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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 1.57 by root, Sat Dec 23 06:21:02 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 /* make sure he's a player -- needed because of class change. */
188 ob->type = PLAYER; // we are paranoid
189 ob->race = ob->arch->clone.race;
190
191 if (!legal_range (ob, shoottype))
192 shoottype = range_none;
193
194 ob->carrying = sum_weight (ob);
195 link_player_skills (ob);
196
197 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
198 ob->update_stats ();
199 update_ob_speed (ob);
200
201 assign (title, ob->arch->clone.name);
202
203 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
204 * from the class, and not race. I don't see any way to get the class information
205 * to then update this. I don't think this will actually break anything - anyone
206 * that can use armour should be able to use a shield. What this may 'break'
207 * are features new characters get, eg, if someone starts up with a Q, they
208 * should be able to use a shield. However, old Q's won't get that advantage.
209 */
210 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
211 SET_FLAG (ob, FLAG_USE_SHIELD);
212
213 /* if it's a dragon player, set the correct title here */
214 if (is_dragon_pl (ob))
215 {
216 object *tmp, *abil = 0, *skin = 0;
217
218 shstr_cmp dragon_ability_force ("dragon_ability_force");
219 shstr_cmp dragon_skin_force ("dragon_skin_force");
220
221 for (tmp = ob->inv; tmp; tmp = tmp->below)
222 if (tmp->type == FORCE)
223 if (tmp->arch->name == dragon_ability_force)
224 abil = tmp;
225 else if (tmp->arch->name == dragon_skin_force)
226 skin = tmp;
227
228 set_dragon_name (ob, abil, skin);
229 }
230
231 CLEAR_FLAG (ob, FLAG_FRIENDLY);
232 add_friendly_object (ob);
233
234 LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host);
235
236 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
237 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, NULL, "%s has entered the game.", &ob->name);
238
239 ns->floorbox_update ();
240
241 esrv_new_player (this, ob->weight + ob->carrying);
242 esrv_send_inventory (ob, ob);
243 esrv_add_spells (this, 0);
244
245 enter_exit (ob, 0);
246
247// send_rules (ob);//TODO
248// send_news (ob);//TODO
249// display_motd (ob);//TODO
250 INVOKE_PLAYER (LOGIN, this);
251}
252
253// the need for this function can be explained
254// by load_object not returning the object
255void
256player::set_object (object *op)
257{
258 ob = op;
259 ob->contr = this; /* this aren't yet in archetype */
260
261 ob->speed_left = 0.5;
262 ob->speed = 1.0;
263 ob->direction = 5; /* So player faces south */
264 ob->stats.wc = 2;
265 ob->run_away = 25; /* Then we panick... */
266
267 set_first_map (ob);
268
269 ob->roll_stats ();
270}
271
272player::player ()
273{
274 /* There are some elements we want initialized to non zero value -
275 * we deal with that below this point.
276 */
277 outputs_sync = 16; /* Every 2 seconds */
278 outputs_count = 8; /* Keeps present behaviour */
279 unapply = unapply_nochoice;
280
281 assign (savebed_map, first_map_path); /* Init. respawn position */
282
283 gen_sp_armour = 10;
284 last_speed = -1;
285 shoottype = range_none;
286 bowtype = bow_normal;
287 petmode = pet_normal;
288 listening = 10;
289 usekeys = containers;
290 last_weapon_sp = -1;
291 peaceful = 1; /* default peaceful */
292 do_los = 1;
293
294 /* we need to clear these to -1 and not zero - otherwise,
295 * if a player quits and starts a new character, we wont
296 * send new values to the client, as things like exp start
297 * at zero.
298 */
299 for (int i = 0; i < NUM_SKILLS; i++)
300 last_skill_exp[i] = -1;
301
302 for (int i = 0; i < NROFATTACKS; i++)
303 last_resist[i] = -1;
304
305 last_stats.exp = -1;
306 last_weight = (uint32) - 1;
307}
308
309player::~player ()
310{
311 terminate_all_pets (ob);
312
313 if (first_player != this)
314 {
315 player *prev = first_player;
316
317 while (prev && prev->next && prev->next != this)
318 prev = prev->next;
319
320 if (prev->next != this)
321 {
322 LOG (llevError, "Free_player: Can't find previous player.\n");
323 abort ();
324 }
325
326 prev->next = next;
327 }
328 else
329 first_player = next;
330
331 if (ob)
332 {
333 ob->contr = 0;
334 ob->destroy (1);
335 }
336
337 if (ns)
338 {
339 ns->send_packet ("goodbye");
340 ns->flush ();
341 ns->pl = 0;
342 ns->destroy ();
343 }
344
345 /* Clear item stack */
346 free (stack_items);
347}
348
312/* Tries to add player on the connection passwd in ns. 349/* 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 350 * All we can really get in this is some settings like host and display
314 * mode. 351 * mode.
315 */ 352 */
353player *
354player::create ()
355{
356 player *pl = new player;
316 357
317int add_player(NewSocket *ns) { 358 pl->set_object (arch_to_object (get_player_archetype (0)));
318 player *p;
319 359
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; 360 return pl;
340} 361}
341 362
342/* 363/*
343 * get_player_archetype() return next player archetype from archetype 364 * get_player_archetype() return next player archetype from archetype
344 * list. Not very efficient routine, but used only creating new players. 365 * list. Not very efficient routine, but used only creating new players.
345 * Note: there MUST be at least one player archetype! 366 * Note: there MUST be at least one player archetype!
346 */ 367 */
368archetype *
347archetype *get_player_archetype(archetype* at) 369get_player_archetype (archetype *at)
348{ 370{
349 archetype *start = at; 371 archetype *start = at;
372
350 for (;;) { 373 for (;;)
374 {
351 if (at==NULL || at->next==NULL) 375 if (at == NULL || at->next == NULL)
352 at=first_archetype; 376 at = first_archetype;
353 else 377 else
354 at=at->next; 378 at = at->next;
379
355 if(at->clone.type==PLAYER) 380 if (at->clone.type == PLAYER)
356 return at; 381 return at;
382
357 if (at == start) { 383 if (at == start)
384 {
358 LOG (llevError, "No Player archetypes\n"); 385 LOG (llevError, "No Player archetypes\n");
359 exit (-1); 386 exit (-1);
360 } 387 }
361 } 388 }
362} 389}
363 390
364 391object *
365object *get_nearest_player(object *mon) { 392get_nearest_player (object *mon)
393{
366 object *op = NULL; 394 object *op = NULL;
367 player *pl = NULL; 395 player *pl = NULL;
368 objectlink *ol; 396 objectlink *ol;
369 unsigned lastdist; 397 unsigned lastdist;
370 rv_vector rv; 398 rv_vector rv;
371 399
372 for(ol=first_friendly_object,lastdist=1000;ol!=NULL;ol=ol->next) { 400 for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next)
401 {
373 /* We should not find free objects on this friendly list, but it 402 /* We should not find free objects on this friendly list, but it
374 * does periodically happen. Given that, lets deal with it. 403 * does periodically happen. Given that, lets deal with it.
375 * While unlikely, it is possible the next object on the friendly 404 * While unlikely, it is possible the next object on the friendly
376 * list is also free, so encapsulate this in a while loop. 405 * list is also free, so encapsulate this in a while loop.
377 */ 406 */
378 while (QUERY_FLAG(ol->ob, FLAG_FREED) || !QUERY_FLAG(ol->ob, FLAG_FRIENDLY)) { 407 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
408 {
379 object *tmp=ol->ob; 409 object *tmp = ol->ob;
380 410
381 /* Can't do much more other than log the fact, because the object 411 /* Can't do much more other than log the fact, because the object
382 * itself will have been cleared. 412 * itself will have been cleared.
