_stats, b, tmp);
925 804
926 enter_exit(op,NULL); 805 stats.Str = contr->orig_stats.Str;
927#endif 806 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 807 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 808 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 809 stats.Wis = contr->orig_stats.Wis;
931 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Now choose a character.\nPress any key to change outlook.\nPress `d' when you're pleased.\n"); 810 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 811 stats.Cha = contr->orig_stats.Cha;
933 if (op->msg)
934 new_draw_info(NDI_BLUE, 0, op, op->msg);
935 return 0;
936 }
937 case 'y':
938 case 'Y':
939 roll_stats(op);
940 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"");
941 return 1;
942 812
943 case 'q': 813 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 814 // be merged with the similar code in roll_stats
945 play_again(op); 815 stats.ac = 0;
946 return 1;
947 816
948 default: 817 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 818 stats.exp = 0;
950 return 0; 819 stats.ac = 0;
820
821 stats.hp = stats.maxhp;
822 stats.sp = stats.maxsp;
823 stats.grace = stats.maxgrace;
824
825 if (contr)
951 } 826 {
952 return 0; 827 contr->levhp[1] = 9;
828 contr->levsp[1] = 6;
829 contr->levgrace[1] = 3;
830
831 contr->orig_stats = stats;
832 }
953} 833}
954 834
955/* This function takes the key that is passed, and does the 835/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 836 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 837 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 838 * separate race and class; this actually changes the RACE,
959 * not the class. 839 * not the class.
960 */ 840 */
961 841int
962int key_change_class(object *op, char key) 842key_change_class (object *op, char key)
963{ 843{
964 int tmp_loop; 844 int tmp_loop;
965 845
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 846 if (key == 'd' || key == 'D')
847 {
972 char buf[MAX_BUF]; 848 char buf[MAX_BUF];
973 849
974 /* this must before then initial items are given */ 850 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 851 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 852
853 treasurelist *tl = find_treasurelist ("starting_wealth");
854 if (tl)
855 create_treasure (tl, op, 0, 0, 0);
856
978 INVOKE_PLAYER (BIRTH, op->contr); 857 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 858 INVOKE_PLAYER (LOGIN, op->contr);
980 859
981 op->contr->state=ST_PLAYING; 860 op->contr->ns->state = ST_PLAYING;
982 861
983 if (op->msg) { 862 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 863 op->msg = NULL;
986 }
987 864
988 /* We create this now because some of the unique maps will need it 865 /* We create this now because some of the unique maps will need it
989 * to save here. 866 * to save here.
990 */ 867 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 868 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 869 make_path_to_file (buf);
993 870
994#ifdef AUTOSAVE 871#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 872 op->contr->last_save_tick = pticks;
996#endif 873#endif
997 start_info(op); 874 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 875 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 876 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 877 link_player_skills (op);
1001 esrv_send_inventory(op, op); 878 esrv_send_inventory (op, op);
1002 fix_player(op); 879 op->update_stats ();
1003 880
1004 /* This moves the player to a different start map, if there 881 /* This moves the player to a different start map, if there
1005 * is one for this race 882 * is one for this race
1006 */ 883 */
1007 if(*first_map_ext_path) { 884 if (*first_map_ext_path)
885 {
1008 object *tmp; 886 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 887 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 888
1012 first_map_ext_path, op->arch->name); 889 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 890 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 891 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 892 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 893 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 894 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 895 * if the map isn't there, then stay on the
1019 * default initial map */ 896 * default initial map */
1020 free_object(tmp); 897 tmp->destroy ();
898 }
1021 } else { 899 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 900 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 901
902 return 0;
903 }
904
1027 /* Following actually changes the race - this is the default command 905 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 906 * if we don't match with one of the options above.
1029 */ 907 */
1030 908
1031 tmp_loop = 0; 909 tmp_loop = 0;
1032 while(!tmp_loop) { 910 while (!tmp_loop)
1033 const char *name = add_string (op->name); 911 {
912 shstr name = op->name;
1034 int x = op->x, y = op->y; 913 int x = op->x, y = op->y;
1035 remove_statbonus(op); 914
1036 remove_ob (op); 915 op->remove_statbonus ();
916 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 917 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 918 op->arch->clone.copy_to (op);
1039 op->instantiate (); 919 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 920 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 921 op->name = op->name_pl = name;
1042 op->name = name; 922 op->x = x;
1043 free_string(op->name_pl); 923 op->y = y;
1044 op->name_pl = add_string(name);
1045 op->x = x;
1046 op->y = y;
1047 SET_ANIMATION(op, 2); /* So player faces south */ 924 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 925 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 926 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 927 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 928 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 929 }
930
1056 update_object(op,UP_OBJ_FACE); 931 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 932 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 933 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 934 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 935 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 936 op->stats.grace = 0;
937
1062 if (op->msg) 938 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 939 new_draw_info (NDI_BLUE, 0, op, op->msg);
940
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 941 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
1065 return 0; 942 return 0;
1066} 943}
1067 944
945int
1068int key_confirm_quit(object *op, char key) 946key_confirm_quit (object *op, char key)
1069{ 947{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 948 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
949 {
1073 op->contr->state=ST_PLAYING; 950 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 951 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 952 return 1;
1076 } 953 }
1077 954
1078 INVOKE_PLAYER (LOGOUT, op->contr); 955 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 956 INVOKE_PLAYER (QUIT, op->contr);
1080 957
1081 terminate_all_pets(op); 958 terminate_all_pets (op);
1082 leave_map(op); 959 leave_map (op);
1083 op->direction=0; 960 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 961 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 962
1087 strcpy(op->contr->killer,"quit"); 963 strcpy (op->contr->killer, "quit");
1088 check_score(op); 964 check_score (op);
1089 op->contr->party=NULL; 965 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 966 op->contr->own_title[0] = '\0';
1092 967
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 968 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 969
970 delete ob->contr;
971
1096 /* We need to hunt for any per player unique maps in memory and 972 /* We need to hunt for any per player unique maps in memory and
1097 * get rid of them. The trailing slash in the path is intentional, 973 * get rid of them. The trailing slash in the path is intentional,
1098 * so that players named 'Ab' won't match against players 'Abe' pathname 974 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 975 */
976 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 977 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 978
979 for (maptile *next, *mp = first_map; mp; mp = next)
980 {
1102 next = mp->next; 981 next = mp->next;
982
1103 if (!strncmp(mp->path, buf, strlen(buf))) 983 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 984 delete_map (mp);
1105 } 985 }
1106 986
1107 delete_character(op->name, 1); 987 delete_character (ob->name, 1);
1108 } 988
1109 play_again(op);
1110 return 1; 989 return 1;
1111} 990}
1112 991
992void
1113void flee_player(object *op) { 993flee_player (object *op)
994{
1114 int dir,diff; 995 int dir, diff;
1115 rv_vector rv; 996 rv_vector rv;
1116 997
1117 if(op->stats.hp < 0) { 998 if (op->stats.hp < 0)
999 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1000 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1001 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1002 return;
1121 } 1003 }
1122 1004
1123 if(op->enemy==NULL) { 1005 if (op->enemy == NULL)
1006 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1007 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1008 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1009 return;
1127 } 1010 }
1128 1011
1129 /* Seen some crashes here. Since we don't store an 1012 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1013 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1014 * actual enemy, and the object is recycled.
1132 */ 1015 */
1133 if (op->enemy->map == NULL) { 1016 if (op->enemy->map == NULL)
1017 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1018 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1019 op->enemy = NULL;
1136 return; 1020 return;
1137 } 1021 }
1138 1022
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1023 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1024 {
1140 op->enemy=NULL; 1025 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1027 return;
1143 } 1028 }
1029
1144 get_rangevector(op, op->enemy, &rv, 0); 1030 get_rangevector (op, op->enemy, &rv, 0);
1145 1031
1146 dir=absdir(4+rv.direction); 1032 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1033 for (diff = 0; diff < 3; diff++)
1148 int m=1-(RANDOM()&2);
1149 if(move_ob(op,absdir(dir+diff*m),op)||
1150 (diff==0 && move_ob(op,absdir(dir-diff*m),op))) {
1151 return;
1152 }
1153 } 1034 {
1035 int m = 1 - (RANDOM () & 2);
1036
1037 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1038 return;
1039 }
1040
1154 /* Cornered, get rid of scared */ 1041 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1042 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1043 op->enemy = NULL;
1157} 1044}
1158 1045
1159 1046
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1047/* check_pick sees if there is stuff to be picked up/picks up stuff.
1161 * IT returns 1 if the player should keep on moving, 0 if he should 1048 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1049 * stop.
1163 */ 1050 */
1051int
1164int check_pick(object *op) { 1052check_pick (object *op)
1053{
1165 object *tmp, *next; 1054 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1055 int stop = 0;
1168 int j, k, wvratio; 1056 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1057 char putstring[128], tmpstr[16];
1170 1058
1171
1172 /* if you're flying, you cna't pick up anything */ 1059 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1060 if (op->move_type & MOVE_FLYING)
1174 return 1; 1061 return 1;
1175 1062
1176 op_tag = op->count;
1177
1178 next = op->below; 1063 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1064
1182 /* loop while there are items on the floor that are not marked as 1065 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1066 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1067 while (next && !next->destroyed ())
1185 { 1068 {
1186 tmp = next; 1069 tmp = next;
1187 next = tmp->below; 1070 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1071
1191 if (was_destroyed (op, op_tag)) 1072 if (op->destroyed ())
1192 return 0; 1073 return 0;
1193 1074
1194 if ( ! can_pick (op, tmp)) 1075 if (!can_pick (op, tmp))
1195 continue; 1076 continue;
1196 1077
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1078 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1079 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1080 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1081 pick_up (op, tmp);
1201 continue; 1082 continue;
1202 } 1083 }
1203 1084
1204 /* high not bit set? We're using the old autopickup model */ 1085 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1086 if (!(op->contr->mode & PU_NEWMODE))
1087 {
1206 switch (op->contr->mode) { 1088 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1089 {
1208 case 1: pick_up (op, tmp); 1090 case 0:
1209 return 1; 1091 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1092 case 1:
1211 return 0; 1093 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1094 return 1;
1213 case 4: pick_up (op, tmp); 1095 case 2:
1214 break; 1096 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1097 return 0;
1216 stop = 1; 1098 case 3:
1217 break; 1099 return 0; /* stop before pickup */
1218 case 6: 1100 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1101 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1102 break;
1221 pick_up(op, tmp); 1103 case 5:
1222 break; 1104 pick_up (op, tmp);
1105 stop = 1;
1106 break;
1107 case 6:
1108 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1109 pick_up (op, tmp);
1110 break;
1223 1111
1224 case 7: 1112 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1113 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1114 pick_up (op, tmp);
1227 break; 1115 break;
1228 1116
1229 default: 1117 default:
1230 /* use value density */ 1118 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1119 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1120 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1121 pick_up (op, tmp);
1234 >= op->contr->mode) 1122 }
1235 pick_up(op,tmp); 1123 }
1236 } 1124 else
1237 } 1125 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1126 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1127 if (op->contr->mode & PU_DEBUG)
1241 { 1128 {
1242 /* some debugging code to figure out item information */ 1129 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1130 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1131 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1132 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1246 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1133 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1135 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1250 (int)(query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1))));
1251 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1136 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1137
1253 sprintf(putstring,"...flags: "); 1138 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1139 for (k = 0; k < 4; k++)
1255 { 1140 {
1256 for(j=0;j<32;j++) 1141 for (j = 0; j < 32; j++)
1257 { 1142 {
1258 if((tmp->flags[k]>>j)&0x01) 1143 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1144 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1145 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1146 strcat (putstring, tmpstr);
1262 } 1147 }
1263 } 1148 }
1264 } 1149 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1150 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1151
1267#if 0 1152#if 0
1268 /* print the flags too */ 1153 /* print the flags too */
1269 for(k=0;k<4;k++) 1154 for (k = 0; k < 4; k++)
1270 { 1155 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1156 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1157 for (j = 0; j < 32; j++)
1273 { 1158 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1159 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1160 if (!((j + 1) % 4))
1276 } 1161 fprintf (stderr, " ");
1162 }
1277 fprintf(stderr," [%d]\n", k*32); 1163 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1164 }
1279#endif 1165#endif
1280 } 1166 }
1281 /* philosophy: 1167 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1168 * It's easy to grab an item type from a pile, as long as it's
1283 * generic. This takes no game-time. For more detailed pickups 1169 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1170 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1171 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1172 * example.
