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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 1.56 by root, Sat Dec 23 05:25:18 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
171// connect the player with a specific client
172// also changed, rationalises, and fixes some incorrect settings
173void
174player::connect (client *ns)
175{
176 this->ns = ns;
177 ns->pl = this;
178
179 next = first_player;
180 first_player = this;
181
182 ns->update_look = 0;
183 ns->look_position = 0;
184
185 clear_los (ob);
186
187 ob->type = PLAYER; // we are paranoid
188 ob->race = ob->arch->clone.race;
189
190 if (!legal_range (ob, shoottype))
191 shoottype = range_none;
192
193 ob->carrying = sum_weight (ob);
194 link_player_skills (ob);
195
196 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
197 ob->update_stats ();
198 update_ob_speed (ob);
199
200 assign (title, ob->arch->clone.name);
201
202 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
203 * from the class, and not race. I don't see any way to get the class information
204 * to then update this. I don't think this will actually break anything - anyone
205 * that can use armour should be able to use a shield. What this may 'break'
206 * are features new characters get, eg, if someone starts up with a Q, they
207 * should be able to use a shield. However, old Q's won't get that advantage.
208 */
209 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
210 SET_FLAG (ob, FLAG_USE_SHIELD);
211
212 /* if it's a dragon player, set the correct title here */
213 if (is_dragon_pl (ob))
214 {
215 object *tmp, *abil = 0, *skin = 0;
216
217 shstr_cmp dragon_ability_force ("dragon_ability_force");
218 shstr_cmp dragon_skin_force ("dragon_skin_force");
219
220 for (tmp = ob->inv; tmp; tmp = tmp->below)
221 if (tmp->type == FORCE)
222 if (tmp->arch->name == dragon_ability_force)
223 abil = tmp;
224 else if (tmp->arch->name == dragon_skin_force)
225 skin = tmp;
226
227 set_dragon_name (ob, abil, skin);
228 }
229
230 CLEAR_FLAG (ob, FLAG_FRIENDLY);
231 add_friendly_object (ob);
232
233 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
234
235 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
236 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
237
238 ns->floorbox_update ();
239
240 esrv_new_player (this, ob->weight + ob->carrying);
241 esrv_send_inventory (ob, ob);
242 esrv_add_spells (this, 0);
243
244 enter_exit (ob, 0);
245
246// send_rules (ob);//TODO
247// send_news (ob);//TODO
248// display_motd (ob);//TODO
249 INVOKE_PLAYER (LOGIN, this);
250}
251
252// the need for this function can be explained
253// by load_object not returning the object
254void
255player::set_object (object *op)
256{
257 ob = op;
258 ob->contr = this; /* this aren't yet in archetype */
259
260 ob->speed_left = 0.5;
261 ob->speed = 1.0;
262 ob->direction = 5; /* So player faces south */
263 ob->stats.wc = 2;
264 ob->run_away = 25; /* Then we panick... */
265
266 set_first_map (ob);
267
268 ob->roll_stats ();
269}
270
271player::player ()
272{
273 /* There are some elements we want initialized to non zero value -
274 * we deal with that below this point.
275 */
276 outputs_sync = 16; /* Every 2 seconds */
277 outputs_count = 8; /* Keeps present behaviour */
278 unapply = unapply_nochoice;
279
280 assign (savebed_map, first_map_path); /* Init. respawn position */
281
282 gen_sp_armour = 10;
283 last_speed = -1;
284 shoottype = range_none;
285 bowtype = bow_normal;
286 petmode = pet_normal;
287 listening = 10;
288 usekeys = containers;
289 last_weapon_sp = -1;
290 peaceful = 1; /* default peaceful */
291 do_los = 1;
292
293 /* we need to clear these to -1 and not zero - otherwise,
294 * if a player quits and starts a new character, we wont
295 * send new values to the client, as things like exp start
296 * at zero.
297 */
298 for (int i = 0; i < NUM_SKILLS; i++)
299 last_skill_exp[i] = -1;
300
301 for (int i = 0; i < NROFATTACKS; i++)
302 last_resist[i] = -1;
303
304 last_stats.exp = -1;
305 last_weight = (uint32) - 1;
306}
307
308player::~player ()
309{
310 terminate_all_pets (ob);
311
312 if (first_player != this)
313 {
314 player *prev = first_player;
315
316 while (prev && prev->next && prev->next != this)
317 prev = prev->next;
318
319 if (prev->next != this)
320 {
321 LOG (llevError, "Free_player: Can't find previous player.\n");
322 abort ();
323 }
324
325 prev->next = next;
326 }
327 else
328 first_player = next;
329
330 if (ob)
331 {
332 ob->contr = 0;
333 ob->destroy (1);
334 }
335
336 if (ns)
337 {
338 ns->send_packet ("goodbye");
339 ns->flush ();
340 ns->pl = 0;
341 ns->destroy ();
342 }
343
344 /* Clear item stack */
345 free (stack_items);
346}
347
312/* Tries to add player on the connection passwd in ns. 348/* 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 349 * All we can really get in this is some settings like host and display
314 * mode. 350 * mode.
315 */ 351 */
352player *
353player::create ()
354{
355 player *pl = new player;
316 356
317int add_player(NewSocket *ns) { 357 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 358
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; 359 return pl;
340} 360}
341 361
342/* 362/*
343 * get_player_archetype() return next player archetype from archetype 363 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 364 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 365 * Note: there MUST be at least one player archetype!
346 */ 366 */
367archetype *
347archetype *get_player_archetype(archetype* at) 368get_player_archetype (archetype *at)
348{ 369{
349 archetype *start = at; 370 archetype *start = at;
371
350 for (;;) { 372 for (;;)
373 {
351 if (at==NULL || at->next==NULL) 374 if (at == NULL || at->next == NULL)
352 at=first_archetype; 375 at = first_archetype;
353 else 376 else
354 at=at->next; 377 at = at->next;
378
355 if(at->clone.type==PLAYER) 379 if (at->clone.type == PLAYER)
356 return at; 380 return at;
381
357 if (at == start) { 382 if (at == start)
383 {
358 LOG (llevError, "No Player archetypes\n"); 384 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 385 exit (-1);
360 } 386 }
361 } 387 }
362} 388}
363 389
364 390object *
365object *get_nearest_player(object *mon) { 391get_nearest_player (object *mon)
392{
366 object *op = NULL; 393 object *op = NULL;
367 player *pl = NULL; 394 player *pl = NULL;
368 objectlink *ol; 395 objectlink *ol;
369 unsigned lastdist; 396 unsigned lastdist;
370 rv_vector rv; 397 rv_vector rv;
371 398
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 399 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
400 {
373 /* We should not find free objects on this friendly list, but it 401 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 402 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 403 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 404 * list is also free, so encapsulate this in a while loop.
377 */ 405 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 406 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
407 {
379 object *tmp=ol->ob; 408 object *tmp = ol->ob;
380 409
381 /* Can't do much more other than log the fact, because the object 410 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 411 * itself will have been cleared.
383 */ 412 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 413 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 414 ol = ol->next;
386 remove_friendly_object(tmp); 415 remove_friendly_object (tmp);
387 if (!ol) return op; 416 if (!ol)
388 } 417 return op;
418 }
389 419
390 /* Remove special check for player from this. First, it looks to cause 420 /* 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 421 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 422 * 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 423 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 424 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 425 * on_same_map check, as can_detect_enemy also does this
396 */ 426 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 427 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 428 continue;
399 429
400 if(lastdist>rv.distance) { 430 if (lastdist > rv.distance)
431 {
401 op=ol->ob; 432 op = ol->ob;
402 lastdist=rv.distance; 433 lastdist = rv.distance;
403 } 434 }
404 } 435 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 436 for (pl = first_player; pl != NULL; pl = pl->next)
437 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 438 if (can_detect_enemy (mon, pl->ob, &rv))
439 {
407 440
408 if(lastdist>rv.distance) { 441 if (lastdist > rv.distance)
409 op=pl->ob; 442 {
410 lastdist=rv.distance; 443 op = pl->ob;
411 } 444 lastdist = rv.distance;
412 } 445 }
446 }
413 } 447 }
414#if 0 448#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 449 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 450#endif
417 return op; 451 return op;
418} 452}
419 453
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 454/* 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 455 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 456 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 470 * 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 471 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 472 * is probably not a good thing.
439 */ 473 */
440#define MAX_SPACES 50 474#define MAX_SPACES 50
441
442 475
443/* 476/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 477 * 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 478 * 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 479 * 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. 492 * 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, 493 * 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 494 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 495 * is blocking itself.
463 */ 496 */
497int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 498path_to_player (object *mon, object *pl, unsigned mindiff)
499{
465 rv_vector rv; 500 rv_vector rv;
466 sint16 x,y; 501 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 502 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 503 maptile *m, *lastmap;
469 504
470 get_rangevector(mon, pl, &rv, 0); 505 get_rangevector (mon, pl, &rv, 0);
471 506
472 if (rv.distance<mindiff) return 0; 507 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; 508 return 0;
725}
726 509
727void confirm_password(object *op) { 510 x = mon->x;
511 y = mon->y;
512 m = mon->map;
513 dir = rv.direction;
514 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
515 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
516 /* If we can't solve it within the search distance, return now. */
517 if (diff > max)
518 return 0;
519 while (diff > 1 && max > 0)
520 {
521 lastx = x;
522 lasty = y;
523 lastmap = m;
524 x = lastx + freearr_x[dir];
525 y = lasty + freearr_y[dir];
728 526
729 op->contr->write_buf[0]='\0'; 527 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 528 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}
733 529
530 /* Space is blocked - try changing direction a little */
531 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
532 && (m == mon->map && blocked_link (mon, m, x, y))))
533 {
534 /* recalculate direction from last good location. Possible
535 * we were not traversing ideal location before.
536 */
537 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
538 if (rv.direction != dir)
539 {
540 /* OK - says direction should be different - lets reset the
541 * the values so it will try again.
542 */
543 x = lastx;
544 y = lasty;
545 m = lastmap;
546 dir = firstdir = rv.direction;
547 }
548 else
549 {
550 /* direct path is blocked - try taking a side step to
551 * either the left or right.
552 * Note increase the values in the loop below to be
553 * more than -1/1 respectively will mean the monster takes
554 * bigger detour. Have to be careful about these values getting
555 * too big (3 or maybe 4 or higher) as the monster may just try
556 * stepping back and forth
557 */
558 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
559 {
560 if (i == 0)
561 continue; /* already did this, so skip it */
562 /* Use lastdir here - otherwise,
563 * since the direction that the creature should move in
564 * may change, you could get infinite loops.
565 * ie, player is northwest, but monster can only
566 * move west, so it does that. It goes some distance,
567 * gets blocked, finds that it should move north,
568 * can't do that, but now finds it can move east, and
569 * gets back to its original point. lastdir contains
570 * the last direction the creature has successfully
571 * moved.
572 */
573
574 x = lastx + freearr_x[absdir (lastdir + i)];
575 y = lasty + freearr_y[absdir (lastdir + i)];
576 m = lastmap;
577 mflags = get_map_flags (m, &m, x, y, &x, &y);
578 if (mflags & P_OUT_OF_MAP)
579 continue;
580 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
581 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
582 continue;
583 if (mflags & P_BLOCKSVIEW)
584 continue;
585
586 if (m == mon->map && blocked_link (mon, m, x, y))
587 break;
588 }
589 /* go through entire loop without finding a valid
590 * sidestep to take - thus, no valid path.
591 */
592 if (i == (DETOUR_AMOUNT + 1))
593 return 0;
594 diff--;
595 lastdir = dir;
596 max--;
597 if (!firstdir)
598 firstdir = dir + i;
599 } /* else check alternate directions */
600 } /* if blocked */
601 else
602 {
603 /* we moved towards creature, so diff is less */
604 diff--;
605 max--;
606 lastdir = dir;
607 if (!firstdir)
608 firstdir = dir;
609 }
610 if (diff <= 1)
611 {
612 /* Recalculate diff (distance) because we may not have actually
613 * headed toward player for entire distance.