383 */ 413 */
384 LOG(llevDebug,"get_nearest_player: Found free/non friendly object on friendly list\n"); 414 LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n");
385 ol = ol->next; 415 ol = ol->next;
386 remove_friendly_object(tmp); 416 remove_friendly_object (tmp);
387 if (!ol) return op; 417 if (!ol)
388 } 418 return op;
419 }
389 420
390 /* Remove special check for player from this. First, it looks to cause 421 /* 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 422 * some crashes (ol->ob->contr not set properly?), but secondly, a more
392 * complicated method of state checking would be needed in any case - 423 * 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 424 * as it was, a clever player could type quit, and the function would
394 * skip them over while waiting for confirmation. Remove 425 * skip them over while waiting for confirmation. Remove
395 * on_same_map check, as can_detect_enemy also does this 426 * on_same_map check, as can_detect_enemy also does this
396 */ 427 */
397 if (!can_detect_enemy(mon,ol->ob,&rv)) 428 if (!can_detect_enemy (mon, ol->ob, &rv))
398 continue; 429 continue;
399 430
400 if(lastdist>rv.distance) { 431 if (lastdist > rv.distance)
432 {
401 op=ol->ob; 433 op = ol->ob;
402 lastdist=rv.distance; 434 lastdist = rv.distance;
403 } 435 }
404 } 436 }
405 for (pl=first_player; pl != NULL; pl=pl->next) { 437 for (pl = first_player; pl != NULL; pl = pl->next)
438 {
406 if (can_detect_enemy(mon, pl->ob,&rv)) { 439 if (can_detect_enemy (mon, pl->ob, &rv))
440 {
407 441
408 if(lastdist>rv.distance) { 442 if (lastdist > rv.distance)
409 op=pl->ob; 443 {
410 lastdist=rv.distance; 444 op = pl->ob;
411 } 445 lastdist = rv.distance;
412 } 446 }
447 }
413 } 448 }
414#if 0 449#if 0
415 LOG(llevDebug,"get_nearest_player() finds player: %s\n",op?op->name:"(null)"); 450 LOG (llevDebug, "get_nearest_player() finds player: %s\n", op ? &op->name : "(null)");
416#endif 451#endif
417 return op; 452 return op;
418} 453}
419 454
420/* I believe this can safely go to 2, 3 is questionable, 4 will likely 455/* 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 456 * result in a monster paths backtracking. It basically determines how large a
422 * detour a monster will take from the direction path when looking 457 * detour a monster will take from the direction path when looking
436 * circling behaviour. Unfortunately, this function is also used to determined 471 * 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 472 * if the creature should cast a spell, so returning a direction in that case
438 * is probably not a good thing. 473 * is probably not a good thing.
439 */ 474 */
440#define MAX_SPACES 50 475#define MAX_SPACES 50
441
442 476
443/* 477/*
444 * Returns the direction to the player, if valid. Returns 0 otherwise. 478 * 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 479 * 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 480 * 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. 493 * 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, 494 * 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 495 * since only simple checks to blocked are being called, which could mean the monster
462 * is blocking itself. 496 * is blocking itself.
463 */ 497 */
498int
464int path_to_player(object *mon, object *pl, unsigned mindiff) { 499path_to_player (object *mon, object *pl, unsigned mindiff)
500{
465 rv_vector rv; 501 rv_vector rv;
466 sint16 x,y; 502 sint16 x, y;
467 int lastx,lasty,dir,i,diff, firstdir=0,lastdir, max=MAX_SPACES, mflags, blocked; 503 int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked;
468 mapstruct *m ,*lastmap; 504 maptile *m, *lastmap;
469 505
470 get_rangevector(mon, pl, &rv, 0); 506 get_rangevector (mon, pl, &rv, 0);
471 507
472 if (rv.distance<mindiff) return 0; 508 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; 509 return 0;
725}
726 510
727void confirm_password(object *op) { 511 x = mon->x;
512 y = mon->y;
513 m = mon->map;
514 dir = rv.direction;
515 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
516 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
517 /* If we can't solve it within the search distance, return now. */
518 if (diff > max)
519 return 0;
520 while (diff > 1 && max > 0)
521 {
522 lastx = x;
523 lasty = y;
524 lastmap = m;
525 x = lastx + freearr_x[dir];
526 y = lasty + freearr_y[dir];
728 527
729 op->contr->write_buf[0]='\0'; 528 mflags = get_map_flags (m, &m, x, y, &x, &y);
730 op->contr->state=ST_CONFIRM_PASSWORD; 529 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}
733 530
531 /* Space is blocked - try changing direction a little */
532 if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW))
533 && (m == mon->map && blocked_link (mon, m, x, y))))
534 {
535 /* recalculate direction from last good location. Possible
536 * we were not traversing ideal location before.
537 */
538 get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0);
539 if (rv.direction != dir)
540 {
541 /* OK - says direction should be different - lets reset the
542 * the values so it will try again.
543 */
544 x = lastx;
545 y = lasty;
546 m = lastmap;
547 dir = firstdir = rv.direction;
548 }
549 else
550 {
551 /* direct path is blocked - try taking a side step to
552 * either the left or right.
553 * Note increase the values in the loop below to be
554 * more than -1/1 respectively will mean the monster takes
555 * bigger detour. Have to be careful about these values getting
556 * too big (3 or maybe 4 or higher) as the monster may just try
557 * stepping back and forth
558 */
559 for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++)
560 {
561 if (i == 0)
562 continue; /* already did this, so skip it */
563 /* Use lastdir here - otherwise,
564 * since the direction that the creature should move in
565 * may change, you could get infinite loops.
566 * ie, player is northwest, but monster can only
567 * move west, so it does that. It goes some distance,
568 * gets blocked, finds that it should move north,
569 * can't do that, but now finds it can move east, and
570 * gets back to its original point. lastdir contains
571 * the last direction the creature has successfully
572 * moved.
573 */
574
575 x = lastx + freearr_x[absdir (lastdir + i)];
576 y = lasty + freearr_y[absdir (lastdir + i)];
577 m = lastmap;
578 mflags = get_map_flags (m, &m, x, y, &x, &y);
579 if (mflags & P_OUT_OF_MAP)
580 continue;
581 blocked = GET_MAP_MOVE_BLOCK (m, x, y);
582 if (OB_TYPE_MOVE_BLOCK (mon, blocked))
583 continue;
584 if (mflags & P_BLOCKSVIEW)
585 continue;
586
587 if (m == mon->map && blocked_link (mon, m, x, y))
588 break;
589 }
590 /* go through entire loop without finding a valid
591 * sidestep to take - thus, no valid path.
592 */
593 if (i == (DETOUR_AMOUNT + 1))
594 return 0;
595 diff--;
596 lastdir = dir;
597 max--;
598 if (!firstdir)
599 firstdir = dir + i;
600 } /* else check alternate directions */
601 } /* if blocked */
602 else
603 {
604 /* we moved towards creature, so diff is less */
605 diff--;
606 max--;
607 lastdir = dir;
608 if (!firstdir)
609 firstdir = dir;
610 }
611 if (diff <= 1)
612 {
613 /* Recalculate diff (distance) because we may not have actually
614 * headed toward player for entire distance.
615 */
616 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
617 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y);
618 }
619 if (diff > max)
620 return 0;
621 }
622 /* If we reached the max, didn't find a direction in time */
623 if (!max)
624 return 0;
625
626 return firstdir;
627}
628
629void
630give_initial_items (object *pl, treasurelist * items)
631{
632 object *op, *next = NULL;
633
634 if (pl->randomitems != NULL)
635 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
636
637 for (op = pl->inv; op; op = next)
638 {
639 next = op->below;
640
641 /* Forces get applied per default, unless they have the
642 * flag "neutral" set. Sorry but I can't think of a better way
643 */
644 if (op->type == FORCE && !QUERY_FLAG (op, FLAG_NEUTRAL))
645 SET_FLAG (op, FLAG_APPLIED);
646
647 /* we never give weapons/armour if these cannot be used
648 * by this player due to race restrictions
649 */
650 if (pl->type == PLAYER)
651 {
652 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) &&
653 (op->type == ARMOUR || op->type == BOOTS ||
654 op->type == CLOAK || op->type == HELMET ||
655 op->type == SHIELD || op->type == GLOVES ||
656 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
657 {
658 op->destroy ();
659 continue;
660 }
661 }
662
663 /* This really needs to be better - we should really give
664 * a substitute spellbook. The problem is that we don't really
665 * have a good idea what to replace it with (need something like
666 * a first level treasurelist for each skill.)