1287 * The drawback: right now it has no frontend, so you need to 1173 * The drawback: right now it has no frontend, so you need to
1288 * stick the bits you want into a calculator in hex mode and then 1174 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1175 * convert to decimal and then 'pickup <#>
1290 */ 1176 */
1291 1177
1292 /* the first two modes are exclusive: if NOTHING we return, if 1178 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1179 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1180 * meaning if any test passes, the item gets picked up. */
1295 1181
1296 /* if mode is set to pick nothing up, return */ 1182 /* if mode is set to pick nothing up, return */
1297 1183
1298 if(op->contr->mode & PU_NOTHING) return 1; 1184 if (op->contr->mode & PU_NOTHING)
1185 return 1;
1299 1186
1300 /* if mode is set to stop when encountering objects, return */ 1187 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1188 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1189 * anything up */
1303 1190
1304 if(op->contr->mode & PU_STOP) return 0; 1191 if (op->contr->mode & PU_STOP)
1192 return 0;
1305 1193
1306 /* useful for going into stores and not losing your settings... */ 1194 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1195 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1196 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1197 if (op->contr->mode & PU_INHIBIT)
1198 return 1;
1310 1199
1311 /* prevent us from turning into auto-thieves :) */ 1200 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1201 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1202 continue;
1313 1203
1314 /* ignore known cursed objects */ 1204 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1205 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1206 continue;
1316 1207
1317 /* all food and drink if desired */ 1208 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1209 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1210 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1211 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1212 {
1213 pick_up (op, tmp);
1214 continue;
1215 }
1216
1322 if(op->contr->mode & PU_DRINK) 1217 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1218 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
1324 { pick_up(op, tmp); if(0)fprintf(stderr,"DRINK\n"); continue; } 1219 {
1220 pick_up (op, tmp);
1221 continue;
1222 }
1325 1223
1326 if(op->contr->mode & PU_POTION) 1224 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1225 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1226 {
1227 pick_up (op, tmp);
1228 continue;
1229 }
1329 1230
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1231 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1232 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1233 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1234 {
1235 pick_up (op, tmp);
1236 continue;
1237 }
1238
1334 if(op->contr->mode & PU_SKILLSCROLL) 1239 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1240 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1241 {
1242 pick_up (op, tmp);
1243 continue;
1244 }
1245
1337 if(op->contr->mode & PU_READABLES) 1246 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1247 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1248 {
1249 pick_up (op, tmp);
1250 continue;
1251 }
1340 1252
1341 /* wands/staves/rods/horns */ 1253 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1254 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1255 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1256 {
1257 pick_up (op, tmp);
1258 continue;
1259 }
1345 1260
1346 /* pick up all magical items */ 1261 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1262 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1263 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1349 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGICAL\n"); continue; } 1264 {
1265 pick_up (op, tmp);
1266 continue;
1267 }
1350 1268
1351 if(op->contr->mode & PU_VALUABLES) 1269 if (op->contr->mode & PU_VALUABLES)
1352 { 1270 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1271 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1272 {
1355 } 1273 pick_up (op, tmp);
1274 continue;
1275 }
1276 }
1356 1277
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1278 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1279 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1280 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1281 {
1282 pick_up (op, tmp);
1283 continue;
1284 }
1361 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
1362 /* bows and arrows. Bows are good for selling! */ 1294 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1295 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1296 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1297 {
1298 pick_up (op, tmp);
1299 continue;
1300 }
1301
1366 if(op->contr->mode & PU_ARROW) 1302 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1303 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1304 {
1305 pick_up (op, tmp);
1306 continue;
1307 }
1369 1308
1370 /* all kinds of armor etc. */ 1309 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1310 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1311 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1312 {
1313 pick_up (op, tmp);
1314 continue;
1315 }
1316
1374 if(op->contr->mode & PU_HELMET) 1317 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1318 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1319 {
1320 pick_up (op, tmp);
1321 continue;
1322 }
1323
1377 if(op->contr->mode & PU_SHIELD) 1324 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1325 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1326 {
1327 pick_up (op, tmp);
1328 continue;
1329 }
1330
1380 if(op->contr->mode & PU_BOOTS) 1331 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1332 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1333 {
1334 pick_up (op, tmp);
1335 continue;
1336 }
1337
1383 if(op->contr->mode & PU_GLOVES) 1338 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1339 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1340 {
1341 pick_up (op, tmp);
1342 continue;
1343 }
1344
1386 if(op->contr->mode & PU_CLOAK) 1345 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1346 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1347 {
1348 pick_up (op, tmp);
1349 continue;
1350 }
1389 1351
1390 /* hoping to catch throwing daggers here */ 1352 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1353 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1354 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1355 {
1356 pick_up (op, tmp);
1357 continue;
1358 }
1394 1359
1395 /* careful: chairs and tables are weapons! */ 1360 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1361 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1362 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1363 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1364 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1365 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1366 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1367 {
1403 } 1368 pick_up (op, tmp);
1369 continue;
1370 }
1371 }
1372
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1373 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1374 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1375 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1376 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1377 pick_up (op, tmp);
1409 } 1378 continue;
1410 } 1379 }
1380 }
1381 }
1411 1382
1412 /* misc stuff that's useful */ 1383 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1384 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1385 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1386 {
1387 pick_up (op, tmp);
1388 continue;
1389 }
1416 1390
1417 /* any of the last 4 bits set means we use the ratio for value 1391 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1392 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1393 if (op->contr->mode & PU_RATIO)
1420 { 1394 {
1421 /* use value density to decide what else to grab */ 1395 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1396 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1397 /* >=7 is the old standard setting. Now we take the last 4 bits
1424 * and multiply them by 5, giving 0..15*5== 5..75 */ 1398 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1399 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1400 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1401 {
1428 pick_up(op, tmp); 1402 pick_up (op, tmp);
1429#if 0 1403#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1404 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1405 if (tmp->name != NULL)
1406 {
1432 fprintf(stderr,"%s", tmp->name); 1407 fprintf (stderr, "%s", tmp->name);
1433 } 1408 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1409 else
1410 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1411 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1412 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1413#endif
1438 continue; 1414 continue;
1439 } 1415 }
1416 }
1417 } /* the new pickup model */
1440 } 1418 }
1441 } /* the new pickup model */ 1419
1442 }
1443 return ! stop; 1420 return !stop;
1444} 1421}
1445 1422
1446/* 1423/*
1447 * Find an arrow in the inventory and after that 1424 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1425 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1426 * found object is returned.
1450 */ 1427 */
1428object *
1451object *find_arrow(object *op, const char *type) 1429find_arrow (object *op, const char *type)
1452{ 1430{
1453 object *tmp = NULL; 1431 object *tmp = NULL;
1454 1432
1455 for(op=op->inv; op; op=op->below) 1433 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1434 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1457 QUERY_FLAG(op,FLAG_APPLIED))
1458 tmp = find_arrow (op, type); 1435 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1436 else if (op->type == ARROW && op->race == type)
1460 return op; 1437 return op;
1461 return tmp; 1438 return tmp;
1462} 1439}
1463 1440
1464/* 1441/*
1465 * 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
1466 * 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
1467 * 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
1468 * 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.
1469 */ 1446 */
1470 1447
1448object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1449find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1450{
1473 object *tmp = NULL, *arrow, *ntmp; 1451 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1452 int attacknum, attacktype, betterby = 0, i;
1475 1453
1476 if (!type) 1454 if (!type)
1477 return NULL; 1455 return NULL;
1478 1456
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1457 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1458 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1459 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1460 {
1461 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1462 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1463 if (i > betterby)
1485 tmp = ntmp; 1464 {
1486 betterby = i; 1465 tmp = ntmp;
1487 } 1466 betterby = i;
1467 }
1468 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1469 else if (arrow->type == ARROW && arrow->race == type)
1470 {
1489 /* allways prefer assasination/slaying */ 1471 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1472 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1473 {
1492 if (arrow->attacktype & AT_DEATH) { 1474 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1475 {
1494 return arrow; 1476 *better = 100;
1495 } else { 1477 return arrow;
1496 tmp = arrow; 1478 }
1479 else
1480 {
1481 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1482 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1483 }
1499 } else { 1484 }
1485 else
1486 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1487 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1488 {
1501 attacktype = 1<<attacknum; 1489 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1490 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0)
1503 if (((arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100) > betterby) { 1491 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1492 {
1493 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1494 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1495 }
1507 } 1496 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1497 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1498 {
1499 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1500 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1501 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1502 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1503 {
1504 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1505 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1506 }
1507 }
1508 }
1516 } 1509 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1510 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1511 return find_arrow (op, type);
1521 1512
1522 *better = betterby; 1513 *better = betterby;
1523 return tmp; 1514 return tmp;
1524} 1515}
1525 1516
1526/* 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
1527 * find_better_arrow to find a decent arrow to use. 1518 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1519 * op = the shooter
1529 * type = bow->race 1520 * type = bow->race
1530 * dir = fire direction 1521 * dir = fire direction
1531 */ 1522 */
1532 1523
1524object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1525pick_arrow_target (object *op, const char *type, int dir)
1534{ 1526{
1535 object *tmp = NULL; 1527 object *tmp = NULL;
1536 mapstruct *m; 1528 maptile *m;
1537 int i, mflags, found, number; 1529 int i, mflags, found, number;
1538 sint16 x, y; 1530 sint16 x, y;
1539 1531
1540 if (op->map == NULL) 1532 if (op->map == NULL)
1541 return find_arrow(op, type); 1533 return find_arrow (op, type);
1542 1534
1543 /* do a dex check */ 1535 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1536 number = (die_roll (2, 40, op, PREFER_LOW) - 2) / 2;
1545 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)))
1546 return find_arrow(op, type); 1538 return find_arrow (op, type);
1547 1539
1548 m = op->map; 1540 m = op->map;
1549 x = op->x; 1541 x = op->x;
1550 y = op->y; 1542 y = op->y;
1551 1543
1552 /* find the first target */ 1544 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1545 for (i = 0, found = 0; i < 20; i++)
1546 {
1554 x += freearr_x[dir]; 1547 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1548 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1549 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1550 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1551 {
1558 tmp = NULL; 1552 tmp = NULL;
1559 break; 1553 break;
1554 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1555 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1556 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1557 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1558 * perhaps a bad assumption.
1563 */ 1559 */
1564 tmp = NULL; 1560 tmp = NULL;
1565 break; 1561 break;
1566 } 1562 }
1567 if (mflags & P_IS_ALIVE) { 1563 if (mflags & P_IS_ALIVE)
1564 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1565 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1566 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1567 {
1571 break; 1568 found++;
1572 } 1569 break;
1570 }
1573 if (found) 1571 if (found)
1574 break; 1572 break;
1575 } 1573 }
1576 } 1574 }
1577 if (tmp == NULL) 1575 if (tmp == NULL)
1578 return find_arrow(op, type); 1576 return find_arrow (op, type);
1579 1577
1580 if (tmp->head) 1578 if (tmp->head)
1581 tmp = tmp->head; 1579 tmp = tmp->head;
1582 1580
1583 return find_better_arrow(op, tmp, type, &i); 1581 return find_better_arrow (op, tmp, type, &i);
1584} 1582}
1585 1583
1586/* 1584/*
1587 * Creature fires a bow - op can be monster or player. Returns 1585 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1586 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1589 * dir is the direction of fire.
1592 * 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)
1593 * 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
1594 * player fire modes. 1592 * player fire modes.
1595 */ 1593 */
1594int
1596int 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)
1597 sint16 sx, sint16 sy)
1598{ 1596{
1599 object *left, *bow; 1597 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1598 int bowspeed, mflags;
1602 mapstruct *m; 1599 maptile *m;
1603 1600
1604 if (!dir) { 1601 if (!dir)
1602 {
1605 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!");
1606 return 0; 1604 return 0;
1607 } 1605 }
1606
1608 if (op->type == PLAYER) 1607 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1608 bow = op->contr->ranges[range_bow];
1610 else { 1609 else
1610 {
1611 for(bow=op->inv; bow; bow=bow->below) 1611 for (bow = op->inv; bow; bow = bow->below)
1612 /* 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
1613 * 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.