614 */
615 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
616 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
617 }
618 if (diff > max)
619 return 0;
620 }
621 /* If we reached the max, didn't find a direction in time */
622 if (!max)
623 return 0;
624
625 return firstdir;
626}
627
628void
629give_initial_items (object *pl, treasurelist * items)
630{
631 object *op, *next = NULL;
632
633 if (pl->randomitems != NULL)
634 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
635
636 for (op = pl->inv; op; op = next)
637 {
638 next = op->below;
639
640 /* Forces get applied per default, unless they have the
641 * flag "neutral" set. Sorry but I can't think of a better way
642 */
643 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
644 SET_FLAG (op, FLAG_APPLIED);
645
646 /* we never give weapons/armour if these cannot be used
647 * by this player due to race restrictions
648 */
649 if (pl->type == PLAYER)
650 {
651 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
652 (op->type == ARMOUR || op->type == BOOTS ||
653 op->type == CLOAK || op->type == HELMET ||
654 op->type == SHIELD || op->type == GLOVES ||
655 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
656 {
657 op->destroy ();
658 continue;
659 }
660 }
661
662 /* This really needs to be better - we should really give
663 * a substitute spellbook. The problem is that we don't really
664 * have a good idea what to replace it with (need something like
665 * a first level treasurelist for each skill.)
666 * remove duplicate skills also
667 */
668 if (op->type == SPELLBOOK || op->type == SKILL)
669 {
670 object *tmp;
671
672 for (tmp = op->below; tmp; tmp = tmp->below)
673 if (tmp->type == op->type && tmp->name == op->name)
674 break;
675
676 if (tmp)
677 {
678 op->destroy ();
679 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
680 continue;
681 }
682
683 if (op->nrof > 1)
684 op->nrof = 1;
685 }
686
687 if (op->type == SPELLBOOK && op->inv)
688 {
689 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
690 }
691
692 /* Give starting characters identified, uncursed, and undamned
693 * items. Just don't identify gold or silver, or it won't be
694 * merged properly.
695 */
696 if (need_identify (op))
697 {
698 SET_FLAG (op, FLAG_IDENTIFIED);
699 CLEAR_FLAG (op, FLAG_CURSED);
700 CLEAR_FLAG (op, FLAG_DAMNED);
701 }
702 if (op->type == SPELL)
703 {
704 op->destroy ();
705 continue;
706 }
707 else if (op->type == SKILL)
708 {
709 SET_FLAG (op, FLAG_CAN_USE_SKILL);
710 op->stats.exp = 0;
711 op->level = 1;
712 }
713 /* lock all 'normal items by default */
714 else
715 SET_FLAG (op, FLAG_INV_LOCKED);
716 } /* for loop of objects in player inv */
717
718 /* Need to set up the skill pointers */
719 link_player_skills (pl);
720}
721
722void
734void get_party_password(object *op, partylist *party) { 723get_party_password (object *op, partylist *party)
724{
735 if (party == NULL) { 725 if (party == NULL)
726 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 727 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 728 return;
738 } 729 }
730
739 op->contr->write_buf[0]='\0'; 731 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 732 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 733 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 734 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 735}
744
745 736
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 737/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
738static int
747int roll_stat(void) { 739roll_stat (void)
740{
748 int a[4],i,j,k; 741 int a[4], i, j, k;
749 742
750 for(i=0;i<4;i++) 743 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 744 a[i] = (int) RANDOM () % 6 + 1;
752 745
753 for(i=0,j=0,k=7;i<4;i++) 746 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 747 if (a[i] < k)
755 k=a[i],j=i; 748 k = a[i], j = i;
756 749
757 for(i=0,k=0;i<4;i++) { 750 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 751 if (i != j)
759 k+=a[i]; 752 k += a[i];
760 } 753
761 return k; 754 return k;
762} 755}
763 756
764void roll_stats(object *op) { 757void
765 int sum=0; 758object::roll_stats ()
766 int i = 0, j = 0; 759{
767 int statsort[7]; 760 int statsort [7];
768 761
762 for (;;)
769 do { 763 {
770 op->stats.Str=roll_stat(); 764 int sum = 0;
771 op->stats.Dex=roll_stat(); 765 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 766 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);
781 767
768 if (sum >= 82 && sum <= 116)
769 break;
770 }
771
782 /* Sort the stats so that rerolling is easier... */ 772 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 773 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;
790 774
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]; 775 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 776 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 777 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 778 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 779 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 780 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 781 stats.Cha = statsort[6];
810 782
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; 783 stats.exp = 0;
822 op->stats.ac=0; 784 stats.ac = 0;
823 785
786 stats.hp = stats.maxhp;
787 stats.sp = stats.maxsp;
788 stats.grace = stats.maxgrace;
789
790 if (contr)
791 {
824 op->contr->levhp[1] = 9; 792 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 793 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 794 contr->levgrace[1] = 3;
827 795
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; 796 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 } 797 }
798}
921 799
922#if 0 800void
923 /* So that enter_exit will put us at startx/starty */ 801object::swap_stats (int a, int b)
924 op->x= -1; 802{
803 int tmp = get_attr_value (&contr->orig_stats, a);
804 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
805 set_attr_value (&contr->orig_stats, b, tmp);
925 806
926 enter_exit(op,NULL); 807 stats.Str = contr->orig_stats.Str;
927#endif 808 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 809 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 810 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 811 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"); 812 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 813 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;
942 814
943 case 'q': 815 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 816 // be merged with the similar code in roll_stats
945 play_again(op); 817 stats.ac = 0;
946 return 1;
947 818
948 default: 819 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 820 stats.exp = 0;
950 return 0; 821 stats.ac = 0;
822
823 stats.hp = stats.maxhp;
824 stats.sp = stats.maxsp;
825 stats.grace = stats.maxgrace;
826
827 if (contr)
951 } 828 {
952 return 0; 829 contr->levhp[1] = 9;
830 contr->levsp[1] = 6;
831 contr->levgrace[1] = 3;
832
833 contr->orig_stats = stats;
834 }
953} 835}
954 836
955/* This function takes the key that is passed, and does the 837/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 838 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 839 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 840 * separate race and class; this actually changes the RACE,
959 * not the class. 841 * not the class.
960 */ 842 */
961 843int
962int key_change_class(object *op, char key) 844key_change_class (object *op, char key)
963{ 845{
964 int tmp_loop; 846 int tmp_loop;
965 847
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 848 if (key == 'd' || key == 'D')
849 {
972 char buf[MAX_BUF]; 850 char buf[MAX_BUF];
973 851
974 /* this must before then initial items are given */ 852 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 853 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 854
855 treasurelist *tl = find_treasurelist ("starting_wealth");
856 if (tl)
857 create_treasure (tl, op, 0, 0, 0);
858
978 INVOKE_PLAYER (BIRTH, op->contr); 859 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 860 INVOKE_PLAYER (LOGIN, op->contr);
980 861
981 op->contr->state=ST_PLAYING; 862 op->contr->ns->state = ST_PLAYING;
982 863
983 if (op->msg) { 864 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 865 op->msg = NULL;
986 }
987 866
988 /* We create this now because some of the unique maps will need it 867 /* We create this now because some of the unique maps will need it
989 * to save here. 868 * to save here.
990 */ 869 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 870 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 871 make_path_to_file (buf);
993 872
994#ifdef AUTOSAVE 873#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 874 op->contr->last_save_tick = pticks;
996#endif 875#endif
997 start_info(op); 876 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 877 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 878 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 879 link_player_skills (op);
1001 esrv_send_inventory(op, op); 880 esrv_send_inventory (op, op);
1002 fix_player(op); 881 op->update_stats ();
1003 882
1004 /* This moves the player to a different start map, if there 883 /* This moves the player to a different start map, if there
1005 * is one for this race 884 * is one for this race
1006 */ 885 */
1007 if(*first_map_ext_path) { 886 if (*first_map_ext_path)
887 {
1008 object *tmp; 888 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 889 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 890
1012 first_map_ext_path, op->arch->name); 891 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 892 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 893 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 894 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 895 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 896 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 897 * if the map isn't there, then stay on the
1019 * default initial map */ 898 * default initial map */
1020 free_object(tmp); 899 tmp->destroy ();
900 }
1021 } else { 901 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 902 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 903
904 return 0;
905 }
906
1027 /* Following actually changes the race - this is the default command 907 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 908 * if we don't match with one of the options above.
1029 */ 909 */
1030 910
1031 tmp_loop = 0; 911 tmp_loop = 0;
1032 while(!tmp_loop) { 912 while (!tmp_loop)
1033 const char *name = add_string (op->name); 913 {
914 shstr name = op->name;
1034 int x = op->x, y = op->y; 915 int x = op->x, y = op->y;
1035 remove_statbonus(op); 916
1036 remove_ob (op); 917 op->remove_statbonus ();
918 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 919 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 920 op->arch->clone.copy_to (op);
1039 op->instantiate (); 921 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 922 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 923 op->name = op->name_pl = name;
1042 op->name = name; 924 op->x = x;
1043 free_string(op->name_pl); 925 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 */ 926 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 927 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 928 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 929 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 930 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 931 }
932
1056 update_object(op,UP_OBJ_FACE); 933 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 934 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 935 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 936 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 937 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 938 op->stats.grace = 0;
939
1062 if (op->msg) 940 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 941 new_draw_info (NDI_BLUE, 0, op, op->msg);
942
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 943 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; 944 return 0;
1066} 945}
1067 946
947int
1068int key_confirm_quit(object *op, char key) 948key_confirm_quit (object *op, char key)
1069{ 949{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 950 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
951 {
1073 op->contr->state=ST_PLAYING; 952 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 953 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 954 return 1;
1076 } 955 }
1077 956
1078 INVOKE_PLAYER (LOGOUT, op->contr); 957 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 958 INVOKE_PLAYER (QUIT, op->contr);
1080 959
1081 terminate_all_pets(op); 960 terminate_all_pets (op);
1082 leave_map(op); 961 leave_map (op);
1083 op->direction=0; 962 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 963 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 964
1087 strcpy(op->contr->killer,"quit"); 965 strcpy (op->contr->killer, "quit");
1088 check_score(op); 966 check_score (op);
1089 op->contr->party=NULL; 967 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 968 op->contr->own_title[0] = '\0';
1092 969
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 970 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 971
972 delete ob->contr;
973
1096 /* We need to hunt for any per player unique maps in memory and 974 /* 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, 975 * 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 976 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 977 */
978 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 979 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 980
981 for (maptile *next, *mp = first_map; mp; mp = next)
982 {
1102 next = mp->next; 983 next = mp->next;
984
1103 if (!strncmp(mp->path, buf, strlen(buf))) 985 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 986 delete_map (mp);
1105 } 987 }
1106 988
1107 delete_character(op->name, 1); 989 delete_character (ob->name, 1);
1108 } 990
1109 play_again(op);
1110 return 1; 991 return 1;
1111} 992}
1112 993
994void
1113void flee_player(object *op) { 995flee_player (object *op)
996{
1114 int dir,diff; 997 int dir, diff;
1115 rv_vector rv; 998 rv_vector rv;
1116 999
1117 if(op->stats.hp < 0) { 1000 if (op->stats.hp < 0)
1001 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1002 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1003 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1004 return;
1121 } 1005 }
1122 1006
1123 if(op->enemy==NULL) { 1007 if (op->enemy == NULL)
1008 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1009 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1010 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1011 return;
1127 } 1012 }
1128 1013
1129 /* Seen some crashes here. Since we don't store an 1014 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1015 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1016 * actual enemy, and the object is recycled.