667 * remove duplicate skills also
668 */
669 if (op->type == SPELLBOOK || op->type == SKILL)
670 {
671 object *tmp;
672
673 for (tmp = op->below; tmp; tmp = tmp->below)
674 if (tmp->type == op->type && tmp->name == op->name)
675 break;
676
677 if (tmp)
678 {
679 op->destroy ();
680 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name);
681 continue;
682 }
683
684 if (op->nrof > 1)
685 op->nrof = 1;
686 }
687
688 if (op->type == SPELLBOOK && op->inv)
689 {
690 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
691 }
692
693 /* Give starting characters identified, uncursed, and undamned
694 * items. Just don't identify gold or silver, or it won't be
695 * merged properly.
696 */
697 if (need_identify (op))
698 {
699 SET_FLAG (op, FLAG_IDENTIFIED);
700 CLEAR_FLAG (op, FLAG_CURSED);
701 CLEAR_FLAG (op, FLAG_DAMNED);
702 }
703 if (op->type == SPELL)
704 {
705 op->destroy ();
706 continue;
707 }
708 else if (op->type == SKILL)
709 {
710 SET_FLAG (op, FLAG_CAN_USE_SKILL);
711 op->stats.exp = 0;
712 op->level = 1;
713 }
714 /* lock all 'normal items by default */
715 else
716 SET_FLAG (op, FLAG_INV_LOCKED);
717 } /* for loop of objects in player inv */
718
719 /* Need to set up the skill pointers */
720 link_player_skills (pl);
721}
722
723void
734void get_party_password(object *op, partylist *party) { 724get_party_password (object *op, partylist *party)
725{
735 if (party == NULL) { 726 if (party == NULL)
727 {
736 LOG(llevError, "get_party_password(): tried to make player %s join a NULL party", op->name); 728 LOG (llevError, "get_party_password(): tried to make player %s join a NULL party", &op->name);
737 return; 729 return;
738 } 730 }
731
739 op->contr->write_buf[0]='\0'; 732 op->contr->write_buf[0] = '\0';
740 op->contr->state=ST_GET_PARTY_PASSWORD; 733 op->contr->ns->state = ST_GET_PARTY_PASSWORD;
741 op->contr->party_to_join = party; 734 op->contr->party_to_join = party;
742 send_query(&op->contr->socket, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 735 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
743} 736}
744
745 737
746/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 738/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
739static int
747int roll_stat(void) { 740roll_stat (void)
741{
748 int a[4],i,j,k; 742 int a[4], i, j, k;
749 743
750 for(i=0;i<4;i++) 744 for (i = 0; i < 4; i++)
751 a[i]=(int)RANDOM()%6+1; 745 a[i] = (int) RANDOM () % 6 + 1;
752 746
753 for(i=0,j=0,k=7;i<4;i++) 747 for (i = 0, j = 0, k = 7; i < 4; i++)
754 if(a[i]<k) 748 if (a[i] < k)
755 k=a[i],j=i; 749 k = a[i], j = i;
756 750
757 for(i=0,k=0;i<4;i++) { 751 for (i = 0, k = 0; i < 4; i++)
758 if(i!=j) 752 if (i != j)
759 k+=a[i]; 753 k += a[i];
760 } 754
761 return k; 755 return k;
762} 756}
763 757
764void roll_stats(object *op) { 758void
765 int sum=0; 759object::roll_stats ()
766 int i = 0, j = 0; 760{
767 int statsort[7]; 761 int statsort [7];
768 762
763 for (;;)
769 do { 764 {
770 op->stats.Str=roll_stat(); 765 int sum = 0;
771 op->stats.Dex=roll_stat(); 766 for (int i = 7; i--; )
772 op->stats.Int=roll_stat(); 767 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);
781 768
769 if (sum >= 82 && sum <= 116)
770 break;
771 }
772
782 /* Sort the stats so that rerolling is easier... */ 773 // Sort the stats so that rerolling is easier...
783 statsort[0] = op->stats.Str; 774 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;
790 775
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]; 776 stats.Str = statsort[0];
804 op->stats.Dex = statsort[1]; 777 stats.Dex = statsort[1];
805 op->stats.Con = statsort[2]; 778 stats.Con = statsort[2];
806 op->stats.Int = statsort[3]; 779 stats.Int = statsort[3];
807 op->stats.Wis = statsort[4]; 780 stats.Wis = statsort[4];
808 op->stats.Pow = statsort[5]; 781 stats.Pow = statsort[5];
809 op->stats.Cha = statsort[6]; 782 stats.Cha = statsort[6];
810 783
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; 784 stats.exp = 0;
822 op->stats.ac=0; 785 stats.ac = 0;
823 786
787 stats.hp = stats.maxhp;
788 stats.sp = stats.maxsp;
789 stats.grace = stats.maxgrace;
790
791 if (contr)
792 {
824 op->contr->levhp[1] = 9; 793 contr->levhp[1] = 9;
825 op->contr->levsp[1] = 6; 794 contr->levsp[1] = 6;
826 op->contr->levgrace[1] = 3; 795 contr->levgrace[1] = 3;
827 796
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; 797 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 } 798 }
799}
921 800
922#if 0 801void
923 /* So that enter_exit will put us at startx/starty */ 802object::swap_stats (int a, int b)
924 op->x= -1; 803{
804 int tmp = get_attr_value (&contr->orig_stats, a);
805 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
806 set_attr_value (&contr->orig_stats, b, tmp);
925 807
926 enter_exit(op,NULL); 808 stats.Str = contr->orig_stats.Str;
927#endif 809 stats.Dex = contr->orig_stats.Dex;
928 SET_ANIMATION(op, 2); /* So player faces south */ 810 stats.Con = contr->orig_stats.Con;
929 /* Enter exit adds a player otherwise */ 811 stats.Int = contr->orig_stats.Int;
930 add_statbonus(op); 812 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"); 813 stats.Pow = contr->orig_stats.Pow;
932 op->contr->state = ST_CHANGE_CLASS; 814 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;
942 815
943 case 'q': 816 //TODO: the following code looks so borked and should, at the very least,
944 case 'Q': 817 // be merged with the similar code in roll_stats
945 play_again(op); 818 stats.ac = 0;
946 return 1;
947 819
948 default: 820 level = 1;
949 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Yes, No, Quit or 1-6. Roll again?"); 821 stats.exp = 0;
950 return 0; 822 stats.ac = 0;
823
824 stats.hp = stats.maxhp;
825 stats.sp = stats.maxsp;
826 stats.grace = stats.maxgrace;
827
828 if (contr)
951 } 829 {
952 return 0; 830 contr->levhp[1] = 9;
831 contr->levsp[1] = 6;
832 contr->levgrace[1] = 3;
833
834 contr->orig_stats = stats;
835 }
953} 836}
954 837
955/* This function takes the key that is passed, and does the 838/* This function takes the key that is passed, and does the
956 * appropriate action with it (change race, or other things). 839 * appropriate action with it (change race, or other things).
957 * The function name is for historical reasons - now we have 840 * The function name is for historical reasons - now we have
958 * separate race and class; this actually changes the RACE, 841 * separate race and class; this actually changes the RACE,
959 * not the class. 842 * not the class.