1614 */ 1614 */
1615 if(bow->type==BOW) 1615 if (bow->type == BOW)
1616 break; 1616 break;
1617 1617
1618 if (!bow) { 1618 if (!bow)
1619 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1620 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1621 return 0;
1621 } 1622 }
1622 } 1623 }
1624
1623 if( !bow->race || !bow->skill) { 1625 if (!bow->race || !bow->skill)
1626 {
1624 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);
1625 return 0; 1628 return 0;
1626 } 1629 }
1627 1630
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1631 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1632
1630 /* penalize ROF for bestarrow */ 1633 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1634 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1635 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1636
1633 if (bowspeed < 1) 1637 if (bowspeed < 1)
1634 bowspeed = 1; 1638 bowspeed = 1;
1635 1639
1636 if (arrow == NULL) { 1640 if (arrow == NULL)
1641 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1642 if ((arrow = find_arrow (op, bow->race)) == NULL)
1643 {
1638 if (op->type == PLAYER) 1644 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1645 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1640 "You have no %s left.", bow->race);
1641 /* 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 */
1642 else 1647 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1648 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1649 return 0;
1645 } 1650 }
1646 } 1651 }
1652
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1653 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1654 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1655 return 0;
1650 } 1656
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1657 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1658 {
1652 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.");
1653 return 0; 1660 return 0;
1654 } 1661 }
1655 1662
1656 /* this should not happen, but sometimes does */ 1663 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1664 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1665 {
1666 arrow->destroy ();
1667 return 0;
1668 }
1662 1669
1663 left = arrow; /* these are arrows left to the player */ 1670 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1671 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1672 if (!arrow)
1673 {
1667 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);
1668 bow->race); 1675 return 0;
1669 return 0;
1670 } 1676 }
1671 set_owner(arrow, op); 1677
1672 if (arrow->skill) free_string(arrow->skill); 1678 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1679 arrow->skill = bow->skill;
1674 1680
1675 arrow->direction=dir; 1681 arrow->direction = dir;
1676 arrow->x = sx; 1682 arrow->x = sx;
1677 arrow->y = sy; 1683 arrow->y = sy;
1678 1684
1679 if (op->type == PLAYER) { 1685 if (op->type == PLAYER)
1686 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1687 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1688 op->update_stats ();
1682 } 1689 }
1683 1690
1684 SET_ANIMATION(arrow, arrow->direction); 1691 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1692 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1693 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1694 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1695 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1696 arrow->spellarg = strdup (arrow->slaying);
1690 1697
1691 /* Note that this was different for monsters - they got their level 1698 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1699 * added to the damage. I think the strength bonus is more proper.
1693 */ 1700 */
1694
1695 arrow->stats.dam += (QUERY_FLAG(bow, FLAG_NO_STRENGTH) ?
1696 0 : dam_bonus[op->stats.Str]) +
1697 bow->stats.dam + bow->magic + arrow->magic;
1698 1701
1702 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1703
1699 /* update the speed */ 1704 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1705 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1706 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1702 bow->magic + arrow->magic) / 5.0 +
1703 (float)bow->stats.dam / 7.0;
1704 1707
1705 if (arrow->speed < 1.0) 1708 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1709 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1710 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1711 arrow->speed_left = 0;
1709 1712
1710 if (op->type == PLAYER) { 1713 if (op->type == PLAYER)
1714 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1715 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1716 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1717 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1714 arrow->stats.wc - bow->stats.wc + wc_mod;
1715 1718
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1719 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1720 }
1721 else
1722 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1723 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1719 arrow->stats.wc + wc_mod;
1720
1721 arrow->level = op->level; 1724 arrow->level = op->level;
1722 } 1725 }
1726
1723 if (arrow->attacktype == AT_PHYSICAL) 1727 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1728 arrow->attacktype |= bow->attacktype;
1729
1725 if (bow->slaying != NULL) 1730 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1731 arrow->slaying = bow->slaying;
1727 1732
1728 arrow->map = m; 1733 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1734 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1735 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1736
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1737 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1733 tag = arrow->count;
1734 insert_ob_in_map(arrow, m, op, 0); 1738 insert_ob_in_map (arrow, m, op, 0);
1735 1739
1736 if (!was_destroyed(arrow, tag)) 1740 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1741 move_arrow (arrow);
1738 1742
1739 if (op->type == PLAYER) { 1743 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1744 {
1745 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1746 esrv_del_item (op->contr, left->count);
1742 else 1747 else
1743 esrv_send_item(op, left); 1748 esrv_send_item (op, left);
1744 } 1749 }
1750
1745 return 1; 1751 return 1;
1746} 1752}
1747 1753
1748/* Special fire code for players - this takes into 1754/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1755 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1756 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1757 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1758 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1759 * hence the function name.
1754 */ 1760 */
1761int
1755int player_fire_bow(object *op, int dir) 1762player_fire_bow (object *op, int dir)
1756{ 1763{
1757 int ret=0, wcmod=0; 1764 int ret = 0, wcmod = 0;
1758 1765
1759 if (op->contr->bowtype == bow_bestarrow) { 1766 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1767 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1768 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y);
1762 dir, 0, op->x, op->y); 1769 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1770 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1771 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1772 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1773 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1774 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1775 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1776 else if (op->contr->bowtype == bow_threewide)
1777 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1778 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir+2)], op->y + freearr_y[absdir(dir+2)]); 1779 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1780 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1781 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1782 else if (op->contr->bowtype == bow_spreadshot)
1783 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1784 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 ret |= fire_bow(op, op, NULL, absdir(dir-1), -5, op->x, op->y); 1785 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1786 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1787
1777 } else { 1788 }
1789 else
1790 {
1778 /* Simple case */ 1791 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1792 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1793 }
1781 return ret; 1794 return ret;
1782} 1795}
1783 1796
1784 1797
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1798/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1799 * Broken apart from 'fire' to keep it more readable.
1787 */ 1800 */
1801void
1788void fire_misc_object(object *op, int dir) 1802fire_misc_object (object *op, int dir)
1789{ 1803{
1790 object *item; 1804 object *item;
1791 1805
1792 if (!op->contr->ranges[range_misc]) { 1806 if (!op->contr->ranges[range_misc])
1807 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1808 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1809 return;
1795 } 1810 }
1796 1811
1797 item = op->contr->ranges[range_misc]; 1812 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1813 if (!item->inv)
1814 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1815 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1816 return;
1801 } 1817 }
1802 if (item->type == WAND) { 1818 if (item->type == WAND)
1819 {
1803 if(item->stats.food<=0) { 1820 if (item->stats.food <= 0)
1821 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1822 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1805 new_draw_info_format(NDI_UNIQUE, 0,op,"The %s goes poof.", query_base_name(item, 0)); 1823 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1824 return;
1807 } 1825 }
1826 }
1808 } else if (item->type == ROD || item->type==HORN) { 1827 else if (item->type == ROD || item->type == HORN)
1828 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1829 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1830 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1831 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1832 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1833 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1813 "The %s whines for a while, but nothing happens.", query_base_name(item,0)); 1834 else
1814 else 1835 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1815 new_draw_info_format(NDI_UNIQUE, 0,op,
1816 "The %s needs more time to charge.", query_base_name(item,0));
1817 return; 1836 return;
1818 } 1837 }
1819 } 1838 }
1820 1839
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1840 if (cast_spell (op, item, dir, item->inv, NULL))
1841 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1842 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1843 if (item->type == WAND)
1844 {
1824 if (!(--item->stats.food)) { 1845 if (!(--item->stats.food))
1825 object *tmp; 1846 {
1826 if (item->arch) { 1847 object *tmp;
1848
1849 if (item->arch)
1850 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1851 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1852 item->face = item->arch->clone.face;
1829 item->speed = 0; 1853 item->speed = 0;
1830 update_ob_speed(item); 1854 update_ob_speed (item);
1831 } 1855 }
1832 if ((tmp=is_player_inv(item))) 1856 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1857 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1858 }
1835 } 1859 }
1836 else if (item->type == ROD || item->type==HORN) { 1860 else if (item->type == ROD || item->type == HORN)
1861 {
1837 drain_rod_charge(item); 1862 drain_rod_charge (item);
1838 } 1863 }
1839 } 1864 }
1840} 1865}
1841 1866
1842/* Received a fire command for the player - go and do it. 1867/* Received a fire command for the player - go and do it.
1843 */ 1868 */
1869void
1844void fire(object *op,int dir) { 1870fire (object *op, int dir)
1871{
1845 int spellcost=0; 1872 int spellcost = 0;
1846 1873
1847 /* check for loss of invisiblity/hide */ 1874 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1875 if (action_makes_visible (op))
1876 make_visible (op);
1849 1877
1850 switch(op->contr->shoottype) { 1878 switch (op->contr->shoottype)
1879 {
1851 case range_none: 1880 case range_none:
1852 return;
1853
1854 case range_bow:
1855 player_fire_bow(op, dir);
1856 return;
1857
1858 case range_magic: /* Casting spells */
1859 spellcost=(cast_spell(op,op,dir,op->contr->ranges[range_magic],op->contr->spellparam[0]?op->contr->spellparam:NULL));
1860 return;
1861
1862 case range_misc:
1863 fire_misc_object(op, dir);
1864 return;
1865
1866 case range_golem: /* Control summoned monsters from scrolls */
1867 if(op->contr->ranges[range_golem]==NULL ||
1868 op->contr->golem_count != op->contr->ranges[range_golem]->count) {
1869 op->contr->ranges[range_golem] = NULL;
1870 op->contr->shoottype=range_none;
1871 op->contr->golem_count = 0;
1872 }
1873 else
1874 control_golem(op->contr->ranges[range_golem], dir);
1875 return;
1876
1877 case range_skill:
1878 if(!op->chosen_skill) {
1879 if(op->type==PLAYER)
1880 new_draw_info(NDI_UNIQUE, 0,op,"You have no applicable skill to use.");
1881 return;
1882 }
1883 (void) do_skill(op,op,op->chosen_skill,dir,NULL);
1884 return;
1885 case range_builder:
1886 apply_map_builder( op, dir );
1887 return; 1881 return;
1888 default: 1882
1883 case range_bow:
1884 player_fire_bow (op, dir);
1885 return;
1886
1887 case range_magic: /* Casting spells */
1888 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1889 return;
1890
1891 case range_misc:
1892 fire_misc_object (op, dir);
1893 return;
1894
1895 case range_golem: /* Control summoned monsters from scrolls */
1896 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1897 {
1898 op->contr->ranges[range_golem] = 0;
1899 op->contr->shoottype = range_none;
1900 }
1901 else
1902 control_golem (op->contr->ranges[range_golem], dir);
1903 return;
1904
1905 case range_skill:
1906 if (!op->chosen_skill)
1907 {
1908 if (op->type == PLAYER)
1909 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1910 return;
1911 }
1912 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1913 return;
1914 case range_builder:
1915 apply_map_builder (op, dir);
1916 return;
1917 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1918 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1919 return;
1891 } 1920 }
1892} 1921}
1893 1922
1894 1923
1895 1924
1902 * inv is the objects inventory to searched 1931 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1932 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1933 * This function can be called recursively to search containers.
1905 */ 1934 */
1906 1935
1936object *
1907object * find_key(object *pl, object *container, object *door) 1937find_key (object *pl, object *container, object *door)
1908{ 1938{
1909 object *tmp,*key; 1939 object *tmp, *key;
1910 1940
1911 /* Should not happen, but sanity checking is never bad */ 1941 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1942 if (container->inv == NULL)
1943 return NULL;
1913 1944
1914 /* First, lets try to find a key in the top level inventory */ 1945 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1946 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1947 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1948 if (door->type == DOOR && tmp->type == KEY)
1949 break;
1917 /* For sanity, we should really check door type, but other stuff 1950 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1951 * (like containers) can be locked with special keys
1919 */ 1952 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1953 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1954 break;
1922 } 1955 }
1923 /* No key found - lets search inventories now */ 1956 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1957 /* If we find and use a key in an inventory, return at that time.
1925 * otherwise, if we search all the inventories and still don't find 1958 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1959 * a key, return
1927 */ 1960 */
1928 if (!tmp) { 1961 if (!tmp)
1962 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1963 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1964 {
1930 /* No reason to search empty containers */ 1965 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1966 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1967 {
1968 if ((key = find_key (pl, tmp, door)) != NULL)
1969 return key;
1970 }
1971 }
1972 if (!tmp)
1973 return NULL;
1933 } 1974 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1975 /* We get down here if we have found a key. Now if its in a container,
1938 * see if we actually want to use it 1976 * see if we actually want to use it
1939 */ 1977 */
1940 if (pl!=container) { 1978 if (pl != container)
1979 {
1941 /* Only let players use keys in containers */ 1980 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1981 if (!pl->contr)
1982 return NULL;
1943 /* cases where this fails: 1983 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1984 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1985 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1986 * If the container is not active, return now since only active
1947 * containers can be used. 1987 * containers can be used.