1132 */ 1017 */
1133 if (op->enemy->map == NULL) { 1018 if (op->enemy->map == NULL)
1019 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1020 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1021 op->enemy = NULL;
1136 return; 1022 return;
1137 } 1023 }
1138 1024
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1025 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1026 {
1140 op->enemy=NULL; 1027 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1028 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1029 return;
1143 } 1030 }
1031
1144 get_rangevector(op, op->enemy, &rv, 0); 1032 get_rangevector (op, op->enemy, &rv, 0);
1145 1033
1146 dir=absdir(4+rv.direction); 1034 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1035 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 } 1036 {
1037 int m = 1 - (RANDOM () & 2);
1038
1039 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1040 return;
1041 }
1042
1154 /* Cornered, get rid of scared */ 1043 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1044 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1045 op->enemy = NULL;
1157} 1046}
1158 1047
1159 1048
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1049/* 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 1050 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1051 * stop.
1163 */ 1052 */
1053int
1164int check_pick(object *op) { 1054check_pick (object *op)
1055{
1165 object *tmp, *next; 1056 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1057 int stop = 0;
1168 int j, k, wvratio; 1058 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1059 char putstring[128], tmpstr[16];
1170 1060
1171
1172 /* if you're flying, you cna't pick up anything */ 1061 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1062 if (op->move_type & MOVE_FLYING)
1174 return 1; 1063 return 1;
1175 1064
1176 op_tag = op->count;
1177
1178 next = op->below; 1065 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1066
1182 /* loop while there are items on the floor that are not marked as 1067 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1068 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1069 while (next && !next->destroyed ())
1185 { 1070 {
1186 tmp = next; 1071 tmp = next;
1187 next = tmp->below; 1072 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1073
1191 if (was_destroyed (op, op_tag)) 1074 if (op->destroyed ())
1192 return 0; 1075 return 0;
1193 1076
1194 if ( ! can_pick (op, tmp)) 1077 if (!can_pick (op, tmp))
1195 continue; 1078 continue;
1196 1079
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1080 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1081 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1082 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1083 pick_up (op, tmp);
1201 continue; 1084 continue;
1202 } 1085 }
1203 1086
1204 /* high not bit set? We're using the old autopickup model */ 1087 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1088 if (!(op->contr->mode & PU_NEWMODE))
1089 {
1206 switch (op->contr->mode) { 1090 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1091 {
1208 case 1: pick_up (op, tmp); 1092 case 0:
1209 return 1; 1093 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1094 case 1:
1211 return 0; 1095 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1096 return 1;
1213 case 4: pick_up (op, tmp); 1097 case 2:
1214 break; 1098 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1099 return 0;
1216 stop = 1; 1100 case 3:
1217 break; 1101 return 0; /* stop before pickup */
1218 case 6: 1102 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1103 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1104 break;
1221 pick_up(op, tmp); 1105 case 5:
1222 break; 1106 pick_up (op, tmp);
1107 stop = 1;
1108 break;
1109 case 6:
1110 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1111 pick_up (op, tmp);
1112 break;
1223 1113
1224 case 7: 1114 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1115 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1116 pick_up (op, tmp);
1227 break; 1117 break;
1228 1118
1229 default: 1119 default:
1230 /* use value density */ 1120 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1121 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1122 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1123 pick_up (op, tmp);
1234 >= op->contr->mode) 1124 }
1235 pick_up(op,tmp); 1125 }
1236 } 1126 else
1237 } 1127 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1128 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1129 if (op->contr->mode & PU_DEBUG)
1241 { 1130 {
1242 /* some debugging code to figure out item information */ 1131 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1132 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1133 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1134 &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)))); 1135 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1136 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1137 &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); 1138 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1139
1253 sprintf(putstring,"...flags: "); 1140 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1141 for (k = 0; k < 4; k++)
1255 { 1142 {
1256 for(j=0;j<32;j++) 1143 for (j = 0; j < 32; j++)
1257 { 1144 {
1258 if((tmp->flags[k]>>j)&0x01) 1145 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1146 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1147 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1148 strcat (putstring, tmpstr);
1262 } 1149 }
1263 } 1150 }
1264 } 1151 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1152 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1153
1267#if 0 1154#if 0
1268 /* print the flags too */ 1155 /* print the flags too */
1269 for(k=0;k<4;k++) 1156 for (k = 0; k < 4; k++)
1270 { 1157 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1158 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1159 for (j = 0; j < 32; j++)
1273 { 1160 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1161 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1162 if (!((j + 1) % 4))
1276 } 1163 fprintf (stderr, " ");
1164 }
1277 fprintf(stderr," [%d]\n", k*32); 1165 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1166 }
1279#endif 1167#endif
1280 } 1168 }
1281 /* philosophy: 1169 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1170 * 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 1171 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1172 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1173 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1174 * example.
1287 * The drawback: right now it has no frontend, so you need to 1175 * 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 1176 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1177 * convert to decimal and then 'pickup <#>
1290 */ 1178 */
1291 1179
1292 /* the first two modes are exclusive: if NOTHING we return, if 1180 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1181 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1182 * meaning if any test passes, the item gets picked up. */
1295 1183
1296 /* if mode is set to pick nothing up, return */ 1184 /* if mode is set to pick nothing up, return */
1297 1185
1298 if(op->contr->mode & PU_NOTHING) return 1; 1186 if (op->contr->mode & PU_NOTHING)
1187 return 1;
1299 1188
1300 /* if mode is set to stop when encountering objects, return */ 1189 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1190 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1191 * anything up */
1303 1192
1304 if(op->contr->mode & PU_STOP) return 0; 1193 if (op->contr->mode & PU_STOP)
1194 return 0;
1305 1195
1306 /* useful for going into stores and not losing your settings... */ 1196 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1197 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1198 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1199 if (op->contr->mode & PU_INHIBIT)
1200 return 1;
1310 1201
1311 /* prevent us from turning into auto-thieves :) */ 1202 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1203 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1204 continue;
1313 1205
1314 /* ignore known cursed objects */ 1206 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1207 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1208 continue;
1316 1209
1317 /* all food and drink if desired */ 1210 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1211 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1212 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1213 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1214 {
1215 pick_up (op, tmp);
1216 continue;
1217 }
1218
1322 if(op->contr->mode & PU_DRINK) 1219 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1220 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; } 1221 {
1222 pick_up (op, tmp);
1223 continue;
1224 }
1325 1225
1326 if(op->contr->mode & PU_POTION) 1226 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1227 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1228 {
1229 pick_up (op, tmp);
1230 continue;
1231 }
1329 1232
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1233 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1234 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1235 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1236 {
1237 pick_up (op, tmp);
1238 continue;
1239 }
1240
1334 if(op->contr->mode & PU_SKILLSCROLL) 1241 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1242 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1337 if(op->contr->mode & PU_READABLES) 1248 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1249 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1340 1254
1341 /* wands/staves/rods/horns */ 1255 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1256 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1257 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1345 1262
1346 /* pick up all magical items */ 1263 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1264 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1265 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; } 1266 {
1267 pick_up (op, tmp);
1268 continue;
1269 }
1350 1270
1351 if(op->contr->mode & PU_VALUABLES) 1271 if (op->contr->mode & PU_VALUABLES)
1352 { 1272 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1273 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1274 {
1355 } 1275 pick_up (op, tmp);
1276 continue;
1277 }
1278 }
1356 1279
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1280 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1281 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1282 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1283 {
1284 pick_up (op, tmp);
1285 continue;
1286 }
1361 1287
1288 /* we don't forget dragon food */
1289 if (op->contr->mode & PU_FLESH)
1290 if (tmp->type == FLESH)
1291 {
1292 pick_up (op, tmp);
1293 continue;
1294 }
1295
1362 /* bows and arrows. Bows are good for selling! */ 1296 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1297 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1298 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1299 {
1300 pick_up (op, tmp);
1301 continue;
1302 }
1303
1366 if(op->contr->mode & PU_ARROW) 1304 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1305 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1306 {
1307 pick_up (op, tmp);
1308 continue;
1309 }
1369 1310
1370 /* all kinds of armor etc. */ 1311 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1312 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1313 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1314 {
1315 pick_up (op, tmp);
1316 continue;
1317 }
1318
1374 if(op->contr->mode & PU_HELMET) 1319 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1320 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1321 {
1322 pick_up (op, tmp);
1323 continue;
1324 }
1325
1377 if(op->contr->mode & PU_SHIELD) 1326 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1327 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1328 {
1329 pick_up (op, tmp);
1330 continue;
1331 }
1332
1380 if(op->contr->mode & PU_BOOTS) 1333 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1334 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1335 {
1336 pick_up (op, tmp);
1337 continue;
1338 }
1339
1383 if(op->contr->mode & PU_GLOVES) 1340 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1341 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1342 {
1343 pick_up (op, tmp);
1344 continue;
1345 }
1346
1386 if(op->contr->mode & PU_CLOAK) 1347 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1348 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1349 {
1350 pick_up (op, tmp);
1351 continue;
1352 }
1389 1353
1390 /* hoping to catch throwing daggers here */ 1354 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1355 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1356 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1357 {
1358 pick_up (op, tmp);
1359 continue;
1360 }
1394 1361
1395 /* careful: chairs and tables are weapons! */ 1362 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1363 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1364 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1365 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1366 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1367 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1368 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1369 {
1403 } 1370 pick_up (op, tmp);
1371 continue;
1372 }
1373 }
1374
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1375 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1376 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1377 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1378 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1379 pick_up (op, tmp);
1409 } 1380 continue;
1410 } 1381 }
1382 }
1383 }
1411 1384
1412 /* misc stuff that's useful */ 1385 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1386 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1387 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1388 {
1389 pick_up (op, tmp);
1390 continue;
1391 }
1416 1392
1417 /* any of the last 4 bits set means we use the ratio for value 1393 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1394 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1395 if (op->contr->mode & PU_RATIO)
1420 { 1396 {
1421 /* use value density to decide what else to grab */ 1397 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1398 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1399 /* >=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 */ 1400 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1401 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1402 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1403 {
1428 pick_up(op, tmp); 1404 pick_up (op, tmp);
1429#if 0 1405#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1406 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1407 if (tmp->name != NULL)
1408 {
1432 fprintf(stderr,"%s", tmp->name); 1409 fprintf (stderr, "%s", tmp->name);
1433 } 1410 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1411 else
1412 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1413 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1414 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1415#endif
1438 continue; 1416 continue;
1439 } 1417 }
1418 }
1419 } /* the new pickup model */
1440 } 1420 }
1441 } /* the new pickup model */ 1421
1442 }
1443 return ! stop; 1422 return !stop;
1444} 1423}
1445 1424
1446/* 1425/*
1447 * Find an arrow in the inventory and after that 1426 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1427 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1428 * found object is returned.