960 */ 843 */
961 844int
962int key_change_class(object *op, char key) 845key_change_class (object *op, char key)
963{ 846{
964 int tmp_loop; 847 int tmp_loop;
965 848
966 if(key=='q'||key=='Q') {
967 remove_ob(op);
968 play_again(op);
969 return 0;
970 }
971 if(key=='d'||key=='D') { 849 if (key == 'd' || key == 'D')
850 {
972 char buf[MAX_BUF]; 851 char buf[MAX_BUF];
973 852
974 /* this must before then initial items are given */ 853 /* this must before then initial items are given */
975 esrv_new_player(op->contr, op->weight+op->carrying); 854 esrv_new_player (op->contr, op->weight + op->carrying);
976 create_treasure(find_treasurelist("starting_wealth"),op, 0, 0, 0);
977 855
856 treasurelist *tl = find_treasurelist ("starting_wealth");
857 if (tl)
858 create_treasure (tl, op, 0, 0, 0);
859
978 INVOKE_PLAYER (BIRTH, op->contr); 860 INVOKE_PLAYER (BIRTH, op->contr);
979 INVOKE_PLAYER (LOGIN, op->contr); 861 INVOKE_PLAYER (LOGIN, op->contr);
980 862
981 op->contr->state=ST_PLAYING; 863 op->contr->ns->state = ST_PLAYING;
982 864
983 if (op->msg) { 865 if (op->msg)
984 free_string(op->msg);
985 op->msg=NULL; 866 op->msg = NULL;
986 }
987 867
988 /* We create this now because some of the unique maps will need it 868 /* We create this now because some of the unique maps will need it
989 * to save here. 869 * to save here.
990 */ 870 */
991 sprintf(buf,"%s/%s/%s",settings.localdir,settings.playerdir,op->name); 871 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name);
992 make_path_to_file(buf); 872 make_path_to_file (buf);
993 873
994#ifdef AUTOSAVE 874#ifdef AUTOSAVE
995 op->contr->last_save_tick = pticks; 875 op->contr->last_save_tick = pticks;
996#endif 876#endif
997 start_info(op); 877 start_info (op);
998 CLEAR_FLAG(op, FLAG_WIZ); 878 CLEAR_FLAG (op, FLAG_WIZ);
999 give_initial_items(op,op->randomitems); 879 give_initial_items (op, op->randomitems);
1000 link_player_skills(op); 880 link_player_skills (op);
1001 esrv_send_inventory(op, op); 881 esrv_send_inventory (op, op);
1002 fix_player(op); 882 op->update_stats ();
1003 883
1004 /* This moves the player to a different start map, if there 884 /* This moves the player to a different start map, if there
1005 * is one for this race 885 * is one for this race
1006 */ 886 */
1007 if(*first_map_ext_path) { 887 if (*first_map_ext_path)
888 {
1008 object *tmp; 889 object *tmp;
1009 mapstruct *oldmap = op->map;
1010 char mapname[MAX_BUF]; 890 char mapname[MAX_BUF];
1011 snprintf(mapname, MAX_BUF-1, "%s/%s", 891
1012 first_map_ext_path, op->arch->name); 892 snprintf (mapname, MAX_BUF - 1, "%s/%s", first_map_ext_path, &op->arch->name);
1013 tmp=get_object(); 893 tmp = object::create ();
1014 EXIT_PATH(tmp) = add_string(mapname); 894 EXIT_PATH (tmp) = mapname;
1015 EXIT_X(tmp) = op->x; 895 EXIT_X (tmp) = op->x;
1016 EXIT_Y(tmp) = op->y; 896 EXIT_Y (tmp) = op->y;
1017 enter_exit(op,tmp); /* we don't really care if it succeeded; 897 enter_exit (op, tmp); /* we don't really care if it succeeded;
1018 * if the map isn't there, then stay on the 898 * if the map isn't there, then stay on the
1019 * default initial map */ 899 * default initial map */
1020 free_object(tmp); 900 tmp->destroy ();
901 }
1021 } else { 902 else
1022 LOG(llevDebug,"first_map_ext_path not set\n"); 903 LOG (llevDebug, "first_map_ext_path not set\n");
1023 }
1024 return 0;
1025 }
1026 904
905 return 0;
906 }
907
1027 /* Following actually changes the race - this is the default command 908 /* Following actually changes the race - this is the default command
1028 * if we don't match with one of the options above. 909 * if we don't match with one of the options above.
1029 */ 910 */
1030 911
1031 tmp_loop = 0; 912 tmp_loop = 0;
1032 while(!tmp_loop) { 913 while (!tmp_loop)
1033 const char *name = add_string (op->name); 914 {
915 shstr name = op->name;
1034 int x = op->x, y = op->y; 916 int x = op->x, y = op->y;
1035 remove_statbonus(op); 917
1036 remove_ob (op); 918 op->remove_statbonus ();
919 op->remove ();
1037 op->arch = get_player_archetype(op->arch); 920 op->arch = get_player_archetype (op->arch);
1038 copy_object (&op->arch->clone, op); 921 op->arch->clone.copy_to (op);
1039 op->instantiate (); 922 op->instantiate ();
1040 op->stats = op->contr->orig_stats; 923 op->stats = op->contr->orig_stats;
1041 free_string (op->name); 924 op->name = op->name_pl = name;
1042 op->name = name; 925 op->x = x;
1043 free_string(op->name_pl); 926 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 */ 927 SET_ANIMATION (op, 2); /* So player faces south */
1048 insert_ob_in_map (op, op->map, op,0); 928 insert_ob_in_map (op, op->map, op, 0);
1049 strncpy(op->contr->title, op->arch->clone.name, sizeof(op->contr->title)-1); 929 assign (op->contr->title, op->arch->clone.name);
1050 op->contr->title[sizeof(op->contr->title)-1] = '\0'; 930 op->add_statbonus ();
1051 add_statbonus(op);
1052 tmp_loop=allowed_class(op); 931 tmp_loop = allowed_class (op);
1053
1054 if (!strncmp (op->msg, "Edit me", 7)) tmp_loop = 0; // pippijn fucked it up //D//TODO
1055 } 932 }
933
1056 update_object(op,UP_OBJ_FACE); 934 update_object (op, UP_OBJ_FACE);
1057 esrv_update_item(UPD_FACE,op,op); 935 esrv_update_item (UPD_FACE, op, op);
1058 fix_player(op); 936 op->update_stats ();
1059 op->stats.hp=op->stats.maxhp; 937 op->stats.hp = op->stats.maxhp;
1060 op->stats.sp=op->stats.maxsp; 938 op->stats.sp = op->stats.maxsp;
1061 op->stats.grace=0; 939 op->stats.grace = 0;
940
1062 if (op->msg) 941 if (op->msg)
1063 new_draw_info(NDI_BLUE, 0, op, op->msg); 942 new_draw_info (NDI_BLUE, 0, op, op->msg);
943
1064 send_query(&op->contr->socket,CS_QUERY_SINGLECHAR,"Press any key for the next race.\nPress `d' to play this race.\n"); 944 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; 945 return 0;
1066} 946}
1067 947
948int
1068int key_confirm_quit(object *op, char key) 949key_confirm_quit (object *op, char key)
1069{ 950{
1070 char buf[MAX_BUF];
1071
1072 if(key!='y'&&key!='Y'&&key!='q'&&key!='Q') { 951 if (key != 'y' && key != 'Y' && key != 'q' && key != 'Q')
952 {
1073 op->contr->state=ST_PLAYING; 953 op->contr->ns->state = ST_PLAYING;
1074 new_draw_info(NDI_UNIQUE, 0,op,"OK, continuing to play."); 954 new_draw_info (NDI_UNIQUE, 0, op, "OK, continuing to play.");
1075 return 1; 955 return 1;
1076 } 956 }
1077 957
1078 INVOKE_PLAYER (LOGOUT, op->contr); 958 INVOKE_PLAYER (LOGOUT, op->contr);
1079 INVOKE_PLAYER (QUIT , op->contr); 959 INVOKE_PLAYER (QUIT, op->contr);
1080 960
1081 terminate_all_pets(op); 961 terminate_all_pets (op);
1082 leave_map(op); 962 leave_map (op);
1083 op->direction=0; 963 op->direction = 0;
1084 new_draw_info_format(NDI_UNIQUE | NDI_ALL, 5, NULL, 964 new_draw_info_format (NDI_UNIQUE | NDI_ALL, 5, NULL, "%s quits the game.", &op->name);