1948 * If we only search keyrings and the container does not have 1988 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1989 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1990 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1991 * inv must have been an container and must have been active.
1952 * 1992 *
1953 * Change the color so that the message doesn't disappear with 1993 * Change the color so that the message doesn't disappear with
1954 * all the others. 1994 * all the others.
1955 */ 1995 */
1956 if (pl->contr->usekeys == key_inventory || 1996 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1997 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 1998 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 1999 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2000 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2001 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1963 query_name(tmp), query_name(container));
1964 return NULL; 2002 return NULL;
1965 } 2003 }
1966 } 2004 }
1967 return tmp; 2005 return tmp;
1968} 2006}
1969 2007
1970/* moved door processing out of move_player_attack. 2008/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2009 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2010 * such that the caller should not do anything more,
1973 * 0 otherwise 2011 * 0 otherwise
1974 */ 2012 */
2013static int
1975static int player_attack_door(object *op, object *door) 2014player_attack_door (object *op, object *door)
1976{ 2015{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2016 /* If its a door, try to find a use a key. If we do destroy the door,
1979 * might as well return immediately as there is nothing more to do - 2017 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2018 * otherwise, we fall through to the rest of the code.
1981 */ 2019 */
1982 object *key=find_key(op, op, door); 2020 object *key = find_key (op, op, door);
1983 2021
1984 /* IF we found a key, do some extra work */ 2022 /* IF we found a key, do some extra work */
1985 if (key) { 2023 if (key)
2024 {
1986 object *container=key->env; 2025 object *container = key->env;
1987 2026
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2027 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2028 if (action_makes_visible (op))
2029 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2030 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2031 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2032 if (door->type == DOOR)
2033 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2034 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2035 }
1994 else if(door->type==LOCKED_DOOR) { 2036 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2037 {
1996 "You open the door with the %s", query_short_name(key)); 2038 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
1997 remove_door2(door); /* remove door without violence ;-) */ 2039 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2040 }
1999 /* Do this after we print the message */ 2041 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2042 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2043 /* Need to update the weight the container the key was in */
2002 if (container != op) 2044 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2045 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2046 return 1; /* Nothing more to do below */
2047 }
2005 } else if (door->type==LOCKED_DOOR) { 2048 else if (door->type == LOCKED_DOOR)
2049 {
2006 /* Might as well return now - no other way to open this */ 2050 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2051 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2052 return 1;
2009 } 2053 }
2010 return 0; 2054 return 0;
2011} 2055}
2012 2056
2013/* This function is just part of a breakup from move_player. 2057/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2058 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2059 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2060 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2061 * going to try and move (not fire weapons).
2018 */ 2062 */
2019 2063void
2020void move_player_attack(object *op, int dir) 2064move_player_attack (object *op, int dir)
2021{ 2065{
2022 object *tmp, *mon, *tpl; 2066 object *tmp, *mon;
2023 sint16 nx, ny; 2067 sint16 nx, ny;
2024 int on_battleground; 2068 int on_battleground;
2025 mapstruct *m; 2069 maptile *m;
2026 2070
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2071 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2072 ny = freearr_y[dir] + op->y;
2031 2073
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2074 on_battleground = op_on_battleground (op, 0, 0);
2033 2075
2034 /* If braced, or can't move to the square, and it is not out of the 2076 /* If braced, or can't move to the square, and it is not out of the
2035 * map, attack it. Note order of if statement is important - don't 2077 * map, attack it. Note order of if statement is important - don't
2036 * want to be calling move_ob if braced, because move_ob will move the 2078 * want to be calling move_ob if braced, because move_ob will move the
2037 * player. This is a pretty nasty hack, because if we could 2079 * player. This is a pretty nasty hack, because if we could
2038 * move to some space, it then means that if we are braced, we should 2080 * move to some space, it then means that if we are braced, we should
2039 * do nothing at all. As it is, if we are braced, we go through 2081 * do nothing at all. As it is, if we are braced, we go through
2040 * quite a bit of processing. However, it probably is less than what 2082 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2083 * move_ob uses.
2042 */ 2084 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2085 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2086 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2087 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2088 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2089 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2090 if (!m)
2047 } 2091 return; /* Don't think this should happen */
2048 else m =tpl->map; 2092 }
2049 2093 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2094 m = op->map;
2095
2096 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2097 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2098 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2099 return;
2053 } 2100 }
2054 2101
2055 mon = NULL; 2102 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2103 /* Go through all the objects, and find ones of interest. Only stop if
2057 * we find a monster - that is something we know we want to attack. 2104 * we find a monster - that is something we know we want to attack.
2058 * if its a door or barrel (can roll) see if there may be monsters 2105 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2106 * on the space
2060 */ 2107 */
2061 while (tmp!=NULL) { 2108 while (tmp)
2109 {
2062 if (tmp == op) { 2110 if (tmp == op)
2063 tmp=tmp->above; 2111 {
2064 continue; 2112 tmp = tmp->above;
2065 } 2113 continue;
2114 }
2115
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2116 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2117 {
2068 break; 2118 mon = tmp;
2069 } 2119 break;
2120 }
2121
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2122 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2123 mon = tmp;
2124
2072 tmp=tmp->above; 2125 tmp = tmp->above;
2073 } 2126 }
2074 2127
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2128 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2129 return; /* into a wall */
2077 2130
2078 if(mon->head != NULL) 2131 if (mon->head)
2079 mon = mon->head; 2132 mon = mon->head;
2080 2133
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2134 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2135 if (player_attack_door (op, mon))
2136 return;
2083 2137
2084 /* The following deals with possibly attacking peaceful 2138 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2139 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2140 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2141 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2142 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2143 * and thus will not push them.
2090 */ 2144 */
2091 2145
2092 /* If the creature is a pet, push it even if the player is not 2146 /* If the creature is a pet, push it even if the player is not
2093 * peaceful. Our assumption is the creature is a pet if the 2147 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2148 * player owns it and it is either friendly or unagressive.
2095 */ 2149 */
2096 if ((op->type==PLAYER) 2150 if ((op->type == PLAYER)
2097#if COZY_SERVER 2151#if COZY_SERVER
2098 && 2152 &&
2099 ( 2153 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2154 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2155#else
2105 && get_owner(mon)==op 2156 && mon->owner == op
2106#endif 2157#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2158 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2159 {
2109 /* If we're braced, we don't want to switch places with it */ 2160 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2161 if (op->contr->braced)
2162 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2163 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2164 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2165 if (op->contr->tmp_invis || op->hide)
2166 make_visible (op);
2114 return; 2167 return;
2115 } 2168 }
2116 2169
2117 /* in certain circumstances, you shouldn't attack friendly 2170 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2171 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2172 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2173 * attack them either.
2121 */ 2174 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2175 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2176 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2177#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2178 (op->contr->peaceful
2179 || (mon->type == PLAYER
2180 && mon->contr->
2181 peaceful)) &&
2127#else 2182#else
2128 op->contr->peaceful && 2183 op->contr->peaceful &&
2129#endif 2184#endif
2130 !on_battleground 2185 !on_battleground))
2186 {
2187 if (!op->contr->braced)
2131 )) { 2188 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2189 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2190 (void) push_ob (mon, dir, op);
2135 } else { 2191 }
2192 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2193 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2194
2195 if (op->contr->tmp_invis || op->hide)
2196 make_visible (op);
2197 }
2198
2141 /* If the object is a boulder or other rollable object, then 2199 /* If the object is a boulder or other rollable object, then
2142 * roll it if not braced. You can't roll it if you are braced. 2200 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2201 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2202 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2203 {
2145 recursive_roll(mon,dir,op); 2204 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2205 if (action_makes_visible (op))
2147 } 2206 make_visible (op);
2207 }
2148 2208
2149 /* Any generic living creature. Including things like doors. 2209 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2210 * Way it works is like this: First, it must have some hit points
2151 * and be living. Then, it must be one of the following: 2211 * and be living. Then, it must be one of the following:
2152 * 1) Not a player, 2) A player, but of a different party. Note 2212 * 1) Not a player, 2) A player, but of a different party. Note
2153 * that party_number -1 is no party, so attacks can still happen. 2213 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2214 */
2155 2215
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2216 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2217 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2218 {
2159 2219
2160 /* If the player hasn't hit something this tick, and does 2220 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2221 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2222 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2223 * incurred a 1 tick offset.
2164 */ 2224 */
2165 if (!op->contr->has_hit) { 2225 if (!op->contr->has_hit)
2226 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2227 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2228
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2229 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2230 }
2170 2231
2171 skill_attack(mon, op, 0, NULL, NULL); 2232 skill_attack (mon, op, 0, 0, 0);
2172 2233
2173 /* If attacking another player, that player gets automatic 2234 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2235 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2236 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2237 * the wiz.
2177 */ 2238 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2239 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2179 !on_battleground && !QUERY_FLAG(mon, FLAG_WIZ)) { 2240 {
2180 short luck = mon->stats.luck; 2241 short luck = mon->stats.luck;
2242
2181 mon->contr->has_hit = 1; 2243 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2244 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2245 mon->stats.luck = luck;
2184 } 2246 }
2185 if(action_makes_visible(op)) make_visible(op); 2247
2186 } 2248 if (action_makes_visible (op))
2249 make_visible (op);
2250 }
2187 } /* if player should attack something */ 2251 } /* if player should attack something */
2188} 2252}
2189 2253
2254int
2190int move_player(object *op,int dir) { 2255move_player (object *op, int dir)
2256{
2191 int pick; 2257 int pick;
2192 object *transport = op->contr->transport;
2193 2258
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2259 if (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)
2195 return 0;
2196
2197 /* Sanity check: make sure dir is valid */
2198 if ( ( dir < 0 ) || ( dir >= 9 ) ) {
2199 LOG( llevError, "move_player: invalid direction %d\n", dir);
2200 return 0;
2201 }
2202
2203 /* peterm: added following line */
2204 if(QUERY_FLAG(op,FLAG_CONFUSED) && dir)
2205 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
2206
2207 op->facing = dir;
2208
2209 if(!transport && op->hide) do_hidden_move(op);
2210
2211 if (transport) {
2212 /* transport->contr is set up for the person in charge of the boat.
2213 * if that isn't this person, he can't steer it, etc
2214 */
2215 if (transport->contr != op->contr) return 0;
2216
2217 /* Transport can't move. But update dir so it at least
2218 * will point in the same direction if player is running.
2219 */
2220 if (transport->speed_left < 0.0) {
2221 transport->direction = dir;
2222 op->direction = dir;
2223 return 0;
2224 }
2225 /* Remove transport speed. Give player just a little speed -
2226 * enough so that they will get an action again quickly.
2227 *
2228 */
2229 transport->speed_left -= 1.0;
2230 if (op->speed_left < 0.0) op->speed_left = -0.01;
2231
2232 }
2233
2234 if(op->contr->fire_on) {
2235 fire(op,dir);
2236 }
2237 else move_player_attack(op,dir);
2238
2239 pick = check_pick(op);
2240
2241
2242 /* Add special check for newcs players and fire on - this way, the
2243 * server can handle repeat firing.
2244 */
2245 if (op->contr->fire_on || (op->contr->run_on && pick!=0)) {
2246 op->direction = dir;
2247 } else {
2248 op->direction=0;
2249 }
2250 /* Update how the player looks. Use the facing, so direction may
2251 * get reset to zero. This allows for full animation capabilities
2252 * for players.
2253 */
2254 if (!transport) animate_object(op, op->facing);
2255 return 0; 2260 return 0;
2261
2262 /* Sanity check: make sure dir is valid */
2263 if ((dir < 0) || (dir >= 9))
2264 {
2265 LOG (llevError, "move_player: invalid direction %d\n", dir);
2266 return 0;
2267 }
2268
2269 /* peterm: added following line */
2270 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2271 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2272
2273 op->facing = dir;
2274
2275 if (op->hide)
2276 do_hidden_move (op);
2277
2278 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2279 /*nop */ ;
2280 else if (op->contr->fire_on)
2281 fire (op, dir);
2282 else
2283 {
2284 move_player_attack (op, dir);
2285 pick = check_pick (op);
2286 }
2287
2288 /* Add special check for newcs players and fire on - this way, the
2289 * server can handle repeat firing.
2290 */
2291 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2292 op->direction = dir;
2293 else
2294 op->direction = 0;
2295
2296 /* Update how the player looks. Use the facing, so direction may
2297 * get reset to zero. This allows for full animation capabilities
2298 * for players.