1450 */ 1429 */
1430object *
1451object *find_arrow(object *op, const char *type) 1431find_arrow (object *op, const char *type)
1452{ 1432{
1453 object *tmp = NULL; 1433 object *tmp = NULL;
1454 1434
1455 for(op=op->inv; op; op=op->below) 1435 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1436 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); 1437 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1438 else if (op->type == ARROW && op->race == type)
1460 return op; 1439 return op;
1461 return tmp; 1440 return tmp;
1462} 1441}
1463 1442
1464/* 1443/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1444 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1466 * against the target. A full test is not performed, simply a basic test 1445 * against the target. A full test is not performed, simply a basic test
1467 * of resistances. The archer is making a quick guess at what he sees down 1446 * of resistances. The archer is making a quick guess at what he sees down
1468 * the hall. Failing that it does it's best to pick the highest plus arrow. 1447 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1448 */
1470 1449
1450object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1451find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1452{
1473 object *tmp = NULL, *arrow, *ntmp; 1453 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1454 int attacknum, attacktype, betterby = 0, i;
1475 1455
1476 if (!type) 1456 if (!type)
1477 return NULL; 1457 return NULL;
1478 1458
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1459 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1460 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1461 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1462 {
1463 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1464 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1465 if (i > betterby)
1485 tmp = ntmp; 1466 {
1486 betterby = i; 1467 tmp = ntmp;
1487 } 1468 betterby = i;
1469 }
1470 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1471 else if (arrow->type == ARROW && arrow->race == type)
1472 {
1489 /* allways prefer assasination/slaying */ 1473 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1474 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1475 {
1492 if (arrow->attacktype & AT_DEATH) { 1476 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1477 {
1494 return arrow; 1478 *better = 100;
1495 } else { 1479 return arrow;
1496 tmp = arrow; 1480 }
1481 else
1482 {
1483 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1484 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1485 }
1499 } else { 1486 }
1487 else
1488 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1489 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1490 {
1501 attacktype = 1<<attacknum; 1491 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1492 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) { 1493 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1494 {
1495 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1496 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1497 }
1507 } 1498 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1499 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1500 {
1501 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1502 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1503 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1504 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1505 {
1506 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1507 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1508 }
1509 }
1510 }
1516 } 1511 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1512 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1513 return find_arrow (op, type);
1521 1514
1522 *better = betterby; 1515 *better = betterby;
1523 return tmp; 1516 return tmp;
1524} 1517}
1525 1518
1526/* looks in a given direction, finds the first valid target, and calls 1519/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1520 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1521 * op = the shooter
1529 * type = bow->race 1522 * type = bow->race
1530 * dir = fire direction 1523 * dir = fire direction
1531 */ 1524 */
1532 1525
1526object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1527pick_arrow_target (object *op, const char *type, int dir)
1534{ 1528{
1535 object *tmp = NULL; 1529 object *tmp = NULL;
1536 mapstruct *m; 1530 maptile *m;
1537 int i, mflags, found, number; 1531 int i, mflags, found, number;
1538 sint16 x, y; 1532 sint16 x, y;
1539 1533
1540 if (op->map == NULL) 1534 if (op->map == NULL)
1541 return find_arrow(op, type); 1535 return find_arrow (op, type);
1542 1536
1543 /* do a dex check */ 1537 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1538 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))) 1539 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1540 return find_arrow (op, type);
1547 1541
1548 m = op->map; 1542 m = op->map;
1549 x = op->x; 1543 x = op->x;
1550 y = op->y; 1544 y = op->y;
1551 1545
1552 /* find the first target */ 1546 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1547 for (i = 0, found = 0; i < 20; i++)
1548 {
1554 x += freearr_x[dir]; 1549 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1550 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1551 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1552 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1553 {
1558 tmp = NULL; 1554 tmp = NULL;
1559 break; 1555 break;
1556 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1557 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1558 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1559 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1560 * perhaps a bad assumption.
1563 */ 1561 */
1564 tmp = NULL; 1562 tmp = NULL;
1565 break; 1563 break;
1566 } 1564 }
1567 if (mflags & P_IS_ALIVE) { 1565 if (mflags & P_IS_ALIVE)
1566 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1567 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1568 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1569 {
1571 break; 1570 found++;
1572 } 1571 break;
1572 }
1573 if (found) 1573 if (found)
1574 break; 1574 break;
1575 } 1575 }
1576 } 1576 }
1577 if (tmp == NULL) 1577 if (tmp == NULL)
1578 return find_arrow(op, type); 1578 return find_arrow (op, type);
1579 1579
1580 if (tmp->head) 1580 if (tmp->head)
1581 tmp = tmp->head; 1581 tmp = tmp->head;
1582 1582
1583 return find_better_arrow(op, tmp, type, &i); 1583 return find_better_arrow (op, tmp, type, &i);
1584} 1584}
1585 1585
1586/* 1586/*
1587 * Creature fires a bow - op can be monster or player. Returns 1587 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1588 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1591 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1592 * wc_mod is any special modifier to give (used in special player fire modes)
1593 * sx, sy are coordinates to fire arrow from - also used in some of the special 1593 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1594 * player fire modes.
1595 */ 1595 */
1596int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1597fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1598{
1599 object *left, *bow; 1599 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1600 int bowspeed, mflags;
1602 mapstruct *m; 1601 maptile *m;
1603 1602
1604 if (!dir) { 1603 if (!dir)
1604 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1605 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1606 return 0;
1607 } 1607 }
1608
1608 if (op->type == PLAYER) 1609 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1610 bow = op->contr->ranges[range_bow];
1610 else { 1611 else
1612 {
1611 for(bow=op->inv; bow; bow=bow->below) 1613 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1614 /* Don't check for applied - monsters don't apply bows - in that way, they
1613 * don't need to switch back and forth between bows and weapons. 1615 * don't need to switch back and forth between bows and weapons.
1614 */ 1616 */
1615 if(bow->type==BOW) 1617 if (bow->type == BOW)
1616 break; 1618 break;
1617 1619
1618 if (!bow) { 1620 if (!bow)
1621 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1622 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1623 return 0;
1621 } 1624 }
1622 } 1625 }
1626
1623 if( !bow->race || !bow->skill) { 1627 if (!bow->race || !bow->skill)
1628 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1630 return 0;
1626 } 1631 }
1627 1632
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1633 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1634
1630 /* penalize ROF for bestarrow */ 1635 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1636 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1637 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1638
1633 if (bowspeed < 1) 1639 if (bowspeed < 1)
1634 bowspeed = 1; 1640 bowspeed = 1;
1635 1641
1636 if (arrow == NULL) { 1642 if (arrow == NULL)
1643 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1644 if ((arrow = find_arrow (op, bow->race)) == NULL)
1645 {
1638 if (op->type == PLAYER) 1646 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1647 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 */ 1648 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1649 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1650 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1651 return 0;
1645 } 1652 }
1646 } 1653 }
1654
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1655 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1656 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1657 return 0;
1650 } 1658
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1659 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1660 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1661 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1662 return 0;
1654 } 1663 }
1655 1664
1656 /* this should not happen, but sometimes does */ 1665 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1666 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1667 {
1668 arrow->destroy ();
1669 return 0;
1670 }
1662 1671
1663 left = arrow; /* these are arrows left to the player */ 1672 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1673 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1674 if (!arrow)
1675 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1676 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1677 return 0;
1669 return 0;
1670 } 1678 }
1671 set_owner(arrow, op); 1679
1672 if (arrow->skill) free_string(arrow->skill); 1680 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1681 arrow->skill = bow->skill;
1674 1682
1675 arrow->direction=dir; 1683 arrow->direction = dir;
1676 arrow->x = sx; 1684 arrow->x = sx;
1677 arrow->y = sy; 1685 arrow->y = sy;
1678 1686
1679 if (op->type == PLAYER) { 1687 if (op->type == PLAYER)
1688 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1689 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1690 op->update_stats ();
1682 } 1691 }
1683 1692
1684 SET_ANIMATION(arrow, arrow->direction); 1693 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1694 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1695 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1696 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1697 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1698 arrow->spellarg = strdup (arrow->slaying);
1690 1699
1691 /* Note that this was different for monsters - they got their level 1700 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1701 * added to the damage. I think the strength bonus is more proper.
1693 */ 1702 */
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 1703
1704 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1705
1699 /* update the speed */ 1706 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1707 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1708 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 1709
1705 if (arrow->speed < 1.0) 1710 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1711 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1712 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1713 arrow->speed_left = 0;
1709 1714
1710 if (op->type == PLAYER) { 1715 if (op->type == PLAYER)
1716 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1717 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1718 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1719 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 1720
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1721 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1722 }
1723 else
1724 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1725 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; 1726 arrow->level = op->level;
1722 } 1727 }
1728
1723 if (arrow->attacktype == AT_PHYSICAL) 1729 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1730 arrow->attacktype |= bow->attacktype;
1731
1725 if (bow->slaying != NULL) 1732 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1733 arrow->slaying = bow->slaying;
1727 1734
1728 arrow->map = m; 1735 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1736 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1737 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1738
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1739 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); 1740 insert_ob_in_map (arrow, m, op, 0);
1735 1741
1736 if (!was_destroyed(arrow, tag)) 1742 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1743 move_arrow (arrow);
1738 1744
1739 if (op->type == PLAYER) { 1745 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1746 {
1747 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1748 esrv_del_item (op->contr, left->count);
1742 else 1749 else
1743 esrv_send_item(op, left); 1750 esrv_send_item (op, left);
1744 } 1751 }
1752
1745 return 1; 1753 return 1;
1746} 1754}
1747 1755
1748/* Special fire code for players - this takes into 1756/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1757 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1758 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1759 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1760 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1761 * hence the function name.
1754 */ 1762 */
1763int
1755int player_fire_bow(object *op, int dir) 1764player_fire_bow (object *op, int dir)
1756{ 1765{
1757 int ret=0, wcmod=0; 1766 int ret = 0, wcmod = 0;
1758 1767
1759 if (op->contr->bowtype == bow_bestarrow) { 1768 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1769 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1770 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); 1771 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1772 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1773 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1774 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1775 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1776 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1777 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1778 else if (op->contr->bowtype == bow_threewide)
1779 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1780 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)]); 1781 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)]); 1782 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1783 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1784 else if (op->contr->bowtype == bow_spreadshot)
1785 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1786 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); 1787 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); 1788 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1789
1777 } else { 1790 }
1791 else
1792 {
1778 /* Simple case */ 1793 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1794 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1795 }
1781 return ret; 1796 return ret;
1782} 1797}
1783 1798
1784 1799
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1800/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1801 * Broken apart from 'fire' to keep it more readable.
1787 */ 1802 */
1803void
1788void fire_misc_object(object *op, int dir) 1804fire_misc_object (object *op, int dir)
1789{ 1805{
1790 object *item; 1806 object *item;
1791 1807
1792 if (!op->contr->ranges[range_misc]) { 1808 if (!op->contr->ranges[range_misc])
1809 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1810 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1811 return;
1795 } 1812 }
1796 1813
1797 item = op->contr->ranges[range_misc]; 1814 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1815 if (!item->inv)
1816 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1817 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1818 return;
1801 } 1819 }
1802 if (item->type == WAND) { 1820 if (item->type == WAND)
1821 {
1803 if(item->stats.food<=0) { 1822 if (item->stats.food <= 0)
1823 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1824 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)); 1825 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1826 return;
1807 } 1827 }
1828 }
1808 } else if (item->type == ROD || item->type==HORN) { 1829 else if (item->type == ROD || item->type == HORN)
1830 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1831 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1832 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1833 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1834 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1835 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)); 1836 else
1814 else 1837 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; 1838 return;
1818 } 1839 }
1819 } 1840 }
1820 1841
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1842 if (cast_spell (op, item, dir, item->inv, NULL))
1843 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1844 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1845 if (item->type == WAND)
1846 {
1824 if (!(--item->stats.food)) { 1847 if (!(--item->stats.food))
1825 object *tmp; 1848 {
1826 if (item->arch) { 1849 object *tmp;
1850
1851 if (item->arch)
1852 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1853 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1854 item->face = item->arch->clone.face;
1829 item->speed = 0; 1855 item->speed = 0;
1830 update_ob_speed(item); 1856 update_ob_speed (item);
1831 } 1857 }
1832 if ((tmp=is_player_inv(item))) 1858 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1859 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1860 }
1835 } 1861 }
1836 else if (item->type == ROD || item->type==HORN) { 1862 else if (item->type == ROD || item->type == HORN)
1863 {
1837 drain_rod_charge(item); 1864 drain_rod_charge (item);
1838 } 1865 }
1839 } 1866 }
1840} 1867}
1841 1868
1842/* Received a fire command for the player - go and do it. 1869/* Received a fire command for the player - go and do it.
1843 */ 1870 */
1871void
1844void fire(object *op,int dir) { 1872fire (object *op, int dir)
1873{
1845 int spellcost=0; 1874 int spellcost = 0;
1846 1875
1847 /* check for loss of invisiblity/hide */ 1876 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1877 if (action_makes_visible (op))
1878 make_visible (op);
1849 1879
1850 switch(op->contr->shoottype) { 1880 switch (op->contr->shoottype)
1881 {
1851 case range_none: 1882 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; 1883 return;
1888 default: 1884
1885 case range_bow:
1886 player_fire_bow (op, dir);
1887 return;
1888
1889 case range_magic: /* Casting spells */
1890 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1891 return;
1892
1893 case range_misc:
1894 fire_misc_object (op, dir);
1895 return;
1896
1897 case range_golem: /* Control summoned monsters from scrolls */
1898 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1899 {
1900 op->contr->ranges[range_golem] = 0;
1901 op->contr->shoottype = range_none;
1902 }
1903 else
1904 control_golem (op->contr->ranges[range_golem], dir);
1905 return;
1906
1907 case range_skill:
1908 if (!op->chosen_skill)
1909 {
1910 if (op->type == PLAYER)
1911 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1912 return;
1913 }
1914 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1915 return;
1916 case range_builder:
1917 apply_map_builder (op, dir);
1918 return;
1919 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1921 return;
1891 } 1922 }
1892} 1923}
1893 1924
1894 1925
1895 1926
1902 * inv is the objects inventory to searched 1933 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1934 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1935 * This function can be called recursively to search containers.