1085 "%s quits the game.",op->name);
1086 965
1087 strcpy(op->contr->killer,"quit"); 966 strcpy (op->contr->killer, "quit");
1088 check_score(op); 967 check_score (op);
1089 op->contr->party=NULL; 968 op->contr->party = 0;
1090 if (settings.set_title == TRUE)
1091 op->contr->own_title[0]='\0'; 969 op->contr->own_title[0] = '\0';
1092 970
1093 if(!QUERY_FLAG(op,FLAG_WAS_WIZ)) { 971 object_ptr ob = op;
1094 mapstruct *mp, *next;
1095 972
973 delete ob->contr;
974
1096 /* We need to hunt for any per player unique maps in memory and 975 /* 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, 976 * 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 977 * so that players named 'Ab' won't match against players 'Abe' pathname
1099 */ 978 */
979 char buf[MAX_BUF];
1100 sprintf(buf,"%s/%s/%s/", settings.localdir, settings.playerdir, op->name); 980 sprintf (buf, "%s/%s/%s/", settings.localdir, settings.playerdir, &op->name);
1101 for (mp=first_map; mp!=NULL; mp=next) { 981
982 for (maptile *next, *mp = first_map; mp; mp = next)
983 {
1102 next = mp->next; 984 next = mp->next;
985
1103 if (!strncmp(mp->path, buf, strlen(buf))) 986 if (!strncmp (mp->path, buf, strlen (buf)))
1104 delete_map(mp); 987 delete_map (mp);
1105 } 988 }
1106 989
1107 delete_character(op->name, 1); 990 delete_character (ob->name, 1);
1108 } 991
1109 play_again(op);
1110 return 1; 992 return 1;
1111} 993}
1112 994
995void
1113void flee_player(object *op) { 996flee_player (object *op)
997{
1114 int dir,diff; 998 int dir, diff;
1115 rv_vector rv; 999 rv_vector rv;
1116 1000
1117 if(op->stats.hp < 0) { 1001 if (op->stats.hp < 0)
1002 {
1118 LOG(llevDebug, "Fleeing player is dead.\n"); 1003 LOG (llevDebug, "Fleeing player is dead.\n");
1119 CLEAR_FLAG(op, FLAG_SCARED); 1004 CLEAR_FLAG (op, FLAG_SCARED);
1120 return; 1005 return;
1121 } 1006 }
1122 1007
1123 if(op->enemy==NULL) { 1008 if (op->enemy == NULL)
1009 {
1124 LOG(llevDebug,"Fleeing player had no enemy.\n"); 1010 LOG (llevDebug, "Fleeing player had no enemy.\n");
1125 CLEAR_FLAG(op, FLAG_SCARED); 1011 CLEAR_FLAG (op, FLAG_SCARED);
1126 return; 1012 return;
1127 } 1013 }
1128 1014
1129 /* Seen some crashes here. Since we don't store an 1015 /* Seen some crashes here. Since we don't store an
1130 * op->enemy_count, it is possible that something destroys the 1016 * op->enemy_count, it is possible that something destroys the
1131 * actual enemy, and the object is recycled. 1017 * actual enemy, and the object is recycled.
1132 */ 1018 */
1133 if (op->enemy->map == NULL) { 1019 if (op->enemy->map == NULL)
1020 {
1134 CLEAR_FLAG(op, FLAG_SCARED); 1021 CLEAR_FLAG (op, FLAG_SCARED);
1135 op->enemy=NULL; 1022 op->enemy = NULL;
1136 return; 1023 return;
1137 } 1024 }
1138 1025
1139 if(!(random_roll(0, 4, op, PREFER_LOW)) && did_make_save(op, op->level, 0)) { 1026 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
1027 {
1140 op->enemy=NULL; 1028 op->enemy = NULL;
1141 CLEAR_FLAG(op, FLAG_SCARED); 1029 CLEAR_FLAG (op, FLAG_SCARED);
1142 return; 1030 return;
1143 } 1031 }
1032
1144 get_rangevector(op, op->enemy, &rv, 0); 1033 get_rangevector (op, op->enemy, &rv, 0);
1145 1034
1146 dir=absdir(4+rv.direction); 1035 dir = absdir (4 + rv.direction);
1147 for(diff=0;diff<3;diff++) { 1036 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 } 1037 {
1038 int m = 1 - (RANDOM () & 2);
1039
1040 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1041 return;
1042 }
1043
1154 /* Cornered, get rid of scared */ 1044 /* Cornered, get rid of scared */
1155 CLEAR_FLAG(op, FLAG_SCARED); 1045 CLEAR_FLAG (op, FLAG_SCARED);
1156 op->enemy=NULL; 1046 op->enemy = NULL;
1157} 1047}
1158 1048
1159 1049
1160/* check_pick sees if there is stuff to be picked up/picks up stuff. 1050/* 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 1051 * IT returns 1 if the player should keep on moving, 0 if he should
1162 * stop. 1052 * stop.
1163 */ 1053 */
1054int
1164int check_pick(object *op) { 1055check_pick (object *op)
1056{
1165 object *tmp, *next; 1057 object *tmp, *next;
1166 tag_t next_tag=0, op_tag;
1167 int stop = 0; 1058 int stop = 0;
1168 int j, k, wvratio; 1059 int j, k, wvratio;
1169 char putstring[128], tmpstr[16]; 1060 char putstring[128], tmpstr[16];
1170 1061
1171
1172 /* if you're flying, you cna't pick up anything */ 1062 /* if you're flying, you cna't pick up anything */
1173 if (op->move_type & MOVE_FLYING) 1063 if (op->move_type & MOVE_FLYING)
1174 return 1; 1064 return 1;
1175 1065
1176 op_tag = op->count;
1177
1178 next = op->below; 1066 next = op->below;
1179 if (next)
1180 next_tag = next->count;
1181 1067
1182 /* loop while there are items on the floor that are not marked as 1068 /* loop while there are items on the floor that are not marked as
1183 * destroyed */ 1069 * destroyed */
1184 while (next && ! was_destroyed (next, next_tag)) 1070 while (next && !next->destroyed ())
1185 { 1071 {
1186 tmp = next; 1072 tmp = next;
1187 next = tmp->below; 1073 next = tmp->below;
1188 if (next)
1189 next_tag = next->count;
1190 1074
1191 if (was_destroyed (op, op_tag)) 1075 if (op->destroyed ())
1192 return 0; 1076 return 0;
1193 1077
1194 if ( ! can_pick (op, tmp)) 1078 if (!can_pick (op, tmp))
1195 continue; 1079 continue;
1196 1080
1197 if (op->contr->search_str[0]!='\0' && settings.search_items == TRUE) 1081 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1198 { 1082 {
1199 if (item_matched_string (op, tmp, op->contr->search_str)) 1083 if (item_matched_string (op, tmp, op->contr->search_str))
1200 pick_up (op, tmp); 1084 pick_up (op, tmp);
1201 continue; 1085 continue;
1202 } 1086 }
1203 1087
1204 /* high not bit set? We're using the old autopickup model */ 1088 /* high not bit set? We're using the old autopickup model */
1205 if(!(op->contr->mode & PU_NEWMODE)) { 1089 if (!(op->contr->mode & PU_NEWMODE))
1090 {
1206 switch (op->contr->mode) { 1091 switch (op->contr->mode)
1207 case 0: return 1; /* don't pick up */ 1092 {
1208 case 1: pick_up (op, tmp); 1093 case 0:
1209 return 1; 1094 return 1; /* don't pick up */
1210 case 2: pick_up (op, tmp); 1095 case 1:
1211 return 0; 1096 pick_up (op, tmp);
1212 case 3: return 0; /* stop before pickup */ 1097 return 1;
1213 case 4: pick_up (op, tmp); 1098 case 2:
1214 break; 1099 pick_up (op, tmp);
1215 case 5: pick_up (op, tmp); 1100 return 0;
1216 stop = 1; 1101 case 3:
1217 break; 1102 return 0; /* stop before pickup */
1218 case 6: 1103 case 4:
1219 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && 1104 pick_up (op, tmp);
1220 ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1105 break;
1221 pick_up(op, tmp); 1106 case 5:
1222 break; 1107 pick_up (op, tmp);