2299 */
2300 animate_object (op, op->facing);
2301 return 0;
2256} 2302}
2257 2303
2258/* This is similar to handle_player, below, but is only used by the 2304/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2305 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2306 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2307 * the new speed values for commands.
2262 * 2308 *
2263 * Returns true if there are more actions we can do. 2309 * Returns true if there are more actions we can do.
2264 */ 2310 */
2311int
2265int handle_newcs_player(object *op) 2312handle_newcs_player (object *op)
2266{ 2313{
2267 if (op->contr->hidden) { 2314 if (op->contr->hidden)
2315 {
2268 op->invisible = 1000; 2316 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2317 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2318 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2319 * alternate it here for it to work correctly.
2272 */ 2320 */
2273 if (pticks & 2) op->invisible--; 2321 if (pticks & 2)
2322 op->invisible--;
2274 } 2323 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2324 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2325 {
2276 op->invisible--; 2326 op->invisible--;
2277 if(!op->invisible) { 2327 if (!op->invisible)
2328 {
2278 make_visible(op); 2329 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2330 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2331 }
2281 } 2332 }
2282 2333
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2334 if (QUERY_FLAG (op, FLAG_SCARED))
2335 {
2284 flee_player(op); 2336 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2337 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2338 if (QUERY_FLAG (op, FLAG_SCARED))
2339 {
2287 op->speed_left--; 2340 op->speed_left--;
2288 return 0; 2341 return 0;
2289 } 2342 }
2290 } 2343 }
2291 2344
2292 /* I've been seeing crashes where the golem has been destroyed, but 2345 /* I've been seeing crashes where the golem has been destroyed, but
2293 * the player object still points to the defunct golem. The code that 2346 * the player object still points to the defunct golem. The code that
2294 * destroys the golem looks correct, and it doesn't always happen, so 2347 * destroys the golem looks correct, and it doesn't always happen, so
2295 * put this in a a workaround to clean up the golem pointer. 2348 * put this in a a workaround to clean up the golem pointer.
2296 */ 2349 */
2297 if (op->contr->ranges[range_golem] && 2350 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2298 ((op->contr->golem_count != op->contr->ranges[range_golem]->count) ||
2299 QUERY_FLAG(op->contr->ranges[range_golem], FLAG_REMOVED))) {
2300 op->contr->ranges[range_golem] = NULL; 2351 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2352
2304 /* call this here - we also will call this in do_ericserver, but 2353 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2354 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2355 * called, so we recheck it here.
2307 */ 2356 */
2308 HandleClient(&op->contr->socket, op->contr); 2357 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2358 for (int rep = 8; --rep && op->contr->ns->handle_command (); )
2310
2311 if(op->direction && (op->contr->run_on || op->contr->fire_on)) {
2312 /* All move commands take 1 tick, at least for now */
2313 op->speed_left--;
2314
2315 /* Instead of all the stuff below, let move_player take care
2316 * of it. Also, some of the skill stuff is only put in
2317 * there, as well as the confusion stuff.
2318 */
2319 move_player(op, op->direction);
2320 if (op->speed_left>0) return 1;
2321 else return 0;
2322 } 2359 ;
2360
2361 if (op->speed_left < 0)
2323 return 0; 2362 return 0;
2324}
2325 2363
2364 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2365 {
2366 /* All move commands take 1 tick, at least for now */
2367 op->speed_left--;
2368
2369 /* Instead of all the stuff below, let move_player take care
2370 * of it. Also, some of the skill stuff is only put in
2371 * there, as well as the confusion stuff.
2372 */
2373 move_player (op, op->direction);
2374 if (op->speed_left > 0)
2375 return 1;
2376 else
2377 return 0;
2378 }
2379
2380 return 0;
2381}
2382
2383int
2326int save_life(object *op) { 2384save_life (object *op)
2327 object *tmp; 2385{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2386 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2330 return 0;
2331
2332 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below)
2333 if(QUERY_FLAG(tmp, FLAG_APPLIED)&&QUERY_FLAG(tmp,FLAG_LIFESAVE)) {
2334 play_sound_map(op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2335 new_draw_info_format(NDI_UNIQUE, 0,op,
2336 "Your %s vibrates violently, then evaporates.",
2337 query_name(tmp));
2338 if (op->contr)
2339 esrv_del_item(op->contr, tmp->count);
2340 remove_ob(tmp);
2341 free_object(tmp);
2342 CLEAR_FLAG(op, FLAG_LIFESAVE);
2343 if(op->stats.hp<0)
2344 op->stats.hp = op->stats.maxhp;
2345 if(op->stats.food<0)
2346 op->stats.food = 999;
2347 fix_player(op);
2348 return 1;
2349 }
2350 LOG(llevError,"Error: LIFESAVE set without applied object.\n");
2351 CLEAR_FLAG(op, FLAG_LIFESAVE);
2352 enter_player_savebed(op); /* bring him home. */
2353 return 0; 2387 return 0;
2388
2389 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2390 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2391 {
2392 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2393 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2394
2395 if (op->contr)
2396 esrv_del_item (op->contr, tmp->count);
2397
2398 tmp->destroy ();
2399 CLEAR_FLAG (op, FLAG_LIFESAVE);
2400
2401 if (op->stats.hp < 0)
2402 op->stats.hp = op->stats.maxhp;
2403
2404 if (op->stats.food < 0)
2405 op->stats.food = 999;
2406
2407 op->update_stats ();
2408 return 1;
2409 }
2410
2411 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2412 CLEAR_FLAG (op, FLAG_LIFESAVE);
2413 enter_player_savebed (op); /* bring him home. */
2414 return 0;
2354} 2415}
2355 2416
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2417/* This goes throws the inventory and removes unpaid objects, and puts them
2357 * back in the map (location and map determined by values of env). This 2418 * back in the map (location and map determined by values of env). This
2358 * function will descend into containers. op is the object to start the search 2419 * function will descend into containers. op is the object to start the search
2359 * from. 2420 * from.
2360 */ 2421 */
2422void
2361void remove_unpaid_objects(object *op, object *env) 2423remove_unpaid_objects (object *op, object *env)
2362{ 2424{
2363 object *next; 2425 object *next;
2364 2426
2365 while (op) { 2427 while (op)
2428 {
2366 next=op->below; /* Make sure we have a good value, in case 2429 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2430 * we remove object 'op'
2368 */ 2431 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2432 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2433 {
2434 op->remove ();
2371 op->x = env->x; 2435 op->x = env->x;
2372 op->y = env->y; 2436 op->y = env->y;
2373 if (env->type == PLAYER) 2437 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2438 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2439 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2440 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2441 else if (op->inv)
2378 op=next; 2442 remove_unpaid_objects (op->inv, env);
2379 }
2380}
2381 2443
2444 op = next;
2445 }
2446}
2382 2447
2383/* 2448/*
2384 * Returns pointer a static string containing gravestone text 2449 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2450 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2451 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2452 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2453 * but there isn't one in the server directory.
2389 */ 2454 */
2455char *
2390char *gravestone_text (object *op) 2456gravestone_text (object *op)
2391{ 2457{
2392 static char buf2[MAX_BUF]; 2458 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2459 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2460 time_t now = time (NULL);
2395 2461
2396 strcpy (buf2, " R.I.P.\n\n"); 2462 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2463 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2464 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2465 else
2400 sprintf (buf, "%s\n", op->name); 2466 sprintf (buf, "%s\n", &op->name);
2467
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2468 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2469 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2471 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2472 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2473 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2474
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2475 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2476 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2477 if (op->type == PLAYER)
2478 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2479 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2480 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2481 strcat (buf2, buf);
2413 } 2482 }
2483
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2484 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2485 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2486 strcat (buf2, buf);
2487
2417 return buf2; 2488 return buf2;
2418} 2489}
2419 2490
2420 2491void
2421
2422void do_some_living(object *op) { 2492do_some_living (object *op)
2493{
2423 int last_food=op->stats.food; 2494 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2495 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2496 int over_hp, over_sp, over_grace;
2426 int i; 2497 int i;
2427 int rate_hp = 1200; 2498 int rate_hp = 1200;
2428 int rate_sp = 2500; 2499 int rate_sp = 2500;
2429 int rate_grace = 2000; 2500 int rate_grace = 2000;
2430 const int max_hp = 1; 2501 const int max_hp = 1;
2431 const int max_sp = 1; 2502 const int max_sp = 1;
2432 const int max_grace = 1; 2503 const int max_grace = 1;
2433 2504
2434 if (op->contr->outputs_sync) { 2505 if (op->contr->outputs_sync)
2506 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2507 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2508 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2437 (op->contr->outputs[i].first_update+op->contr->outputs_sync)<pticks)
2438 flush_output_element(op, &op->contr->outputs[i]); 2509 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2510 }
2440 2511
2441 if(op->contr->state==ST_PLAYING) { 2512 if (op->contr->ns->state == ST_PLAYING)
2442 2513 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2514 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2515 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2516 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2517 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2518 else
2519 {
2448 gen_hp = op->stats.maxhp; 2520 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2521 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2522 }
2523
2451 if(op->contr->gen_sp >= 0 ) 2524 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2525 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2526 else
2527 {
2454 gen_sp = op->stats.maxsp; 2528 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2529 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2530 }
2531
2457 if(op->contr->gen_grace >= 0) 2532 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2533 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2534 else
2535 {
2460 gen_grace = op->stats.maxgrace; 2536 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2537 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2538 }
2463 2539
2464 /* Regenerate Spell Points */ 2540 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2541 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2542 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2543 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2467 if(op->stats.sp<op->stats.maxsp) { 2544 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2545 {
2546 op->stats.sp++;
2469 /* dms do not consume food */ 2547 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2548 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2549 {
2550 op->stats.food--;
2472 if(op->contr->digestion<0) 2551 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2552 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2553 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2475 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2476 op->stats.food=last_food; 2554 op->stats.food = last_food;
2555 }
2556 }
2557
2558 if (max_sp > 1)
2559 {
2560 over_sp = (gen_sp + 10) / rate_sp;
2561 if (over_sp > 0)
2562 {
2563 if (op->stats.sp < op->stats.maxsp)
2564 {
2565 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2566
2567 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2568 op->stats.sp--;
2569
2570 if (op->stats.sp > op->stats.maxsp)
2571 op->stats.sp = op->stats.maxsp;
2572 }
2573 op->last_sp = 0;
2574 }
2575 else
2576 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2580 }
2478 }
2479 if (max_sp>1) {
2480 over_sp = (gen_sp+10)/rate_sp;
2481 if (over_sp > 0) {
2482 if(op->stats.sp<op->stats.maxsp) {
2483 op->stats.sp += over_sp>max_sp ? max_sp : over_sp;
2484 if(random_roll(0, rate_sp-1, op, PREFER_LOW) > ((gen_sp+10)%rate_sp))
2485 op->stats.sp--;
2486 if(op->stats.sp>op->stats.maxsp)
2487 op->stats.sp=op->stats.maxsp;
2488 }
2489 op->last_sp=0;
2490 } else {
2491 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2492 }
2493 } else {
2494 op->last_sp=rate_sp/(gen_sp<20 ? 30 : gen_sp+10);
2495 }
2496 }
2497 2581
2498 /* Regenerate Grace */ 2582 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2583 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2584 if (--op->last_grace < 0)
2585 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2586 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2587 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2588
2589 if (max_grace > 1)
2590 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2591 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2592 if (over_grace > 0)
2506 op->stats.sp += over_grace 2593 {
2594 op->stats.sp += over_grace
2507 + (random_roll(0, rate_grace-1, op, PREFER_HIGH) > ((gen_grace<20 ? 30 : gen_grace+10)%rate_grace))? -1 : 0; 2595 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2508 op->last_grace=0; 2596 op->last_grace = 0;
2509 } else { 2597 }
2598 else
2599 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2600 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2601 }
2512 } else { 2602 }
2603 else
2604 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2605 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2606 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2607 /* wearing stuff doesn't detract from grace generation. */
2516 } 2608 }
2517 2609
2518 /* Regenerate Hit Points */ 2610 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2611 if (--op->last_heal < 0)
2612 {
2520 if(op->stats.hp<op->stats.maxhp) { 2613 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2614 {
2615 op->stats.hp++;
2522 /* dms do not consume food */ 2616 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2617 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2618 {
2619 op->stats.food--;
2525 if(op->contr->digestion<0) 2620 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2621 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2622 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2528 random_roll(0, op->contr->digestion, op, PREFER_HIGH))
2529 op->stats.food=last_food; 2623 op->stats.food = last_food;
2624 }
2625 }
2626
2627 if (max_hp > 1)
2628 {
2629 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2630 if (over_hp > 0)
2631 {
2632 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2633 op->last_heal = 0;
2634 }
2635 else
2636 {
2637 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2638 }
2639 }
2640 else
2641 {
2642 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2643 }
2530 } 2644 }
2531 }
2532 if(max_hp>1) {
2533 over_hp = (gen_hp<20 ? 30 : gen_hp+10)/rate_hp;
2534 if (over_hp > 0) {
2535 op->stats.sp += over_hp
2536 + (RANDOM()%rate_hp > ((gen_hp<20 ? 30 : gen_hp+10)%rate_hp))? -1 : 0;
2537 op->last_heal=0;
2538 } else {
2539 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2540 }
2541 } else {
2542 op->last_heal=rate_hp/(gen_hp<20 ? 30 : gen_hp+10);
2543 }
2544 }
2545 2645
2546 /* Digestion */ 2646 /* Digestion */
2547 if(--op->last_eat<0) { 2647 if (--op->last_eat < 0)
2648 {
2548#ifdef COZY_SERVER 2649#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2650 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2651 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2652#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2653 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2554 penalty=op->contr->digestion<0?-op->contr->digestion:0;
2555#endif 2654#endif
2556 2655
2557 if(op->contr->gen_hp > 0) 2656 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2657 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2658 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2659 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2660
2561 /* dms do not consume food */ 2661 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2662 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2663 op->stats.food--;
2564 } 2664 }
2565 2665
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2666 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2667 {
2668 object *tmp, *flesh = 0;
2568 2669
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2670 for (tmp = op->inv; tmp; tmp = tmp->below)
2671 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2672 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2673 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2674 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2675 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2676 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2677 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2678 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2679 break;
2576 } 2680 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2681 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2682 flesh = tmp;
2579 } /* end of for loop */ 2683 } /* End if paid for object */
2684 } /* end of for loop */
2685
2580 /* If player is still starving, it means they don't have any food, so 2686 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2687 * eat flesh instead.