1905 */ 1936 */
1906 1937
1938object *
1907object * find_key(object *pl, object *container, object *door) 1939find_key (object *pl, object *container, object *door)
1908{ 1940{
1909 object *tmp,*key; 1941 object *tmp, *key;
1910 1942
1911 /* Should not happen, but sanity checking is never bad */ 1943 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1944 if (container->inv == NULL)
1945 return NULL;
1913 1946
1914 /* First, lets try to find a key in the top level inventory */ 1947 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1948 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1949 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1950 if (door->type == DOOR && tmp->type == KEY)
1951 break;
1917 /* For sanity, we should really check door type, but other stuff 1952 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1953 * (like containers) can be locked with special keys
1919 */ 1954 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1955 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1956 break;
1922 } 1957 }
1923 /* No key found - lets search inventories now */ 1958 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1959 /* 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 1960 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1961 * a key, return
1927 */ 1962 */
1928 if (!tmp) { 1963 if (!tmp)
1964 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1965 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1966 {
1930 /* No reason to search empty containers */ 1967 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1968 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1969 {
1970 if ((key = find_key (pl, tmp, door)) != NULL)
1971 return key;
1972 }
1973 }
1974 if (!tmp)
1975 return NULL;
1933 } 1976 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1977 /* 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 1978 * see if we actually want to use it
1939 */ 1979 */
1940 if (pl!=container) { 1980 if (pl != container)
1981 {
1941 /* Only let players use keys in containers */ 1982 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1983 if (!pl->contr)
1984 return NULL;
1943 /* cases where this fails: 1985 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1986 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1987 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1988 * If the container is not active, return now since only active
1947 * containers can be used. 1989 * containers can be used.
1948 * If we only search keyrings and the container does not have 1990 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1991 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1992 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1993 * inv must have been an container and must have been active.
1952 * 1994 *
1953 * Change the color so that the message doesn't disappear with 1995 * Change the color so that the message doesn't disappear with
1954 * all the others. 1996 * all the others.
1955 */ 1997 */
1956 if (pl->contr->usekeys == key_inventory || 1998 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 1999 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2000 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2001 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2002 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2003 "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; 2004 return NULL;
1965 } 2005 }
1966 } 2006 }
1967 return tmp; 2007 return tmp;
1968} 2008}
1969 2009
1970/* moved door processing out of move_player_attack. 2010/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2011 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2012 * such that the caller should not do anything more,
1973 * 0 otherwise 2013 * 0 otherwise
1974 */ 2014 */
2015static int
1975static int player_attack_door(object *op, object *door) 2016player_attack_door (object *op, object *door)
1976{ 2017{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2018 /* 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 - 2019 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2020 * otherwise, we fall through to the rest of the code.
1981 */ 2021 */
1982 object *key=find_key(op, op, door); 2022 object *key = find_key (op, op, door);
1983 2023
1984 /* IF we found a key, do some extra work */ 2024 /* IF we found a key, do some extra work */
1985 if (key) { 2025 if (key)
2026 {
1986 object *container=key->env; 2027 object *container = key->env;
1987 2028
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2029 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2030 if (action_makes_visible (op))
2031 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2032 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2033 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2034 if (door->type == DOOR)
2035 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2036 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2037 }
1994 else if(door->type==LOCKED_DOOR) { 2038 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2039 {
1996 "You open the door with the %s", query_short_name(key)); 2040 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 ;-) */ 2041 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2042 }
1999 /* Do this after we print the message */ 2043 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2044 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2045 /* Need to update the weight the container the key was in */
2002 if (container != op) 2046 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2047 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2048 return 1; /* Nothing more to do below */
2049 }
2005 } else if (door->type==LOCKED_DOOR) { 2050 else if (door->type == LOCKED_DOOR)
2051 {
2006 /* Might as well return now - no other way to open this */ 2052 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2053 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2054 return 1;
2009 } 2055 }
2010 return 0; 2056 return 0;
2011} 2057}
2012 2058
2013/* This function is just part of a breakup from move_player. 2059/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2060 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2061 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2062 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2063 * going to try and move (not fire weapons).
2018 */ 2064 */
2019 2065void
2020void move_player_attack(object *op, int dir) 2066move_player_attack (object *op, int dir)
2021{ 2067{
2022 object *tmp, *mon, *tpl; 2068 object *tmp, *mon;
2023 sint16 nx, ny; 2069 sint16 nx, ny;
2024 int on_battleground; 2070 int on_battleground;
2025 mapstruct *m; 2071 maptile *m;
2026 2072
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2073 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2074 ny = freearr_y[dir] + op->y;
2031 2075
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2076 on_battleground = op_on_battleground (op, 0, 0);
2033 2077
2034 /* If braced, or can't move to the square, and it is not out of the 2078 /* 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 2079 * 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 2080 * 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 2081 * 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 2082 * 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 2083 * 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 2084 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2085 * move_ob uses.
2042 */ 2086 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2087 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2088 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2089 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2090 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2091 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2092 if (!m)
2047 } 2093 return; /* Don't think this should happen */
2048 else m =tpl->map; 2094 }
2049 2095 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2096 m = op->map;
2097
2098 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2099 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2100 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2101 return;
2053 } 2102 }
2054 2103
2055 mon = NULL; 2104 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2105 /* 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. 2106 * 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 2107 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2108 * on the space
2060 */ 2109 */
2061 while (tmp!=NULL) { 2110 while (tmp)
2111 {
2062 if (tmp == op) { 2112 if (tmp == op)
2063 tmp=tmp->above; 2113 {
2064 continue; 2114 tmp = tmp->above;
2065 } 2115 continue;
2116 }
2117
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2118 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2119 {
2068 break; 2120 mon = tmp;
2069 } 2121 break;
2122 }
2123
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2124 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2125 mon = tmp;
2126
2072 tmp=tmp->above; 2127 tmp = tmp->above;
2073 } 2128 }
2074 2129
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2130 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2131 return; /* into a wall */
2077 2132
2078 if(mon->head != NULL) 2133 if (mon->head)
2079 mon = mon->head; 2134 mon = mon->head;
2080 2135
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2136 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2137 if (player_attack_door (op, mon))
2138 return;
2083 2139
2084 /* The following deals with possibly attacking peaceful 2140 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2141 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2142 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2143 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2144 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2145 * and thus will not push them.
2090 */ 2146 */
2091 2147
2092 /* If the creature is a pet, push it even if the player is not 2148 /* 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 2149 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2150 * player owns it and it is either friendly or unagressive.
2095 */ 2151 */
2096 if ((op->type==PLAYER) 2152 if ((op->type == PLAYER)
2097#if COZY_SERVER 2153#if COZY_SERVER
2098 && 2154 &&
2099 ( 2155 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2156 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2157#else
2105 && get_owner(mon)==op 2158 && mon->owner == op
2106#endif 2159#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2160 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2161 {
2109 /* If we're braced, we don't want to switch places with it */ 2162 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2163 if (op->contr->braced)
2164 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2165 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2166 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2167 if (op->contr->tmp_invis || op->hide)
2168 make_visible (op);
2114 return; 2169 return;
2115 } 2170 }
2116 2171
2117 /* in certain circumstances, you shouldn't attack friendly 2172 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2173 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2174 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2175 * attack them either.
2121 */ 2176 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2177 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2178 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2179#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2180 (op->contr->peaceful
2181 || (mon->type == PLAYER
2182 && mon->contr->
2183 peaceful)) &&
2127#else 2184#else
2128 op->contr->peaceful && 2185 op->contr->peaceful &&
2129#endif 2186#endif
2130 !on_battleground 2187 !on_battleground))
2188 {
2189 if (!op->contr->braced)
2131 )) { 2190 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2191 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2192 (void) push_ob (mon, dir, op);
2135 } else { 2193 }
2194 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2195 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2196
2197 if (op->contr->tmp_invis || op->hide)
2198 make_visible (op);
2199 }
2200
2141 /* If the object is a boulder or other rollable object, then 2201 /* 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. 2202 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2203 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2204 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2205 {
2145 recursive_roll(mon,dir,op); 2206 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2207 if (action_makes_visible (op))
2147 } 2208 make_visible (op);
2209 }
2148 2210
2149 /* Any generic living creature. Including things like doors. 2211 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2212 * 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: 2213 * 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 2214 * 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. 2215 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2216 */
2155 2217
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2218 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2219 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2220 {
2159 2221
2160 /* If the player hasn't hit something this tick, and does 2222 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2223 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2224 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2225 * incurred a 1 tick offset.
2164 */ 2226 */
2165 if (!op->contr->has_hit) { 2227 if (!op->contr->has_hit)
2228 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2229 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2230
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2231 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2232 }
2170 2233
2171 skill_attack(mon, op, 0, NULL, NULL); 2234 skill_attack (mon, op, 0, 0, 0);
2172 2235
2173 /* If attacking another player, that player gets automatic 2236 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2237 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2238 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2239 * the wiz.
2177 */ 2240 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2241 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)) { 2242 {
2180 short luck = mon->stats.luck; 2243 short luck = mon->stats.luck;
2244
2181 mon->contr->has_hit = 1; 2245 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2246 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2247 mon->stats.luck = luck;
2184 } 2248 }
2185 if(action_makes_visible(op)) make_visible(op); 2249
2186 } 2250 if (action_makes_visible (op))
2251 make_visible (op);
2252 }
2187 } /* if player should attack something */ 2253 } /* if player should attack something */
2188} 2254}
2189 2255
2256int
2190int move_player(object *op,int dir) { 2257move_player (object *op, int dir)
2258{
2191 int pick; 2259 int pick;
2192 object *transport = op->contr->transport;
2193 2260
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2261 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; 2262 return 0;
2263
2264 /* Sanity check: make sure dir is valid */
2265 if ((dir < 0) || (dir >= 9))
2266 {
2267 LOG (llevError, "move_player: invalid direction %d\n", dir);
2268 return 0;
2269 }
2270
2271 /* peterm: added following line */
2272 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2273 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2274
2275 op->facing = dir;
2276
2277 if (op->hide)
2278 do_hidden_move (op);
2279
2280 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2281 /*nop */ ;
2282 else if (op->contr->fire_on)
2283 fire (op, dir);
2284 else
2285 {
2286 move_player_attack (op, dir);
2287 pick = check_pick (op);
2288 }
2289
2290 /* Add special check for newcs players and fire on - this way, the
2291 * server can handle repeat firing.
2292 */
2293 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2294 op->direction = dir;
2295 else
2296 op->direction = 0;
2297
2298 /* Update how the player looks. Use the facing, so direction may
2299 * get reset to zero. This allows for full animation capabilities
2300 * for players.
2301 */
2302 animate_object (op, op->facing);
2303 return 0;
2256} 2304}
2257 2305
2258/* This is similar to handle_player, below, but is only used by the 2306/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2307 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2308 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2309 * the new speed values for commands.
2262 * 2310 *
2263 * Returns true if there are more actions we can do. 2311 * Returns true if there are more actions we can do.
2264 */ 2312 */
2313int
2265int handle_newcs_player(object *op) 2314handle_newcs_player (object *op)
2266{ 2315{
2267 if (op->contr->hidden) { 2316 if (op->contr->hidden)
2317 {
2268 op->invisible = 1000; 2318 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2319 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2320 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2321 * alternate it here for it to work correctly.