1108 stop = 1;
1109 break;
1110 case 6:
1111 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1112 pick_up (op, tmp);
1113 break;
1223 1114
1224 case 7: 1115 case 7:
1225 if (tmp->type == MONEY || tmp->type == GEM) 1116 if (tmp->type == MONEY || tmp->type == GEM)
1226 pick_up(op, tmp); 1117 pick_up (op, tmp);
1227 break; 1118 break;
1228 1119
1229 default: 1120 default:
1230 /* use value density */ 1121 /* use value density */
1231 if ( ! QUERY_FLAG (tmp, FLAG_UNPAID) 1122 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1232 && (query_cost (tmp, op, F_TRUE) * 100 1123 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1233 / (tmp->weight * MAX (tmp->nrof, 1))) 1124 pick_up (op, tmp);
1234 >= op->contr->mode) 1125 }
1235 pick_up(op,tmp); 1126 }
1236 } 1127 else
1237 } 1128 { /* old model */
1238 else { /* old model */
1239 /* NEW pickup handling */ 1129 /* NEW pickup handling */
1240 if(op->contr->mode & PU_DEBUG) 1130 if (op->contr->mode & PU_DEBUG)
1241 { 1131 {
1242 /* some debugging code to figure out item information */ 1132 /* some debugging code to figure out item information */
1243 if(tmp->name!=NULL) 1133 if (tmp->name != NULL)
1244 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1134 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1245 tmp->name, tmp->type, 1135 &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)))); 1136 else
1247 else
1248 sprintf(putstring,"item name: %s item type: %d weight/value: %d", 1137 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1249 tmp->arch->name, tmp->type, 1138 &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); 1139 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1252 1140
1253 sprintf(putstring,"...flags: "); 1141 sprintf (putstring, "...flags: ");
1254 for(k=0;k<4;k++) 1142 for (k = 0; k < 4; k++)
1255 { 1143 {
1256 for(j=0;j<32;j++) 1144 for (j = 0; j < 32; j++)
1257 { 1145 {
1258 if((tmp->flags[k]>>j)&0x01) 1146 if ((tmp->flags[k] >> j) & 0x01)
1259 { 1147 {
1260 sprintf(tmpstr,"%d ",k*32+j); 1148 sprintf (tmpstr, "%d ", k * 32 + j);
1261 strcat(putstring, tmpstr); 1149 strcat (putstring, tmpstr);
1262 } 1150 }
1263 } 1151 }
1264 } 1152 }
1265 new_draw_info(NDI_UNIQUE, 0,op,putstring); 1153 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1266 1154
1267#if 0 1155#if 0
1268 /* print the flags too */ 1156 /* print the flags too */
1269 for(k=0;k<4;k++) 1157 for (k = 0; k < 4; k++)
1270 { 1158 {
1271 fprintf(stderr,"%d [%d] ", k, k*32+31); 1159 fprintf (stderr, "%d [%d] ", k, k * 32 + 31);
1272 for(j=0;j<32;j++) 1160 for (j = 0; j < 32; j++)
1273 { 1161 {
1274 fprintf(stderr,"%d",tmp->flags[k]>>(31-j)&0x01); 1162 fprintf (stderr, "%d", tmp->flags[k] >> (31 - j) & 0x01);
1275 if(!((j+1)%4))fprintf(stderr," "); 1163 if (!((j + 1) % 4))
1276 } 1164 fprintf (stderr, " ");
1165 }
1277 fprintf(stderr," [%d]\n", k*32); 1166 fprintf (stderr, " [%d]\n", k * 32);
1278 } 1167 }
1279#endif 1168#endif
1280 } 1169 }
1281 /* philosophy: 1170 /* philosophy:
1282 * It's easy to grab an item type from a pile, as long as it's 1171 * 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 1172 * generic. This takes no game-time. For more detailed pickups
1284 * and selections, select-items shoul dbe used. This is a 1173 * and selections, select-items shoul dbe used. This is a
1285 * grab-as-you-run type mode that's really useful for arrows for 1174 * grab-as-you-run type mode that's really useful for arrows for
1286 * example. 1175 * example.
1287 * The drawback: right now it has no frontend, so you need to 1176 * 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 1177 * stick the bits you want into a calculator in hex mode and then
1289 * convert to decimal and then 'pickup <#> 1178 * convert to decimal and then 'pickup <#>
1290 */ 1179 */
1291 1180
1292 /* the first two modes are exclusive: if NOTHING we return, if 1181 /* the first two modes are exclusive: if NOTHING we return, if
1293 * STOP then we stop. All the rest are applied sequentially, 1182 * STOP then we stop. All the rest are applied sequentially,
1294 * meaning if any test passes, the item gets picked up. */ 1183 * meaning if any test passes, the item gets picked up. */
1295 1184
1296 /* if mode is set to pick nothing up, return */ 1185 /* if mode is set to pick nothing up, return */
1297 1186
1298 if(op->contr->mode & PU_NOTHING) return 1; 1187 if (op->contr->mode & PU_NOTHING)
1188 return 1;
1299 1189
1300 /* if mode is set to stop when encountering objects, return */ 1190 /* if mode is set to stop when encountering objects, return */
1301 /* take STOP before INHIBIT since it doesn't actually pick 1191 /* take STOP before INHIBIT since it doesn't actually pick
1302 * anything up */ 1192 * anything up */
1303 1193
1304 if(op->contr->mode & PU_STOP) return 0; 1194 if (op->contr->mode & PU_STOP)
1195 return 0;
1305 1196
1306 /* useful for going into stores and not losing your settings... */ 1197 /* useful for going into stores and not losing your settings... */
1307 /* and for battles wher you don't want to get loaded down while 1198 /* and for battles wher you don't want to get loaded down while
1308 * fighting */ 1199 * fighting */
1309 if(op->contr->mode & PU_INHIBIT) return 1; 1200 if (op->contr->mode & PU_INHIBIT)
1201 return 1;
1310 1202
1311 /* prevent us from turning into auto-thieves :) */ 1203 /* prevent us from turning into auto-thieves :) */
1312 if (QUERY_FLAG (tmp, FLAG_UNPAID)) continue; 1204 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1205 continue;
1313 1206
1314 /* ignore known cursed objects */ 1207 /* ignore known cursed objects */
1315 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) continue; 1208 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
1209 continue;
1316 1210
1317 /* all food and drink if desired */ 1211 /* all food and drink if desired */
1318 /* question: don't pick up known-poisonous stuff? */ 1212 /* question: don't pick up known-poisonous stuff? */
1319 if(op->contr->mode & PU_FOOD) 1213 if (op->contr->mode & PU_FOOD)
1320 if (tmp->type == FOOD) 1214 if (tmp->type == FOOD)
1321 { pick_up(op, tmp); if(0)fprintf(stderr,"FOOD\n"); continue; } 1215 {
1216 pick_up (op, tmp);
1217 continue;
1218 }
1219
1322 if(op->contr->mode & PU_DRINK) 1220 if (op->contr->mode & PU_DRINK)
1323 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG(tmp, FLAG_KNOWN_CURSED))) 1221 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; } 1222 {
1223 pick_up (op, tmp);
1224 continue;
1225 }
1325 1226
1326 if(op->contr->mode & PU_POTION) 1227 if (op->contr->mode & PU_POTION)
1327 if (tmp->type == POTION) 1228 if (tmp->type == POTION)
1328 { pick_up(op, tmp); if(0)fprintf(stderr,"POTION\n"); continue; } 1229 {