2582 */ 2688 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2689 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2690 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2691 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2692 manual_apply (op, flesh, 0);
2586 } 2693 }
2587 } /* end if player is starving */ 2694 }
2588 2695
2589 while(op->stats.food<0&&op->stats.hp>0) 2696 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2697 op->stats.food++, op->stats.hp--;
2591 2698
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2699 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2700 kill_player (op);
2701 }
2594} 2702}
2595
2596
2597 2703
2598/* If the player should die (lack of hp, food, etc), we call this. 2704/* If the player should die (lack of hp, food, etc), we call this.
2599 * op is the player in jeopardy. If the player can not be saved (not 2705 * op is the player in jeopardy. If the player can not be saved (not
2600 * permadeath, no lifesave), this will take care of removing the player 2706 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2707 * file.
2602 */ 2708 */
2709void
2603void kill_player(object *op) 2710kill_player (object *op)
2604{ 2711{
2605 char buf[MAX_BUF]; 2712 char buf[MAX_BUF];
2606 int x,y,i; 2713 int x, y;
2714
2715 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2716 maptile *map; /* this is for resurrection */
2717
2608 int z; 2718 /* int z;
2609 int num_stats_lose; 2719 int num_stats_lose;
2610 int lost_a_stat; 2720 int lost_a_stat;
2611 int lose_this_stat; 2721 int lose_this_stat;
2612 int this_stat; 2722 int this_stat; */
2613 int will_kill_again; 2723 int will_kill_again;
2614 archetype *at; 2724 archetype *at;
2615 object *tmp; 2725 object *tmp;
2616 2726
2617 if(save_life(op)) 2727 if (save_life (op))
2618 return; 2728 return;
2619 2729
2620 2730
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2731 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2622 * in cities ONLY!!! It is very important that this doesn't get abused. 2732 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2733 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2734 */
2625 if (op_on_battleground(op, &x, &y)) { 2735 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2736 {
2627 "You have been defeated in combat!"); 2737 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!");
2628 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2738 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2739
2630
2631 /* restore player */ 2740 /* restore player */
2632 at = find_archetype("poisoning"); 2741 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2742 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2743 if (tmp)
2635 remove_ob(tmp); 2744 {
2636 free_object(tmp); 2745 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2746 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2747 }
2639 2748
2640 at = find_archetype("confusion"); 2749 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2750 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2751 if (tmp)
2643 remove_ob(tmp); 2752 {
2644 free_object(tmp); 2753 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2754 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2755 }
2647 2756
2648 cure_disease(op,0); /* remove any disease */ 2757 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2758 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2759 if (op->stats.food <= 0)
2651 2760 op->stats.food = 999;
2761
2652 /* create a bodypart-trophy to make the winner happy */ 2762 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2763 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2764 if (tmp != NULL)
2655 { 2765 {
2656 sprintf(buf,"%s's finger",op->name); 2766 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2767 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2768 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2769 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2770 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2771 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2772 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2773 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2774 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2775 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2776 }
2777
2669 /* teleport defeated player to new destination*/ 2778 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2779 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2780 op->contr->braced = 0;
2672 return; 2781 return;
2673 } 2782 }
2674 2783
2675 INVOKE_PLAYER (DEATH, op->contr); 2784 INVOKE_PLAYER (DEATH, op->contr);
2676 2785
2677 command_kill_pets (op, 0); 2786 command_kill_pets (op, 0);
2678 2787
2679 if(op->stats.food<0) { 2788 if (op->stats.food < 0)
2789 {
2680 if (op->contr->explore) { 2790 if (op->contr->explore)
2791 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2792 new_draw_info (NDI_UNIQUE, 0, op, "You would have starved, but you are");
2682 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2793 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2794 op->stats.food = 999;
2684 return; 2795 return;
2685 } 2796 }
2686 sprintf(buf,"%s starved to death.",op->name); 2797 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2798 strcpy (op->contr->killer, "starvation");
2799 }
2800 else
2688 } 2801 {
2689 else {
2690 if (op->contr->explore) { 2802 if (op->contr->explore)
2803 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2804 new_draw_info (NDI_UNIQUE, 0, op, "You would have died, but you are");
2692 new_draw_info(NDI_UNIQUE, 0,op,"in explore mode, so..."); 2805 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2806 op->stats.hp = op->stats.maxhp;
2694 return; 2807 return;
2695 } 2808 }
2696 sprintf(buf,"%s died.",op->name); 2809 sprintf (buf, "%s died.", &op->name);
2697 } 2810 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2811 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2812
2700 /* save the map location for corpse, gravestone*/ 2813 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2814 x = op->x;
2815 y = op->y;
2816 map = op->map;
2702 2817
2703 2818
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2819 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2820 * life if they are dead - it takes some exp and a random stat.
2707 * See the config.h file for a little more in depth detail about this. 2821 * See the config.h file for a little more in depth detail about this.
2708 */ 2822 */
2709 2823
2710 /* Basically two ways to go - remove a stat permanently, or just 2824 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2825 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2826 * of death.
2713 */ 2827 */
2714#ifndef COZY_SERVER 2828#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2829 if (settings.balanced_stat_loss)
2830 {
2716 /* If stat loss is permanent, lose one stat only. */ 2831 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2832 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2833 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2834 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2835 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2836 little bit harder. */
2722 /* GD */ 2837 /* GD */
2723 if (settings.stat_loss_on_death) 2838 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2839 num_stats_lose = 1;
2725 else 2840 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2841 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2842 }
2843 else
2844 {
2728 num_stats_lose = 1; 2845 num_stats_lose = 1;
2729 } 2846 }
2730 lost_a_stat = 0; 2847 lost_a_stat = 0;
2731 2848
2732 for (z=0; z<num_stats_lose; z++) { 2849 for (z = 0; z < num_stats_lose; z++)
2850 {
2733 i = RANDOM() % NUM_STATS; 2851 i = RANDOM () % NUM_STATS;
2734 2852
2735 if (settings.stat_loss_on_death) { 2853 if (settings.stat_loss_on_death)
2854 {
2736 /* Pick a random stat and take a point off it. Tell the player 2855 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2856 * what he lost.
2738 */ 2857 */
2739 change_attr_value(&(op->stats), i,-1); 2858 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2859 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2860 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2861 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2862 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2863 lost_a_stat = 1;
2745 } else { 2864 }
2865 else
2866 {
2746 /* deplete a stat */ 2867 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2868 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2869 object *dep;
2870
2871 dep = present_arch_in_ob (deparch, op);
2872 if (!dep)
2749 2873 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2874 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2875 insert_ob_in_ob (dep, op);
2754 }
2755 lose_this_stat = 1;
2756 if (settings.balanced_stat_loss) {
2757 /* GD */
2758 /* Get the stat that we're about to deplete. */
2759 this_stat = get_attr_value(&(dep->stats), i);
2760 if (this_stat < 0) {
2761 int loss_chance = 1 + op->level/BALSL_LOSS_CHANCE_RATIO;
2762 int keep_chance = this_stat * this_stat;
2763 /* Yes, I am paranoid. Sue me. */
2764 if (keep_chance < 1)
2765 keep_chance = 1;
2766
2767 /* There is a maximum depletion total per level. */
2768 if (this_stat < -1 - op->level/BALSL_MAX_LOSS_RATIO) {
2769 lose_this_stat = 0;
2770 /* Take loss chance vs keep chance to see if we
2771 retain the stat. */
2772 } else {
2773 if (random_roll(0, loss_chance + keep_chance-1,
2774 op, PREFER_LOW) < keep_chance)
2775 lose_this_stat = 0;
2776 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2777 this_stat, keep_chance, loss_chance,
2778 lose_this_stat?"LOSE":"KEEP"); */
2779 }
2780 }
2781 }
2782 2876 }
2783 if (lose_this_stat) { 2877 lose_this_stat = 1;
2878 if (settings.balanced_stat_loss)
2879 {
2880 /* GD */
2881 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2882 this_stat = get_attr_value (&(dep->stats), i);
2883 if (this_stat < 0)
2884 {
2885 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2886 int keep_chance = this_stat * this_stat;
2887
2888 /* Yes, I am paranoid. Sue me. */
2889 if (keep_chance < 1)
2890 keep_chance = 1;
2891
2892 /* There is a maximum depletion total per level. */
2893 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2894 {
2895 lose_this_stat = 0;
2896 /* Take loss chance vs keep chance to see if we
2897 retain the stat. */
2898 }
2899 else
2900 {
2901 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2902 lose_this_stat = 0;
2903 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2904 this_stat, keep_chance, loss_chance,
2905 lose_this_stat?"LOSE":"KEEP"); */
2906 }
2907 }
2908 }
2909
2910 if (lose_this_stat)
2911 {
2912 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2913 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2914 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2915 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2916 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2917 * difference.
2790 */ 2918 */
2791 if (this_stat>=-50) { 2919 if (this_stat >= -50)
2920 {
2792 change_attr_value(&(dep->stats), i, -1); 2921 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2922 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2923 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2924 op->update_stats ();
2796 lost_a_stat = 1; 2925 lost_a_stat = 1;
2797 } 2926 }
2798 } 2927 }
2928 }
2799 } 2929 }
2800 }
2801 /* If no stat lost, tell the player. */ 2930 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2931 if (!lost_a_stat)
2803 { 2932 {
2804 /* determine_god() seems to not work sometimes... why is this? 2933 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2934 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2935 const char *god = determine_god (op);
2936
2807 if (god && (strcmp(god, "none"))) 2937 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2938 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god);
2809 "moment you feel the holy presence of %s protecting" 2939 else
2810 " you.", god); 2940 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you.");
2811 else
2812 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2813 " feel a holy presence protecting you.");
2814 } 2941 }
2942#else
2943 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2944#endif
2816 new_draw_info(NDI_UNIQUE, 0, op, "For a brief moment you"
2817 " feel a holy presence protecting you from losing yourself completely.");
2818 2945
2819 /* Put a gravestone up where the character 'almost' died. List the 2946 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2947 * exp loss on the stone.