2272 */ 2322 */
2273 if (pticks & 2) op->invisible--; 2323 if (pticks & 2)
2324 op->invisible--;
2274 } 2325 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2326 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2327 {
2276 op->invisible--; 2328 op->invisible--;
2277 if(!op->invisible) { 2329 if (!op->invisible)
2330 {
2278 make_visible(op); 2331 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2332 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2333 }
2281 } 2334 }
2282 2335
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2336 if (QUERY_FLAG (op, FLAG_SCARED))
2337 {
2284 flee_player(op); 2338 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2339 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2340 if (QUERY_FLAG (op, FLAG_SCARED))
2341 {
2287 op->speed_left--; 2342 op->speed_left--;
2288 return 0; 2343 return 0;
2289 } 2344 }
2290 } 2345 }
2291 2346
2292 /* I've been seeing crashes where the golem has been destroyed, but 2347 /* 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 2348 * 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 2349 * 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. 2350 * put this in a a workaround to clean up the golem pointer.
2296 */ 2351 */
2297 if (op->contr->ranges[range_golem] && 2352 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; 2353 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2354
2304 /* call this here - we also will call this in do_ericserver, but 2355 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2356 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2357 * called, so we recheck it here.
2307 */ 2358 */
2308 HandleClient(&op->contr->socket, op->contr); 2359 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2360 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 } 2361 ;
2362
2363 if (op->speed_left < 0)
2323 return 0; 2364 return 0;
2324}
2325 2365
2366 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2367 {
2368 /* All move commands take 1 tick, at least for now */
2369 op->speed_left--;
2370
2371 /* Instead of all the stuff below, let move_player take care
2372 * of it. Also, some of the skill stuff is only put in
2373 * there, as well as the confusion stuff.
2374 */
2375 move_player (op, op->direction);
2376 if (op->speed_left > 0)
2377 return 1;
2378 else
2379 return 0;
2380 }
2381
2382 return 0;
2383}
2384
2385int
2326int save_life(object *op) { 2386save_life (object *op)
2327 object *tmp; 2387{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2388 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; 2389 return 0;
2390
2391 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2392 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2393 {
2394 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2395 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2396
2397 if (op->contr)
2398 esrv_del_item (op->contr, tmp->count);
2399
2400 tmp->destroy ();
2401 CLEAR_FLAG (op, FLAG_LIFESAVE);
2402
2403 if (op->stats.hp < 0)
2404 op->stats.hp = op->stats.maxhp;
2405
2406 if (op->stats.food < 0)
2407 op->stats.food = 999;
2408
2409 op->update_stats ();
2410 return 1;
2411 }
2412
2413 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2414 CLEAR_FLAG (op, FLAG_LIFESAVE);
2415 enter_player_savebed (op); /* bring him home. */
2416 return 0;
2354} 2417}
2355 2418
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2419/* 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 2420 * 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 2421 * function will descend into containers. op is the object to start the search
2359 * from. 2422 * from.
2360 */ 2423 */
2424void
2361void remove_unpaid_objects(object *op, object *env) 2425remove_unpaid_objects (object *op, object *env)
2362{ 2426{
2363 object *next; 2427 object *next;
2364 2428
2365 while (op) { 2429 while (op)
2430 {
2366 next=op->below; /* Make sure we have a good value, in case 2431 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2432 * we remove object 'op'
2368 */ 2433 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2434 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2435 {
2436 op->remove ();
2371 op->x = env->x; 2437 op->x = env->x;
2372 op->y = env->y; 2438 op->y = env->y;
2373 if (env->type == PLAYER) 2439 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2440 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2441 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2442 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2443 else if (op->inv)
2378 op=next; 2444 remove_unpaid_objects (op->inv, env);
2379 }
2380}
2381 2445
2446 op = next;
2447 }
2448}
2382 2449
2383/* 2450/*
2384 * Returns pointer a static string containing gravestone text 2451 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2452 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2453 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2454 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2455 * but there isn't one in the server directory.
2389 */ 2456 */
2457char *
2390char *gravestone_text (object *op) 2458gravestone_text (object *op)
2391{ 2459{
2392 static char buf2[MAX_BUF]; 2460 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2461 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2462 time_t now = time (NULL);
2395 2463
2396 strcpy (buf2, " R.I.P.\n\n"); 2464 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2465 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2466 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2467 else
2400 sprintf (buf, "%s\n", op->name); 2468 sprintf (buf, "%s\n", &op->name);
2469
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2470 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2471 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2472 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2473 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2474 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2475 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2476
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2477 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2478 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2479 if (op->type == PLAYER)
2480 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2481 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2482 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2483 strcat (buf2, buf);
2413 } 2484 }
2485
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2486 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2487 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2488 strcat (buf2, buf);
2489
2417 return buf2; 2490 return buf2;
2418} 2491}
2419 2492
2420 2493void
2421
2422void do_some_living(object *op) { 2494do_some_living (object *op)
2495{
2423 int last_food=op->stats.food; 2496 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2497 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2498 int over_hp, over_sp, over_grace;
2426 int i; 2499 int i;
2427 int rate_hp = 1200; 2500 int rate_hp = 1200;
2428 int rate_sp = 2500; 2501 int rate_sp = 2500;
2429 int rate_grace = 2000; 2502 int rate_grace = 2000;
2430 const int max_hp = 1; 2503 const int max_hp = 1;
2431 const int max_sp = 1; 2504 const int max_sp = 1;
2432 const int max_grace = 1; 2505 const int max_grace = 1;
2433 2506
2434 if (op->contr->outputs_sync) { 2507 if (op->contr->outputs_sync)
2508 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2509 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2510 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]); 2511 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2512 }
2440 2513
2441 if(op->contr->state==ST_PLAYING) { 2514 if (op->contr->ns->state == ST_PLAYING)
2442 2515 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2516 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2517 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2518 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2519 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2520 else
2521 {
2448 gen_hp = op->stats.maxhp; 2522 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2523 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2524 }
2525
2451 if(op->contr->gen_sp >= 0 ) 2526 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2527 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2528 else
2529 {
2454 gen_sp = op->stats.maxsp; 2530 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2531 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2532 }
2533
2457 if(op->contr->gen_grace >= 0) 2534 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2535 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2536 else
2537 {
2460 gen_grace = op->stats.maxgrace; 2538 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2539 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2540 }
2463 2541
2464 /* Regenerate Spell Points */ 2542 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2543 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2544 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2545 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) { 2546 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2547 {
2548 op->stats.sp++;
2469 /* dms do not consume food */ 2549 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2550 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2551 {
2552 op->stats.food--;
2472 if(op->contr->digestion<0) 2553 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2554 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2555 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; 2556 op->stats.food = last_food;
2557 }
2558 }
2559
2560 if (max_sp > 1)
2561 {
2562 over_sp = (gen_sp + 10) / rate_sp;
2563 if (over_sp > 0)
2564 {
2565 if (op->stats.sp < op->stats.maxsp)
2566 {
2567 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2568
2569 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2570 op->stats.sp--;
2571
2572 if (op->stats.sp > op->stats.maxsp)
2573 op->stats.sp = op->stats.maxsp;
2574 }
2575 op->last_sp = 0;
2576 }
2577 else
2578 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2579 }
2580 else
2581 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2582 }
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 2583
2498 /* Regenerate Grace */ 2584 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2585 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2586 if (--op->last_grace < 0)
2587 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2588 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2589 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2590
2591 if (max_grace > 1)
2592 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2593 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2594 if (over_grace > 0)
2506 op->stats.sp += over_grace 2595 {
2596 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; 2597 + (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; 2598 op->last_grace = 0;
2509 } else { 2599 }
2600 else
2601 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2602 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2603 }
2512 } else { 2604 }
2605 else
2606 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2607 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2608 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2609 /* wearing stuff doesn't detract from grace generation. */
2516 } 2610 }
2517 2611
2518 /* Regenerate Hit Points */ 2612 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2613 if (--op->last_heal < 0)
2614 {
2520 if(op->stats.hp<op->stats.maxhp) { 2615 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2616 {
2617 op->stats.hp++;
2522 /* dms do not consume food */ 2618 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2619 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2620 {
2621 op->stats.food--;
2525 if(op->contr->digestion<0) 2622 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2623 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2624 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; 2625 op->stats.food = last_food;
2626 }
2627 }
2628
2629 if (max_hp > 1)
2630 {
2631 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2632 if (over_hp > 0)
2633 {
2634 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2635 op->last_heal = 0;
2636 }
2637 else
2638 {
2639 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2640 }
2641 }
2642 else
2643 {
2644 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2645 }
2530 } 2646 }
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 2647
2546 /* Digestion */ 2648 /* Digestion */
2547 if(--op->last_eat<0) { 2649 if (--op->last_eat < 0)
2650 {
2548#ifdef COZY_SERVER 2651#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2652 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2653 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2654#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2655 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 2656#endif
2556 2657
2557 if(op->contr->gen_hp > 0) 2658 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2659 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2660 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2661 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2662
2561 /* dms do not consume food */ 2663 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2664 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2665 op->stats.food--;
2564 } 2666 }
2565 2667
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2668 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2669 {
2670 object *tmp, *flesh = 0;
2568 2671
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2672 for (tmp = op->inv; tmp; tmp = tmp->below)
2673 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2674 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2675 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2676 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2677 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2678 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2679 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2680 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2681 break;
2576 } 2682 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2683 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2684 flesh = tmp;
2579 } /* end of for loop */ 2685 } /* End if paid for object */
2686 } /* end of for loop */
2687
2580 /* If player is still starving, it means they don't have any food, so 2688 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2689 * eat flesh instead.
2582 */ 2690 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2691 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2692 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2693 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2694 manual_apply (op, flesh, 0);
2586 } 2695 }
2587 } /* end if player is starving */ 2696 }
2588 2697
2589 while(op->stats.food<0&&op->stats.hp>0) 2698 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2699 op->stats.food++, op->stats.hp--;
2591 2700
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2701 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2702 kill_player (op);
2703 }
2594} 2704}
2595
2596
2597 2705
2598/* If the player should die (lack of hp, food, etc), we call this. 2706/* 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 2707 * 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 2708 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2709 * file.
2602 */ 2710 */
2711void
2603void kill_player(object *op) 2712kill_player (object *op)
2604{ 2713{
2605 char buf[MAX_BUF]; 2714 char buf[MAX_BUF];
2606 int x,y,i; 2715 int x, y;
2716
2717 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2718 maptile *map; /* this is for resurrection */
2719
2608 int z; 2720 /* int z;
2609 int num_stats_lose; 2721 int num_stats_lose;
2610 int lost_a_stat; 2722 int lost_a_stat;
2611 int lose_this_stat; 2723 int lose_this_stat;
2612 int this_stat; 2724 int this_stat; */
2613 int will_kill_again; 2725 int will_kill_again;
2614 archetype *at; 2726 archetype *at;
2615 object *tmp; 2727 object *tmp;
2616 2728
2617 if(save_life(op)) 2729 if (save_life (op))
2618 return; 2730 return;
2619 2731
2620 2732
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2733 /* 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. 2734 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2735 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2736 */
2625 if (op_on_battleground(op, &x, &y)) { 2737 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2738 {
2627 "You have been defeated in combat!"); 2739 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, 2740 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2741
2630
2631 /* restore player */ 2742 /* restore player */
2632 at = find_archetype("poisoning"); 2743 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2744 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2745 if (tmp)
2635 remove_ob(tmp); 2746 {
2636 free_object(tmp); 2747 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2748 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2749 }
2639 2750
2640 at = find_archetype("confusion"); 2751 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2752 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2753 if (tmp)
2643 remove_ob(tmp); 2754 {
2644 free_object(tmp); 2755 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2756 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2757 }
2647 2758
2648 cure_disease(op,0); /* remove any disease */ 2759 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2760 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2761 if (op->stats.food <= 0)
2651 2762 op->stats.food = 999;
2763
2652 /* create a bodypart-trophy to make the winner happy */ 2764 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2765 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2766 if (tmp != NULL)
2655 { 2767 {
2656 sprintf(buf,"%s's finger",op->name); 2768 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2769 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2770 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2771 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2772 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2773 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2774 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2775 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2776 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2777 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2778 }
2779
2669 /* teleport defeated player to new destination*/ 2780 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2781 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2782 op->contr->braced = 0;
2672 return; 2783 return;
2673 } 2784 }
2674 2785
2675 INVOKE_PLAYER (DEATH, op->contr); 2786 INVOKE_PLAYER (DEATH, op->contr);
2676 2787
2677 command_kill_pets (op, 0); 2788 command_kill_pets (op, 0);
2678 2789
2679 if(op->stats.food<0) { 2790 if (op->stats.food < 0)
2791 {
2680 if (op->contr->explore) { 2792 if (op->contr->explore)
2793 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2794 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..."); 2795 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2796 op->stats.food = 999;
2684 return; 2797 return;
2685 } 2798 }
2686 sprintf(buf,"%s starved to death.",op->name); 2799 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2800 strcpy (op->contr->killer, "starvation");
2801 }
2802 else
2688 } 2803 {
2689 else {
2690 if (op->contr->explore) { 2804 if (op->contr->explore)
2805 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2806 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..."); 2807 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2808 op->stats.hp = op->stats.maxhp;
2694 return; 2809 return;
2695 } 2810 }
2696 sprintf(buf,"%s died.",op->name); 2811 sprintf (buf, "%s died.", &op->name);
2697 } 2812 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2813 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2814
2700 /* save the map location for corpse, gravestone*/ 2815 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2816 x = op->x;
2817 y = op->y;
2818 map = op->map;
2702 2819
2703 2820
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2821 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2822 * 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. 2823 * See the config.h file for a little more in depth detail about this.