1230 pick_up (op, tmp);
1231 continue;
1232 }
1329 1233
1330 /* spellbooks, skillscrolls and normal books/scrolls */ 1234 /* spellbooks, skillscrolls and normal books/scrolls */
1331 if(op->contr->mode & PU_SPELLBOOK) 1235 if (op->contr->mode & PU_SPELLBOOK)
1332 if (tmp->type == SPELLBOOK) 1236 if (tmp->type == SPELLBOOK)
1333 { pick_up(op, tmp); if(0)fprintf(stderr,"SPELLBOOK\n"); continue; } 1237 {
1238 pick_up (op, tmp);
1239 continue;
1240 }
1241
1334 if(op->contr->mode & PU_SKILLSCROLL) 1242 if (op->contr->mode & PU_SKILLSCROLL)
1335 if (tmp->type == SKILLSCROLL) 1243 if (tmp->type == SKILLSCROLL)
1336 { pick_up(op, tmp); if(0)fprintf(stderr,"SKILLSCROLL\n"); continue; } 1244 {
1245 pick_up (op, tmp);
1246 continue;
1247 }
1248
1337 if(op->contr->mode & PU_READABLES) 1249 if (op->contr->mode & PU_READABLES)
1338 if (tmp->type == BOOK || tmp->type == SCROLL) 1250 if (tmp->type == BOOK || tmp->type == SCROLL)
1339 { pick_up(op, tmp); if(0)fprintf(stderr,"READABLES\n"); continue; } 1251 {
1252 pick_up (op, tmp);
1253 continue;
1254 }
1340 1255
1341 /* wands/staves/rods/horns */ 1256 /* wands/staves/rods/horns */
1342 if (op->contr->mode & PU_MAGIC_DEVICE) 1257 if (op->contr->mode & PU_MAGIC_DEVICE)
1343 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1258 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1344 { pick_up(op, tmp); if(0)fprintf(stderr,"MAGIC_DEVICE\n"); continue; } 1259 {
1260 pick_up (op, tmp);
1261 continue;
1262 }
1345 1263
1346 /* pick up all magical items */ 1264 /* pick up all magical items */
1347 if(op->contr->mode & PU_MAGICAL) 1265 if (op->contr->mode & PU_MAGICAL)
1348 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && ! QUERY_FLAG(tmp, FLAG_KNOWN_CURSED)) 1266 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; } 1267 {
1268 pick_up (op, tmp);
1269 continue;
1270 }
1350 1271
1351 if(op->contr->mode & PU_VALUABLES) 1272 if (op->contr->mode & PU_VALUABLES)
1352 { 1273 {
1353 if (tmp->type == MONEY || tmp->type == GEM) 1274 if (tmp->type == MONEY || tmp->type == GEM)
1354 { pick_up(op, tmp); if(0)fprintf(stderr,"MONEY/GEM\n"); continue; } 1275 {
1355 } 1276 pick_up (op, tmp);
1277 continue;
1278 }
1279 }
1356 1280
1357 /* rings & amulets - talismans seems to be typed AMULET */ 1281 /* rings & amulets - talismans seems to be typed AMULET */
1358 if(op->contr->mode & PU_JEWELS) 1282 if (op->contr->mode & PU_JEWELS)
1359 if (tmp->type == RING || tmp->type == AMULET) 1283 if (tmp->type == RING || tmp->type == AMULET)
1360 { pick_up(op, tmp); if(0)fprintf(stderr,"JEWELS\n"); continue; } 1284 {
1285 pick_up (op, tmp);
1286 continue;
1287 }
1361 1288
1289 /* we don't forget dragon food */
1290 if (op->contr->mode & PU_FLESH)
1291 if (tmp->type == FLESH)
1292 {
1293 pick_up (op, tmp);
1294 continue;
1295 }
1296
1362 /* bows and arrows. Bows are good for selling! */ 1297 /* bows and arrows. Bows are good for selling! */
1363 if(op->contr->mode & PU_BOW) 1298 if (op->contr->mode & PU_BOW)
1364 if (tmp->type == BOW) 1299 if (tmp->type == BOW)
1365 { pick_up(op, tmp); if(0)fprintf(stderr,"BOW\n"); continue; } 1300 {
1301 pick_up (op, tmp);
1302 continue;
1303 }
1304
1366 if(op->contr->mode & PU_ARROW) 1305 if (op->contr->mode & PU_ARROW)
1367 if (tmp->type == ARROW) 1306 if (tmp->type == ARROW)
1368 { pick_up(op, tmp); if(0)fprintf(stderr,"ARROW\n"); continue; } 1307 {
1308 pick_up (op, tmp);
1309 continue;
1310 }
1369 1311
1370 /* all kinds of armor etc. */ 1312 /* all kinds of armor etc. */
1371 if(op->contr->mode & PU_ARMOUR) 1313 if (op->contr->mode & PU_ARMOUR)
1372 if (tmp->type == ARMOUR) 1314 if (tmp->type == ARMOUR)
1373 { pick_up(op, tmp); if(0)fprintf(stderr,"ARMOUR\n"); continue; } 1315 {
1316 pick_up (op, tmp);
1317 continue;
1318 }
1319
1374 if(op->contr->mode & PU_HELMET) 1320 if (op->contr->mode & PU_HELMET)
1375 if (tmp->type == HELMET) 1321 if (tmp->type == HELMET)
1376 { pick_up(op, tmp); if(0)fprintf(stderr,"HELMET\n"); continue; } 1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326
1377 if(op->contr->mode & PU_SHIELD) 1327 if (op->contr->mode & PU_SHIELD)
1378 if (tmp->type == SHIELD) 1328 if (tmp->type == SHIELD)
1379 { pick_up(op, tmp); if(0)fprintf(stderr,"SHIELD\n"); continue; } 1329 {
1330 pick_up (op, tmp);
1331 continue;
1332 }
1333
1380 if(op->contr->mode & PU_BOOTS) 1334 if (op->contr->mode & PU_BOOTS)
1381 if (tmp->type == BOOTS) 1335 if (tmp->type == BOOTS)
1382 { pick_up(op, tmp); if(0)fprintf(stderr,"BOOTS\n"); continue; } 1336 {
1337 pick_up (op, tmp);
1338 continue;
1339 }
1340
1383 if(op->contr->mode & PU_GLOVES) 1341 if (op->contr->mode & PU_GLOVES)
1384 if (tmp->type == GLOVES) 1342 if (tmp->type == GLOVES)
1385 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1343 {
1344 pick_up (op, tmp);
1345 continue;
1346 }
1347
1386 if(op->contr->mode & PU_CLOAK) 1348 if (op->contr->mode & PU_CLOAK)
1387 if (tmp->type == CLOAK) 1349 if (tmp->type == CLOAK)
1388 { pick_up(op, tmp); if(0)fprintf(stderr,"GLOVES\n"); continue; } 1350 {
1351 pick_up (op, tmp);
1352 continue;
1353 }
1389 1354
1390 /* hoping to catch throwing daggers here */ 1355 /* hoping to catch throwing daggers here */
1391 if(op->contr->mode & PU_MISSILEWEAPON) 1356 if (op->contr->mode & PU_MISSILEWEAPON)
1392 if(tmp->type == WEAPON && QUERY_FLAG(tmp, FLAG_IS_THROWN)) 1357 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1393 { pick_up(op, tmp); if(0)fprintf(stderr,"MISSILEWEAPON\n"); continue; } 1358 {
1359 pick_up (op, tmp);
1360 continue;
1361 }
1394 1362
1395 /* careful: chairs and tables are weapons! */ 1363 /* careful: chairs and tables are weapons! */
1396 if(op->contr->mode & PU_ALLWEAPON) 1364 if (op->contr->mode & PU_ALLWEAPON)
1397 { 1365 {
1398 if(tmp->type == WEAPON && tmp->name!=NULL) 1366 if (tmp->type == WEAPON && tmp->name != NULL)
1399 { 1367 {
1400 if(strstr(tmp->name,"table")==NULL && strstr(tmp->arch->name,"table")==NULL && 1368 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL &&
1401 strstr(tmp->name,"chair") && strstr(tmp->arch->name,"chair")==NULL) 1369 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL)
1402 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1370 {
1403 } 1371 pick_up (op, tmp);
1372 continue;
1373 }
1374 }
1375
1404 if(tmp->type == WEAPON && tmp->name==NULL) 1376 if (tmp->type == WEAPON && tmp->name == NULL)
1405 { 1377 {
1406 if(strstr(tmp->arch->name,"table")==NULL && 1378 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL)
1407 strstr(tmp->arch->name,"chair")==NULL) 1379 {
1408 { pick_up(op, tmp); if(0)fprintf(stderr,"WEAPON\n"); continue; } 1380 pick_up (op, tmp);
1409 } 1381 continue;
1410 } 1382 }
1383 }
1384 }
1411 1385
1412 /* misc stuff that's useful */ 1386 /* misc stuff that's useful */