2821 */ 2948 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2949 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2950 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2951 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2952 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2953 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2954 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);
2828 "who was killed\n" 2955 tmp->msg = buf;
2829 "by %s.\n",
2830 op->name, op->contr->title,
2831 op->contr->killer);
2832 tmp->msg = add_string(buf);
2833 tmp->x=op->x,tmp->y=op->y; 2956 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2957 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2958
2836 /**************************************/ 2959 /**************************************/
2837 /* */ 2960 /* */
2838 /* Subtract the experience points, */ 2961 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2962 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2963 /* food, and reset HP's... */
2841 /* */ 2964 /* */
2842 /**************************************/ 2965 /**************************************/
2843 2966
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2967 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2968 /* restore player */
2846 at = find_archetype("poisoning"); 2969 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2970 tmp = present_arch_in_ob (at, op);
2971
2848 if (tmp) { 2972 if (tmp)
2849 remove_ob(tmp); 2973 {
2850 free_object(tmp); 2974 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2975 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2976 }
2853 2977
2854 at = find_archetype("confusion"); 2978 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2979 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2980 if (tmp)
2857 remove_ob(tmp); 2981 {
2858 free_object(tmp); 2982 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2983 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2984 }
2985
2861 cure_disease(op,0); /* remove any disease */ 2986 cure_disease (op, 0); /* remove any disease */
2862 2987
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2988 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2989 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2990 if (op->stats.food < 100)
2991 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2992 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2993 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2994 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2995
2870 /* 2996 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2997 * Check to see if the player is in a shop. IF so, then check to see if
2872 * the player has any unpaid items. If so, remove them and put them back 2998 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 2999 * in the map.
2874 */ 3000 */
2875 3001
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3002 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3003 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3004
2884 /****************************************/ 3005 /****************************************/
2885 /* */ 3006 /* */
2886 /* Move player to his current respawn- */ 3007 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3008 /* position (usually last savebed) */
2888 /* */ 3009 /* */
2889 /****************************************/ 3010 /****************************************/
2890 3011
2891 enter_player_savebed(op); 3012 enter_player_savebed (op);
2892 3013
2893 /* Save the player before inserting the force to reduce 3014 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3015 * chance of abuse.
2895 */ 3016 */
2896 op->contr->braced=0; 3017 op->contr->braced = 0;
2897 save_player(op,1); 3018 op->contr->save ();
2898 3019
2899 /* it is possible that the player has blown something up 3020 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3021 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3022 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3023 * on the space that might harm the player.
2903 */ 3024 */
2904 will_kill_again=0; 3025 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3026 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3027 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3028 will_kill_again |= tmp->attacktype;
2908 } 3029
2909 if (will_kill_again) { 3030 if (will_kill_again)
3031 {
2910 object *force; 3032 object *force;
2911 int at; 3033 int at;
2912 3034
2913 force=get_archetype(FORCE_NAME); 3035 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3036 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3037 force->speed = 0.1;
2916 force->speed_left=-5.0; 3038 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3039 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3040 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3041 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3042 force->resist[at] = 100;
2921 } 3043
2922 insert_ob_in_ob(force, op); 3044 insert_ob_in_ob (force, op);
2923 fix_player(op); 3045 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3046
3047 }
3048
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3049 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED.");
2934 return;
2935 } /* NOT_PERMADETH */
2936 else {
2937 /* If NOT_PERMADETH is set, then the rest of this is not reachable. This
2938 * should probably be embedded in an else statement.
2939 */
2940
2941 op->contr->party=NULL;
2942 if (settings.set_title == TRUE)
2943 op->contr->own_title[0]='\0';
2944 new_draw_info(NDI_UNIQUE|NDI_ALL, 0,NULL, buf);
2945 check_score(op);
2946 if(op->contr->ranges[range_golem]!=NULL) {
2947 remove_friendly_object(op->contr->ranges[range_golem]);
2948 remove_ob(op->contr->ranges[range_golem]);
2949 free_object(op->contr->ranges[range_golem]);
2950 op->contr->ranges[range_golem]=NULL;
2951 op->contr->golem_count=0;
2952 }
2953 loot_object(op); /* Remove some of the items for good */
2954 remove_ob(op);
2955 op->direction=0;
2956
2957 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)&&op->stats.exp) {
2958 delete_character(op->name,0);
2959 if (settings.resurrection == TRUE) {
2960 /* save playerfile sans equipment when player dies
2961 ** then save it as player.pl.dead so that future resurrection
2962 ** type spells will work on them nicely
2963 */
2964 delete_character(op->name,0);
2965 op->stats.hp = op->stats.maxhp;
2966 op->stats.food = 999;
2967
2968 /* set the location of where the person will reappear when */
2969 /* maybe resurrection code should fix map also */
2970 strcpy(op->contr->maplevel, settings.emergency_mapname);
2971 if(op->map!=NULL)
2972 op->map = NULL;
2973 op->x = settings.emergency_x;
2974 op->y = settings.emergency_y;
2975 save_player(op,0);
2976 op->map = map;
2977 /* please see resurrection.c: peterm */
2978 dead_player(op);
2979 } else {
2980 delete_character(op->name,1);
2981 }
2982 }
2983 play_again(op);
2984
2985 /* peterm: added to create a corpse at deathsite. */
2986 tmp=arch_to_object(find_archetype("corpse_pl"));
2987 sprintf(buf,"%s", op->name);
2988 FREE_AND_COPY(tmp->name, buf);
2989 FREE_AND_COPY(tmp->name_pl, buf);
2990 tmp->level=op->level;
2991 tmp->x=x;tmp->y=y;
2992 if (tmp->msg)
2993 free_string(tmp->msg);
2994 tmp->msg = add_string (gravestone_text(op));
2995 SET_FLAG (tmp, FLAG_UNIQUE);
2996 insert_ob_in_map (tmp, map, NULL,0);
2997 }
2998} 3050}
2999 3051
3000 3052void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3053loot_object (object *op)
3054{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3055 object *tmp, *tmp2, *next;
3003 3056
3057 if (op->container)
3004 if (op->container) { /* close open sack first */ 3058 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3059
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3060 for (tmp = op->inv; tmp; tmp = next)
3061 {
3009 next=tmp->below; 3062 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3063
3011 remove_ob(tmp); 3064 if (tmp->invisible)
3065 continue;
3066
3067 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3068 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3069 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3070 { /* empty container to ground */
3015 } 3071 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3072 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3073 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3074 {
3018 if(tmp->nrof>1) { 3075 if (tmp->nrof > 1)
3076 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3077 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3078 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3079 insert_ob_in_map (tmp, op->map, NULL, 0);
3080 }
3081 else
3082 tmp->destroy ();
3083 }
3022 } else 3084 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3085 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3086 }
3027} 3087}
3028 3088
3029/* 3089/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3090 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3091 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3092 * was changed.
3033 */ 3093 */
3034 3094
3095void
3035void fix_weight(void) { 3096fix_weight (void)
3036 player *pl; 3097{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3098 for (player *pl = first_player; pl; pl = pl->next)
3099 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3100 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3101
3039 if(old == sum) 3102 if (old == sum)
3040 continue; 3103 continue;
3041 fix_player(pl->ob); 3104 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3105 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3106 }
3045} 3107}
3046 3108
3109void
3047void fix_luck(void) { 3110fix_luck (void)
3048 player *pl; 3111{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3112 for (player *pl = first_player; pl; pl = pl->next)
3050 if (!pl->ob->contr->state) 3113 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3114 pl->ob->change_luck (0);
3052} 3115}
3053
3054 3116
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3117/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3118 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3119 * just treat this as any other spell casting object.
3058 */ 3120 */
3059
3060void 3121void
3061cast_dust (object * op, object * throw_ob, int dir) 3122cast_dust (object *op, object *throw_ob, int dir)
3062{ 3123{
3063 object *skop, *spob; 3124 object *skop, *spob;
3064 3125
3065 skop = find_skill_by_name (op, throw_ob->skill); 3126 skop = find_skill_by_name (op, throw_ob->skill);
3066 3127
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3128 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3129 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3130 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3131 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3132 return;
3073 } 3133 }
3074 3134
3075 spob = throw_ob->inv; 3135 spob = throw_ob->inv;
3076 3136
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3137 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to
3078 // not pass NULL to cast_spell (which did indeed check itself, but 3138 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3139 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3140 if (!spob)
3081 { 3141 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3142 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", &throw_ob->name, &op->name);
3083 throw_ob->name, op->name);
3084 return; 3143 return;
3085 } 3144 }
3086 3145
3087 if (op->type == PLAYER) 3146 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3147 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3148
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3149 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3150
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3151 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3152}
3096 3153
3154void
3097void make_visible (object *op) { 3155make_visible (object *op)
3156{
3098 op->hide = 0; 3157 op->hide = 0;
3099 op->invisible = 0; 3158 op->invisible = 0;
3100 if(op->type==PLAYER) { 3159 if (op->type == PLAYER)
3160 {
3101 op->contr->tmp_invis = 0; 3161 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3162 op->contr->invis_race = 0;
3103 } 3163 }
3104 update_object(op,UP_OBJ_FACE); 3164 update_object (op, UP_OBJ_FACE);
3105} 3165}
3106 3166
3167int
3107int is_true_undead(object *op) { 3168is_true_undead (object *op)
3169{
3108 object *tmp=NULL; 3170 object *tmp = NULL;
3109 3171
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3172 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3173 return 1;
3111 3174
3112 if(op->type==PLAYER)
3113 for(tmp=op->inv;tmp;tmp=tmp->below)
3114 if(tmp->type==EXPERIENCE && tmp->stats.Wis)
3115 if(QUERY_FLAG(tmp,FLAG_UNDEAD)) return 1;
3116 return 0; 3175 return 0;
3117} 3176}
3118 3177
3119/* look at the surrounding terrain to determine 3178/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3179 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3180 * indicate greater hideability.
3122 */ 3181 */
3123 3182
3183int
3124int hideability(object *ob) { 3184hideability (object *ob)
3185{
3125 int i,level=0, mflag; 3186 int i, level = 0, mflag;
3126 sint16 x,y; 3187 sint16 x, y;
3127 3188
3128 if(!ob||!ob->map) return 0; 3189 if (!ob || !ob->map)
3190 return 0;
3129 3191
3130 /* so, on normal lighted maps, its hard to hide */ 3192 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3193 level = ob->map->darkness - 2;
3132 3194
3133 /* this also picks up whether the object is glowing. 3195 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3196 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3197 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3198 if (has_carried_lights (ob))
3199 level = -(10 + (2 * ob->map->darkness));
3137 3200
3138 /* scan through all nearby squares for terrain to hide in */ 3201 /* scan through all nearby squares for terrain to hide in */
3139 for(i=0,x=ob->x,y=ob->y;i<9;i++,x=ob->x+freearr_x[i],y=ob->y+freearr_y[i]) { 3202 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3203 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3204 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3205 if (mflag & P_OUT_OF_MAP)
3206 {
3207 continue;
3208 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3209 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3210 level += 2;
3144 else /* open terrain! */ 3211 else /* open terrain! */
3145 level -= 1; 3212 level -= 1;
3146 } 3213 }
3147 3214
3148#if 0 3215#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3216 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3217#endif
3151 return level; 3218 return level;
3152} 3219}
3153 3220
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3221/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3222 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3223 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3224 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3225 */
3159 3226
3227void
3160void do_hidden_move (object *op) { 3228do_hidden_move (object *op)
3229{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3230 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3231 object *skop;
3163 3232
3164 if(!op || !op->map) return; 3233 if (!op || !op->map)
3234 return;
3165 3235
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3236 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3237
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3238 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3239 if (op->type == PLAYER && op->contr->run_on)
3240 {
3170 if(!skop || num >= skop->level) { 3241 if (!skop || num >= skop->level)
3242 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3243 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3244 make_visible (op);
3173 return; 3245 return;
3174 } else num += 20; 3246 }
3247 else
3248 num += 20;
3175 } 3249 }
3176 num += op->map->difficulty; 3250 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3251 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3252 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3253 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3254 {
3180 make_visible(op); 3255 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3256 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3257 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3258 }
3184 else if (op->type == PLAYER && skop) { 3259 else if (op->type == PLAYER && skop)
3260 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3261 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3262 }
3187} 3263}
3188 3264
3189/* determine if who is standing near a hostile creature. */ 3265/* determine if who is standing near a hostile creature. */
3190 3266
3267int
3191int stand_near_hostile( object *who ) { 3268stand_near_hostile (object *who)
3269{
3192 object *tmp=NULL; 3270 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3271 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3272 maptile *m;
3195 sint16 x,y; 3273 sint16 x, y;
3196 3274
3197 if(!who) return 0; 3275 if (!who)
3198
3199 if(who->type==PLAYER) player=1;
3200 else friendly = QUERY_FLAG(who,FLAG_FRIENDLY);
3201
3202 /* search adjacent squares */
3203 for(i=1;i<9;i++) {
3204 x = who->x+freearr_x[i];
3205 y = who->y+freearr_y[i];
3206 m = who->map;
3207 mflags = get_map_flags(m, &m, x, y, &x, &y);
3208 /* space must be blocked if there is a monster. If not
3209 * blocked, don't need to check this space.