2708 */ 2824 */
2709 2825
2710 /* Basically two ways to go - remove a stat permanently, or just 2826 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2827 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2828 * of death.
2713 */ 2829 */
2714#ifndef COZY_SERVER 2830#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2831 if (settings.balanced_stat_loss)
2832 {
2716 /* If stat loss is permanent, lose one stat only. */ 2833 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2834 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2835 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2836 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2837 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2838 little bit harder. */
2722 /* GD */ 2839 /* GD */
2723 if (settings.stat_loss_on_death) 2840 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2841 num_stats_lose = 1;
2725 else 2842 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2843 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2844 }
2845 else
2846 {
2728 num_stats_lose = 1; 2847 num_stats_lose = 1;
2729 } 2848 }
2730 lost_a_stat = 0; 2849 lost_a_stat = 0;
2731 2850
2732 for (z=0; z<num_stats_lose; z++) { 2851 for (z = 0; z < num_stats_lose; z++)
2852 {
2733 i = RANDOM() % NUM_STATS; 2853 i = RANDOM () % NUM_STATS;
2734 2854
2735 if (settings.stat_loss_on_death) { 2855 if (settings.stat_loss_on_death)
2856 {
2736 /* Pick a random stat and take a point off it. Tell the player 2857 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2858 * what he lost.
2738 */ 2859 */
2739 change_attr_value(&(op->stats), i,-1); 2860 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2861 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2862 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2863 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2864 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2865 lost_a_stat = 1;
2745 } else { 2866 }
2867 else
2868 {
2746 /* deplete a stat */ 2869 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2870 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2871 object *dep;
2872
2873 dep = present_arch_in_ob (deparch, op);
2874 if (!dep)
2749 2875 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2876 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2877 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 2878 }
2783 if (lose_this_stat) { 2879 lose_this_stat = 1;
2880 if (settings.balanced_stat_loss)
2881 {
2882 /* GD */
2883 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2884 this_stat = get_attr_value (&(dep->stats), i);
2885 if (this_stat < 0)
2886 {
2887 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2888 int keep_chance = this_stat * this_stat;
2889
2890 /* Yes, I am paranoid. Sue me. */
2891 if (keep_chance < 1)
2892 keep_chance = 1;
2893
2894 /* There is a maximum depletion total per level. */
2895 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2896 {
2897 lose_this_stat = 0;
2898 /* Take loss chance vs keep chance to see if we
2899 retain the stat. */
2900 }
2901 else
2902 {
2903 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2904 lose_this_stat = 0;
2905 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2906 this_stat, keep_chance, loss_chance,
2907 lose_this_stat?"LOSE":"KEEP"); */
2908 }
2909 }
2910 }
2911
2912 if (lose_this_stat)
2913 {
2914 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2915 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2916 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2917 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2918 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2919 * difference.
2790 */ 2920 */
2791 if (this_stat>=-50) { 2921 if (this_stat >= -50)
2922 {
2792 change_attr_value(&(dep->stats), i, -1); 2923 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2924 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2925 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2926 op->update_stats ();
2796 lost_a_stat = 1; 2927 lost_a_stat = 1;
2797 } 2928 }
2798 } 2929 }
2930 }
2799 } 2931 }
2800 }
2801 /* If no stat lost, tell the player. */ 2932 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2933 if (!lost_a_stat)
2803 { 2934 {
2804 /* determine_god() seems to not work sometimes... why is this? 2935 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2936 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2937 const char *god = determine_god (op);
2938
2807 if (god && (strcmp(god, "none"))) 2939 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2940 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" 2941 else
2810 " you.", god); 2942 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 } 2943 }
2944#else
2945 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2946#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 2947
2819 /* Put a gravestone up where the character 'almost' died. List the 2948 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2949 * exp loss on the stone.
2821 */ 2950 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2951 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2952 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2953 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2954 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2955 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2956 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" 2957 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; 2958 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2959 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2960
2836 /**************************************/ 2961 /**************************************/
2837 /* */ 2962 /* */
2838 /* Subtract the experience points, */ 2963 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2964 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2965 /* food, and reset HP's... */
2841 /* */ 2966 /* */
2842 /**************************************/ 2967 /**************************************/
2843 2968
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2969 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2970 /* restore player */
2846 at = find_archetype("poisoning"); 2971 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2972 tmp = present_arch_in_ob (at, op);
2973
2848 if (tmp) { 2974 if (tmp)
2849 remove_ob(tmp); 2975 {
2850 free_object(tmp); 2976 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2977 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2978 }
2853 2979
2854 at = find_archetype("confusion"); 2980 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2981 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2982 if (tmp)
2857 remove_ob(tmp); 2983 {
2858 free_object(tmp); 2984 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2985 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2986 }
2987
2861 cure_disease(op,0); /* remove any disease */ 2988 cure_disease (op, 0); /* remove any disease */
2862 2989
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2990 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2991 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2992 if (op->stats.food < 100)
2993 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2994 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2995 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2996 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2997
2870 /* 2998 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 2999 * 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 3000 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3001 * in the map.
2874 */ 3002 */
2875 3003
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3004 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3005 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3006
2884 /****************************************/ 3007 /****************************************/
2885 /* */ 3008 /* */
2886 /* Move player to his current respawn- */ 3009 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3010 /* position (usually last savebed) */
2888 /* */ 3011 /* */
2889 /****************************************/ 3012 /****************************************/
2890 3013
2891 enter_player_savebed(op); 3014 enter_player_savebed (op);
2892 3015
2893 /* Save the player before inserting the force to reduce 3016 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3017 * chance of abuse.
2895 */ 3018 */
2896 op->contr->braced=0; 3019 op->contr->braced = 0;
2897 save_player(op,1); 3020 op->contr->save ();
2898 3021
2899 /* it is possible that the player has blown something up 3022 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3023 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3024 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3025 * on the space that might harm the player.
2903 */ 3026 */
2904 will_kill_again=0; 3027 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3028 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3029 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3030 will_kill_again |= tmp->attacktype;
2908 } 3031
2909 if (will_kill_again) { 3032 if (will_kill_again)
3033 {
2910 object *force; 3034 object *force;
2911 int at; 3035 int at;
2912 3036
2913 force=get_archetype(FORCE_NAME); 3037 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3038 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3039 force->speed = 0.1;
2916 force->speed_left=-5.0; 3040 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3041 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3042 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3043 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3044 force->resist[at] = 100;
2921 } 3045
2922 insert_ob_in_ob(force, op); 3046 insert_ob_in_ob (force, op);
2923 fix_player(op); 3047 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3048
3049 }
3050
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3051 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} 3052}
2999 3053
3000 3054void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3055loot_object (object *op)
3056{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3057 object *tmp, *tmp2, *next;
3003 3058
3059 if (op->container)
3004 if (op->container) { /* close open sack first */ 3060 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3061
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3062 for (tmp = op->inv; tmp; tmp = next)
3063 {
3009 next=tmp->below; 3064 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3065
3011 remove_ob(tmp); 3066 if (tmp->invisible)
3067 continue;
3068
3069 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3070 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3071 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3072 { /* empty container to ground */
3015 } 3073 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3074 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3075 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3076 {
3018 if(tmp->nrof>1) { 3077 if (tmp->nrof > 1)
3078 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3079 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3080 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3081 insert_ob_in_map (tmp, op->map, NULL, 0);
3082 }
3083 else
3084 tmp->destroy ();
3085 }
3022 } else 3086 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3087 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3088 }
3027} 3089}
3028 3090
3029/* 3091/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3092 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3093 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3094 * was changed.
3033 */ 3095 */
3034 3096
3097void
3035void fix_weight(void) { 3098fix_weight (void)
3036 player *pl; 3099{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3100 for (player *pl = first_player; pl; pl = pl->next)
3101 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3102 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3103
3039 if(old == sum) 3104 if (old == sum)
3040 continue; 3105 continue;
3041 fix_player(pl->ob); 3106 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3107 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3108 }
3045} 3109}
3046 3110
3111void
3047void fix_luck(void) { 3112fix_luck (void)
3048 player *pl; 3113{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3114 for (player *pl = first_player; pl; pl = pl->next)
3050 if (!pl->ob->contr->state) 3115 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3116 pl->ob->change_luck (0);
3052} 3117}
3053
3054 3118
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3119/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3120 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3121 * just treat this as any other spell casting object.
3058 */ 3122 */
3059
3060void 3123void
3061cast_dust (object * op, object * throw_ob, int dir) 3124cast_dust (object *op, object *throw_ob, int dir)
3062{ 3125{
3063 object *skop, *spob; 3126 object *skop, *spob;
3064 3127
3065 skop = find_skill_by_name (op, throw_ob->skill); 3128 skop = find_skill_by_name (op, throw_ob->skill);
3066 3129
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3130 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3131 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3132 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3133 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3134 return;
3073 } 3135 }
3074 3136
3075 spob = throw_ob->inv; 3137 spob = throw_ob->inv;
3076 3138
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3139 // 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 3140 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3141 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3142 if (!spob)
3081 { 3143 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3144 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; 3145 return;
3085 } 3146 }
3086 3147
3087 if (op->type == PLAYER) 3148 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3149 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3150
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3151 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3152
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3153 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3154}
3096 3155
3156void
3097void make_visible (object *op) { 3157make_visible (object *op)
3158{
3098 op->hide = 0; 3159 op->hide = 0;
3099 op->invisible = 0; 3160 op->invisible = 0;
3100 if(op->type==PLAYER) { 3161 if (op->type == PLAYER)
3162 {
3101 op->contr->tmp_invis = 0; 3163 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3164 op->contr->invis_race = 0;
3103 } 3165 }
3104 update_object(op,UP_OBJ_FACE); 3166 update_object (op, UP_OBJ_FACE);
3105} 3167}
3106 3168
3169int
3107int is_true_undead(object *op) { 3170is_true_undead (object *op)
3171{
3108 object *tmp=NULL; 3172 object *tmp = NULL;
3109 3173
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3174 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3175 return 1;
3111 3176
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; 3177 return 0;
3117} 3178}
3118 3179
3119/* look at the surrounding terrain to determine 3180/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3181 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3182 * indicate greater hideability.