3210 */
3211 if (mflags & P_OUT_OF_MAP) continue;
3212 if (OB_TYPE_MOVE_BLOCK(who, GET_MAP_MOVE_BLOCK(m, x, y))) continue;
3213
3214 for(tmp=get_map_ob(m,x,y);tmp;tmp=tmp->above) {
3215 if((player||friendly)
3216 &&QUERY_FLAG(tmp,FLAG_MONSTER)&&!QUERY_FLAG(tmp,FLAG_UNAGGRESSIVE))
3217 return 1;
3218 else if(tmp->type==PLAYER)
3219 {
3220 /*don't let a hidden DM prevent you from hiding*/
3221 if(!QUERY_FLAG(tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3222 return 1;
3223 }
3224 }
3225 }
3226 return 0; 3276 return 0;
3277
3278 if (who->type == PLAYER)
3279 player = 1;
3280
3281 else
3282 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3283
3284 /* search adjacent squares */
3285 for (i = 1; i < 9; i++)
3286 {
3287 x = who->x + freearr_x[i];
3288 y = who->y + freearr_y[i];
3289 m = who->map;
3290 mflags = get_map_flags (m, &m, x, y, &x, &y);
3291 /* space must be blocked if there is a monster. If not
3292 * blocked, don't need to check this space.
3293 */
3294 if (mflags & P_OUT_OF_MAP)
3295 continue;
3296 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3297 continue;
3298
3299 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3300 {
3301 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3302 return 1;
3303 else if (tmp->type == PLAYER)
3304 {
3305 /*don't let a hidden DM prevent you from hiding */
3306 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3307 return 1;
3308 }
3309 }
3310 }
3311 return 0;
3227} 3312}
3228 3313
3229/* check the player los field for viewability of the 3314/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3315 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3316 * but we dont worry if the object isnt the top one in
3238 * for them to differ. Sigh, this fctn could get a bit more complex. 3323 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3324 * -b.t.
3240 * This function is now map tiling safe. 3325 * This function is now map tiling safe.
3241 */ 3326 */
3242 3327
3328int
3243int player_can_view (object *pl,object *op) { 3329player_can_view (object *pl, object *op)
3330{
3244 rv_vector rv; 3331 rv_vector rv;
3245 int dx,dy; 3332 int dx, dy;
3246 3333
3247 if(pl->type!=PLAYER) { 3334 if (pl->type != PLAYER)
3335 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3336 LOG (llevError, "player_can_view() called for non-player object\n");
3249 return -1;
3250 }
3251 if (!pl || !op) return 0;
3252
3253 if(op->head) { op = op->head; }
3254 get_rangevector(pl, op, &rv, 0x1);
3255
3256 /* starting with the 'head' part, lets loop
3257 * through the object and find if it has any
3258 * part that is in the los array but isnt on
3259 * a blocked los square.
3260 * we use the archetype to figure out offsets.
3261 */
3262 while(op) {
3263 dx = rv.distance_x + op->arch->clone.x;
3264 dy = rv.distance_y + op->arch->clone.y;
3265
3266 /* only the viewable area the player sees is updated by LOS
3267 * code, so we need to restrict ourselves to that range of values
3268 * for any meaningful values.
3269 */
3270 if (FABS(dx) <= (pl->contr->socket.mapx/2) &&
3271 FABS(dy) <= (pl->contr->socket.mapy/2) &&
3272 !pl->contr->blocked_los[dx + (pl->contr->socket.mapx/2)][dy+(pl->contr->socket.mapy/2)] )
3273 return 1; 3337 return -1;
3274 op = op->more;
3275 } 3338 }
3339 if (!pl || !op)
3276 return 0; 3340 return 0;
3341
3342 if (op->head)
3343 {
3344 op = op->head;
3345 }
3346 get_rangevector (pl, op, &rv, 0x1);
3347
3348 /* starting with the 'head' part, lets loop
3349 * through the object and find if it has any
3350 * part that is in the los array but isnt on
3351 * a blocked los square.
3352 * we use the archetype to figure out offsets.
3353 */
3354 while (op)
3355 {
3356 dx = rv.distance_x + op->arch->clone.x;
3357 dy = rv.distance_y + op->arch->clone.y;
3358
3359 /* only the viewable area the player sees is updated by LOS
3360 * code, so we need to restrict ourselves to that range of values
3361 * for any meaningful values.
3362 */
3363 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3364 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3365 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3366 return 1;
3367 op = op->more;
3368 }
3369 return 0;
3277} 3370}
3278 3371
3279/* routine for both players and monsters. We call this when 3372/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3373 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3374 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3375 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3376 * return 0.
3284 */ 3377 */
3378int
3285int action_makes_visible (object *op) { 3379action_makes_visible (object *op)
3380{
3286 3381
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3382 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3383 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3384 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3385 return 0;
3290 3386
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3387 if (op->contr && op->contr->tmp_invis == 0)
3388 return 0;
3292 3389
3293 /* If monsters, they should become visible */ 3390 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3391 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3392 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3393 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3394 return 1;
3297 } 3395 }
3298 } 3396 }
3299 return 0; 3397 return 0;
3300} 3398}
3301 3399
3302/* op_on_battleground - checks if the given object op (usually 3400/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3401 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3402 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3403 * -exit-coord. (and if x, y not NULL)
3306 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set 3404 * 19 March 2005 - josh@woosworld.net modifed to check if the battleground also has slaying, maxhp, and maxsp set
3307 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y 3405 * and if those are all set and the player has a marker that matches the slaying send them to a different x, y
3308 * Default is to do the same as before, so only people wanting to have different points need worry about this 3406 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3407 */
3408int
3310int op_on_battleground (object *op, int *x, int *y) { 3409op_on_battleground (object *op, int *x, int *y)
3410{
3311 object *tmp; 3411 object *tmp;
3312 3412
3313 /* A battleground-tile needs the following attributes to be valid: 3413 /* A battleground-tile needs the following attributes to be valid:
3314 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3414 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3415 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3416 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3417 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3418 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3419 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3420 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3421 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3422 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3423 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3424 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3425 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3426 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3427 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3428 {
3326 object *invtmp; 3429 object *invtmp;
3430
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3431 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3432 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3433 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3434 {
3435 if (x != NULL && y != NULL)
3436 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3437 return 1;
3438 }
3439 }
3440 }
3330 if (x != NULL && y != NULL) 3441 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3442 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3443 return 1;
3333 } 3444 }
3334 } 3445 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3446 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3447 /* If we got here, did not find a battleground */
3343 return 0; 3448 return 0;
3344} 3449}
3345 3450
3346/* 3451/*
3350 * attributes: 3455 * attributes:
3351 * object *who the dragon player 3456 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3457 * int atnr the attack-number of the ability focus
3353 * int level ability level 3458 * int level ability level
3354 */ 3459 */
3460void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3461dragon_ability_gain (object *who, int atnr, int level)
3462{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3463 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3464 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3465 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3466 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3467 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3468 int i = 0, j = 0;
3362 3469
3363 /* get the appropriate treasurelist */ 3470 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3471 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3472 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3473 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3474 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3475 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3476 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3477 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3478 trlist = find_treasurelist ("dragon_ability_poison");
3372 3479
3373 if (trlist == NULL || who->type != PLAYER) 3480 if (trlist == NULL || who->type != PLAYER)
3374 return; 3481 return;
3375 3482
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3483 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3484
3378
3379 if (tr == NULL || tr->item == NULL) { 3485 if (tr == NULL || tr->item == NULL)
3486 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3487 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3488 return;
3382 } 3489 }
3383 3490
3384 /* everything seems okay - now bring on the gift: */ 3491 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3492 item = &(tr->item->clone);
3386 3493
3387 if (item->type == SPELL) { 3494 if (item->type == SPELL)
3495 {
3388 if (check_spell_known (who, item->name)) 3496 if (check_spell_known (who, item->name))
3389 return; 3497 return;
3390 3498
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3499 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->name);
3392 do_learn_spell (who, item, 0); 3500 do_learn_spell (who, item, 0);
3393 return; 3501 return;
3394 } 3502 }
3395 3503
3396 /* grant direct spell */ 3504 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3505 if (item->type == SPELLBOOK)
3506 {
3398 if (!item->inv) { 3507 if (!item->inv)
3508 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3509 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3510 return;
3402 } 3511 }
3403 if (check_spell_known (who, item->inv->name)) 3512 if (check_spell_known (who, item->inv->name))
3404 return; 3513 return;
3405 if (item->invisible) { 3514 if (item->invisible)
3515 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3516 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained the ability of %s", &item->inv->name);
3407 do_learn_spell (who, item->inv, 0); 3517 do_learn_spell (who, item->inv, 0);
3408 return; 3518 return;
3409 } 3519 }
3410 } 3520 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3521 else if (item->type == SKILL_TOOL && item->invisible)
3522 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3523 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3524 {
3413 3525
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3526 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ...
3415 * in this way, if the player is missing any of the attacktypes, he gets 3527 * in this way, if the player is missing any of the attacktypes, he gets
3416 * them. As it is now, if the player has any that match the granted skill, 3528 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3529 * but not all of them, he gets nothing.
3418 */ 3530 */
3419 if (!(skop->attacktype & item->attacktype)) { 3531 if (!(skop->attacktype & item->attacktype))
3532 {
3420 /* Give new attacktype */ 3533 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3534 skop->attacktype |= item->attacktype;
3422 3535
3423 /* always add physical if there's none */ 3536 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3537 skop->attacktype |= AT_PHYSICAL;
3425 3538
3426 if (item->msg != NULL) 3539 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3540 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3541
3429 /* Give player new face */ 3542 /* Give player new face */
3430 if (item->animation_id) { 3543 if (item->animation_id)
3544 {
3431 who->face = skop->face; 3545 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3546 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3547 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3548 who->last_anim = 0;
3435 who->state = 0; 3549 who->state = 0;
3436 animate_object(who, who->direction); 3550 animate_object (who, who->direction);
3437 } 3551 }
3552 }
3553 }
3438 } 3554 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3555 else if (item->type == FORCE)
3556 {
3442 /* forces in the treasurelist can alter the player's stats */ 3557 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3558 object *skin;
3559
3444 /* first get the dragon skin force */ 3560 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3561 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3562 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3563 ;
3448 3564
3565 if (!skin)
3566 return;
3567
3449 /* adding new spellpath attunements */ 3568 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3569 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3570 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3571 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3572
3453 /* print message */ 3573 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3574 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3575 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3576 {
3457 if (j) 3577 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3578 {
3459 else 3579 if (j)
3460 j = 1; 3580 strcat (buf, " and ");
3581 else
3582 j = 1;
3461 strcat(buf, spellpathnames[i]); 3583 strcat (buf, spellpathnames[i]);
3462 } 3584 }
3463 } 3585 }
3464 strcat(buf,"."); 3586 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3587 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3588 }
3467 3589
3468 /* evtl. adding flags: */ 3590 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3591 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3592 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3593 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3594 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3595 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3596 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3597
3476 /* print message if there is one */ 3598 /* print message if there is one */
3477 if (item->msg != NULL) 3599 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3600 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3601 }
3602 else
3479 } 3603 {
3480 else {
3481 /* generate misc. treasure */ 3604 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3605 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3606 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3484 tmp = insert_ob_in_ob (tmp, who); 3607 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3608 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3609 esrv_send_item (who, tmp);
3487 } 3610 }
3488} 3611}
3489 3612
3490/** 3613/**
3491 * Unready an object for a player. This function does nothing if the object was 3614 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3615 * not readied.
3493 */ 3616 */
3617void
3494void player_unready_range_ob(player *pl, object *ob) { 3618player_unready_range_ob (player *pl, object *ob)
3619{
3495 rangetype i; 3620 rangetype i;
3496 3621
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3622 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3623 {
3498 if (pl->ranges[i] == ob) { 3624 if (pl->ranges[i] == ob)
3625 {
3499 pl->ranges[i] = NULL; 3626 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3627 if (pl->shoottype == i)
3628 {
3501 pl->shoottype = range_none; 3629 pl->shoottype = range_none;
3502 } 3630 }
3503 } 3631 }
3504 } 3632 }
3505} 3633}

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