3122 */ 3183 */
3123 3184
3185int
3124int hideability(object *ob) { 3186hideability (object *ob)
3187{
3125 int i,level=0, mflag; 3188 int i, level = 0, mflag;
3126 sint16 x,y; 3189 sint16 x, y;
3127 3190
3128 if(!ob||!ob->map) return 0; 3191 if (!ob || !ob->map)
3192 return 0;
3129 3193
3130 /* so, on normal lighted maps, its hard to hide */ 3194 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3195 level = ob->map->darkness - 2;
3132 3196
3133 /* this also picks up whether the object is glowing. 3197 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3198 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3199 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3200 if (has_carried_lights (ob))
3201 level = -(10 + (2 * ob->map->darkness));
3137 3202
3138 /* scan through all nearby squares for terrain to hide in */ 3203 /* 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]) { 3204 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3205 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3206 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3207 if (mflag & P_OUT_OF_MAP)
3208 {
3209 continue;
3210 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3211 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3212 level += 2;
3144 else /* open terrain! */ 3213 else /* open terrain! */
3145 level -= 1; 3214 level -= 1;
3146 } 3215 }
3147 3216
3148#if 0 3217#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3218 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3219#endif
3151 return level; 3220 return level;
3152} 3221}
3153 3222
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3223/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3224 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3225 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3226 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3227 */
3159 3228
3229void
3160void do_hidden_move (object *op) { 3230do_hidden_move (object *op)
3231{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3232 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3233 object *skop;
3163 3234
3164 if(!op || !op->map) return; 3235 if (!op || !op->map)
3236 return;
3165 3237
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3238 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3239
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3240 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3241 if (op->type == PLAYER && op->contr->run_on)
3242 {
3170 if(!skop || num >= skop->level) { 3243 if (!skop || num >= skop->level)
3244 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3245 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3246 make_visible (op);
3173 return; 3247 return;
3174 } else num += 20; 3248 }
3249 else
3250 num += 20;
3175 } 3251 }
3176 num += op->map->difficulty; 3252 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3253 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3254 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3255 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3256 {
3180 make_visible(op); 3257 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3258 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3259 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3260 }
3184 else if (op->type == PLAYER && skop) { 3261 else if (op->type == PLAYER && skop)
3262 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3263 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3264 }
3187} 3265}
3188 3266
3189/* determine if who is standing near a hostile creature. */ 3267/* determine if who is standing near a hostile creature. */
3190 3268
3269int
3191int stand_near_hostile( object *who ) { 3270stand_near_hostile (object *who)
3271{
3192 object *tmp=NULL; 3272 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3273 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3274 maptile *m;
3195 sint16 x,y; 3275 sint16 x, y;
3196 3276
3197 if(!who) return 0; 3277 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; 3278 return 0;
3279
3280 if (who->type == PLAYER)
3281 player = 1;
3282
3283 else
3284 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3285
3286 /* search adjacent squares */
3287 for (i = 1; i < 9; i++)
3288 {
3289 x = who->x + freearr_x[i];
3290 y = who->y + freearr_y[i];
3291 m = who->map;
3292 mflags = get_map_flags (m, &m, x, y, &x, &y);
3293 /* space must be blocked if there is a monster. If not
3294 * blocked, don't need to check this space.
3295 */
3296 if (mflags & P_OUT_OF_MAP)
3297 continue;
3298 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3299 continue;
3300
3301 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3302 {
3303 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3304 return 1;
3305 else if (tmp->type == PLAYER)
3306 {
3307 /*don't let a hidden DM prevent you from hiding */
3308 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3309 return 1;
3310 }
3311 }
3312 }
3313 return 0;
3227} 3314}
3228 3315
3229/* check the player los field for viewability of the 3316/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3317 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3318 * 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. 3325 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3326 * -b.t.
3240 * This function is now map tiling safe. 3327 * This function is now map tiling safe.
3241 */ 3328 */
3242 3329
3330int
3243int player_can_view (object *pl,object *op) { 3331player_can_view (object *pl, object *op)
3332{
3244 rv_vector rv; 3333 rv_vector rv;
3245 int dx,dy; 3334 int dx, dy;
3246 3335
3247 if(pl->type!=PLAYER) { 3336 if (pl->type != PLAYER)
3337 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3338 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; 3339 return -1;
3274 op = op->more;
3275 } 3340 }
3341 if (!pl || !op)
3276 return 0; 3342 return 0;
3343
3344 if (op->head)
3345 {
3346 op = op->head;
3347 }
3348 get_rangevector (pl, op, &rv, 0x1);
3349
3350 /* starting with the 'head' part, lets loop
3351 * through the object and find if it has any
3352 * part that is in the los array but isnt on
3353 * a blocked los square.
3354 * we use the archetype to figure out offsets.
3355 */
3356 while (op)
3357 {
3358 dx = rv.distance_x + op->arch->clone.x;
3359 dy = rv.distance_y + op->arch->clone.y;
3360
3361 /* only the viewable area the player sees is updated by LOS
3362 * code, so we need to restrict ourselves to that range of values
3363 * for any meaningful values.
3364 */
3365 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3366 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3367 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3368 return 1;
3369 op = op->more;
3370 }
3371 return 0;
3277} 3372}
3278 3373
3279/* routine for both players and monsters. We call this when 3374/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3375 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3376 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3377 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3378 * return 0.
3284 */ 3379 */
3380int
3285int action_makes_visible (object *op) { 3381action_makes_visible (object *op)
3382{
3286 3383
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3384 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3385 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3386 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3387 return 0;
3290 3388
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3389 if (op->contr && op->contr->tmp_invis == 0)
3390 return 0;
3292 3391
3293 /* If monsters, they should become visible */ 3392 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3393 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3394 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3395 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3396 return 1;
3297 } 3397 }
3298 } 3398 }
3299 return 0; 3399 return 0;
3300} 3400}
3301 3401
3302/* op_on_battleground - checks if the given object op (usually 3402/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3403 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3404 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3405 * -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 3406 * 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 3407 * 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 3408 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3409 */
3410int
3310int op_on_battleground (object *op, int *x, int *y) { 3411op_on_battleground (object *op, int *x, int *y)
3412{
3311 object *tmp; 3413 object *tmp;
3312 3414
3313 /* A battleground-tile needs the following attributes to be valid: 3415 /* 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), 3416 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3417 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3418 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3419 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3420 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3421 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3422 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3423 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3424 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3425 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3426 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3427 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3428 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3429 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3430 {
3326 object *invtmp; 3431 object *invtmp;
3432
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3433 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3434 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3435 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3436 {
3437 if (x != NULL && y != NULL)
3438 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3439 return 1;
3440 }
3441 }
3442 }
3330 if (x != NULL && y != NULL) 3443 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3444 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3445 return 1;
3333 } 3446 }
3334 } 3447 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3448 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3449 /* If we got here, did not find a battleground */
3343 return 0; 3450 return 0;
3344} 3451}
3345 3452
3346/* 3453/*
3350 * attributes: 3457 * attributes:
3351 * object *who the dragon player 3458 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3459 * int atnr the attack-number of the ability focus
3353 * int level ability level 3460 * int level ability level
3354 */ 3461 */
3462void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3463dragon_ability_gain (object *who, int atnr, int level)
3464{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3465 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3466 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3467 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3468 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3469 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3470 int i = 0, j = 0;
3362 3471
3363 /* get the appropriate treasurelist */ 3472 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3473 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3474 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3475 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3476 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3477 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3478 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3479 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3480 trlist = find_treasurelist ("dragon_ability_poison");
3372 3481
3373 if (trlist == NULL || who->type != PLAYER) 3482 if (trlist == NULL || who->type != PLAYER)
3374 return; 3483 return;
3375 3484
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3485 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3486
3378
3379 if (tr == NULL || tr->item == NULL) { 3487 if (tr == NULL || tr->item == NULL)
3488 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3489 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3490 return;
3382 } 3491 }
3383 3492
3384 /* everything seems okay - now bring on the gift: */ 3493 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3494 item = &(tr->item->clone);
3386 3495
3387 if (item->type == SPELL) { 3496 if (item->type == SPELL)
3497 {
3388 if (check_spell_known (who, item->name)) 3498 if (check_spell_known (who, item->name))
3389 return; 3499 return;
3390 3500
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3501 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); 3502 do_learn_spell (who, item, 0);
3393 return; 3503 return;
3394 } 3504 }
3395 3505
3396 /* grant direct spell */ 3506 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3507 if (item->type == SPELLBOOK)
3508 {
3398 if (!item->inv) { 3509 if (!item->inv)
3510 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3511 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3512 return;
3402 } 3513 }
3403 if (check_spell_known (who, item->inv->name)) 3514 if (check_spell_known (who, item->inv->name))
3404 return; 3515 return;
3405 if (item->invisible) { 3516 if (item->invisible)
3517 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3518 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); 3519 do_learn_spell (who, item->inv, 0);
3408 return; 3520 return;
3409 } 3521 }
3410 } 3522 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3523 else if (item->type == SKILL_TOOL && item->invisible)
3524 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3525 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3526 {
3413 3527
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3528 /* 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 3529 * 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, 3530 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3531 * but not all of them, he gets nothing.
3418 */ 3532 */
3419 if (!(skop->attacktype & item->attacktype)) { 3533 if (!(skop->attacktype & item->attacktype))
3534 {
3420 /* Give new attacktype */ 3535 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3536 skop->attacktype |= item->attacktype;
3422 3537
3423 /* always add physical if there's none */ 3538 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3539 skop->attacktype |= AT_PHYSICAL;
3425 3540
3426 if (item->msg != NULL) 3541 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3542 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3543
3429 /* Give player new face */ 3544 /* Give player new face */
3430 if (item->animation_id) { 3545 if (item->animation_id)
3546 {
3431 who->face = skop->face; 3547 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3548 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3549 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3550 who->last_anim = 0;
3435 who->state = 0; 3551 who->state = 0;
3436 animate_object(who, who->direction); 3552 animate_object (who, who->direction);
3437 } 3553 }
3554 }
3555 }
3438 } 3556 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3557 else if (item->type == FORCE)
3558 {
3442 /* forces in the treasurelist can alter the player's stats */ 3559 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3560 object *skin;
3561
3444 /* first get the dragon skin force */ 3562 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3563 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3564 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3565 ;
3448 3566
3567 if (!skin)
3568 return;
3569
3449 /* adding new spellpath attunements */ 3570 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3571 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3572 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3573 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3574
3453 /* print message */ 3575 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3576 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3577 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3578 {
3457 if (j) 3579 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3580 {
3459 else 3581 if (j)
3460 j = 1; 3582 strcat (buf, " and ");
3583 else
3584 j = 1;
3461 strcat(buf, spellpathnames[i]); 3585 strcat (buf, spellpathnames[i]);
3462 } 3586 }
3463 } 3587 }
3464 strcat(buf,"."); 3588 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3589 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3590 }
3467 3591
3468 /* evtl. adding flags: */ 3592 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3593 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3594 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3595 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3596 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3597 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3598 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3599
3476 /* print message if there is one */ 3600 /* print message if there is one */
3477 if (item->msg != NULL) 3601 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3602 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3603 }
3604 else
3479 } 3605 {
3480 else {
3481 /* generate misc. treasure */ 3606 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3607 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3608 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); 3609 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3610 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3611 esrv_send_item (who, tmp);
3487 } 3612 }
3488} 3613}
3489 3614
3490/** 3615/**
3491 * Unready an object for a player. This function does nothing if the object was 3616 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3617 * not readied.
3493 */ 3618 */
3619void
3494void player_unready_range_ob(player *pl, object *ob) { 3620player_unready_range_ob (player *pl, object *ob)
3621{
3495 rangetype i; 3622 rangetype i;
3496 3623
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3624 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3625 {
3498 if (pl->ranges[i] == ob) { 3626 if (pl->ranges[i] == ob)
3627 {
3499 pl->ranges[i] = NULL; 3628 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3629 if (pl->shoottype == i)
3630 {
3501 pl->shoottype = range_none; 3631 pl->shoottype = range_none;
3502 } 3632 }
3503 } 3633 }
3504 } 3634 }
3505} 3635}

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