1413 if(op->contr->mode & PU_KEY) 1387 if (op->contr->mode & PU_KEY)
1414 if (tmp->type == KEY || tmp->type == SPECIAL_KEY) 1388 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1415 { pick_up(op, tmp); if(0)fprintf(stderr,"KEY\n"); continue; } 1389 {
1390 pick_up (op, tmp);
1391 continue;
1392 }
1416 1393
1417 /* any of the last 4 bits set means we use the ratio for value 1394 /* any of the last 4 bits set means we use the ratio for value
1418 * pickups */ 1395 * pickups */
1419 if(op->contr->mode & PU_RATIO) 1396 if (op->contr->mode & PU_RATIO)
1420 { 1397 {
1421 /* use value density to decide what else to grab */ 1398 /* use value density to decide what else to grab */
1422 /* >=7 was >= op->contr->mode */ 1399 /* >=7 was >= op->contr->mode */
1423 /* >=7 is the old standard setting. Now we take the last 4 bits 1400 /* >=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 */ 1401 * and multiply them by 5, giving 0..15*5== 5..75 */
1425 wvratio=(op->contr->mode & PU_RATIO) * 5; 1402 wvratio = (op->contr->mode & PU_RATIO) * 5;
1426 if ((query_cost(tmp, op, F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof, 1))) >= wvratio) 1403 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1427 { 1404 {
1428 pick_up(op, tmp); 1405 pick_up (op, tmp);
1429#if 0 1406#if 0
1430 fprintf(stderr,"HIGH WEIGHT/VALUE ["); 1407 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1431 if(tmp->name!=NULL) { 1408 if (tmp->name != NULL)
1409 {
1432 fprintf(stderr,"%s", tmp->name); 1410 fprintf (stderr, "%s", tmp->name);
1433 } 1411 }
1434 else fprintf(stderr,"%s",tmp->arch->name); 1412 else
1413 fprintf (stderr, "%s", tmp->arch->name);
1435 fprintf(stderr,",%d] = ", tmp->type); 1414 fprintf (stderr, ",%d] = ", tmp->type);
1436 fprintf(stderr,"%d\n",(int)(query_cost(tmp,op,F_TRUE)*100 / (tmp->weight * MAX(tmp->nrof,1)))); 1415 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1437#endif 1416#endif
1438 continue; 1417 continue;
1439 } 1418 }
1419 }
1420 } /* the new pickup model */
1440 } 1421 }
1441 } /* the new pickup model */ 1422
1442 }
1443 return ! stop; 1423 return !stop;
1444} 1424}
1445 1425
1446/* 1426/*
1447 * Find an arrow in the inventory and after that 1427 * Find an arrow in the inventory and after that
1448 * in the right type container (quiver). Pointer to the 1428 * in the right type container (quiver). Pointer to the
1449 * found object is returned. 1429 * found object is returned.
1450 */ 1430 */
1431object *
1451object *find_arrow(object *op, const char *type) 1432find_arrow (object *op, const char *type)
1452{ 1433{
1453 object *tmp = NULL; 1434 object *tmp = NULL;
1454 1435
1455 for(op=op->inv; op; op=op->below) 1436 for (op = op->inv; op; op = op->below)
1456 if(!tmp && op->type==CONTAINER && op->race==type && 1437 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); 1438 tmp = find_arrow (op, type);
1459 else if (op->type==ARROW && op->race==type) 1439 else if (op->type == ARROW && op->race == type)
1460 return op; 1440 return op;
1461 return tmp; 1441 return tmp;
1462} 1442}
1463 1443
1464/* 1444/*
1465 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1445 * 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 1446 * 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 1447 * 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. 1448 * the hall. Failing that it does it's best to pick the highest plus arrow.
1469 */ 1449 */
1470 1450
1451object *
1471object *find_better_arrow(object *op, object *target, const char *type, int *better) 1452find_better_arrow (object *op, object *target, const char *type, int *better)
1472{ 1453{
1473 object *tmp = NULL, *arrow, *ntmp; 1454 object *tmp = NULL, *arrow, *ntmp;
1474 int attacknum, attacktype, betterby=0, i; 1455 int attacknum, attacktype, betterby = 0, i;
1475 1456
1476 if (!type) 1457 if (!type)
1477 return NULL; 1458 return NULL;
1478 1459
1479 for (arrow=op->inv; arrow; arrow=arrow->below) { 1460 for (arrow = op->inv; arrow; arrow = arrow->below)
1480 if (arrow->type==CONTAINER && arrow->race==type && 1461 {
1481 QUERY_FLAG(arrow, FLAG_APPLIED)) { 1462 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1482 i = 0; 1463 {
1464 i = 0;
1483 ntmp = find_better_arrow(arrow, target, type, &i); 1465 ntmp = find_better_arrow (arrow, target, type, &i);
1484 if (i > betterby) { 1466 if (i > betterby)
1485 tmp = ntmp; 1467 {
1486 betterby = i; 1468 tmp = ntmp;
1487 } 1469 betterby = i;
1470 }
1471 }
1488 } else if (arrow->type==ARROW && arrow->race==type) { 1472 else if (arrow->type == ARROW && arrow->race == type)
1473 {
1489 /* allways prefer assasination/slaying */ 1474 /* allways prefer assasination/slaying */
1490 if (target->race != NULL && arrow->slaying != NULL && 1475 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race))
1491 strstr(arrow->slaying, target->race)) { 1476 {
1492 if (arrow->attacktype & AT_DEATH) { 1477 if (arrow->attacktype & AT_DEATH)
1493 *better = 100; 1478 {
1494 return arrow; 1479 *better = 100;
1495 } else { 1480 return arrow;
1496 tmp = arrow; 1481 }
1482 else
1483 {
1484 tmp = arrow;
1497 betterby = (arrow->magic + arrow->stats.dam) * 2; 1485 betterby = (arrow->magic + arrow->stats.dam) * 2;
1498 } 1486 }
1499 } else { 1487 }
1488 else
1489 {
1500 for (attacknum=0; attacknum < NROFATTACKS; attacknum++) { 1490 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1491 {
1501 attacktype = 1<<attacknum; 1492 attacktype = 1 << attacknum;
1502 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1493 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) { 1494 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby)
1504 tmp = arrow; 1495 {
1496 tmp = arrow;
1505 betterby = (arrow->magic + arrow->stats.dam)*(100-target->arch->clone.resist[attacknum])/100; 1497 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100;
1506 } 1498 }
1507 } 1499 }
1508 if ((2 + arrow->magic + arrow->stats.dam) > betterby) { 1500 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1509 tmp = arrow; 1501 {
1502 tmp = arrow;
1510 betterby = 2 + arrow->magic + arrow->stats.dam; 1503 betterby = 2 + arrow->magic + arrow->stats.dam;
1511 } 1504 }
1512 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) { 1505 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1513 tmp = arrow; 1506 {
1507 tmp = arrow;
1514 betterby = 1 + arrow->magic + arrow->stats.dam; 1508 betterby = 1 + arrow->magic + arrow->stats.dam;
1515 } 1509 }
1510 }
1511 }
1516 } 1512 }
1517 }
1518 }
1519 if (tmp == NULL && arrow == NULL) 1513 if (tmp == NULL && arrow == NULL)
1520 return find_arrow(op, type); 1514 return find_arrow (op, type);
1521 1515
1522 *better = betterby; 1516 *better = betterby;
1523 return tmp; 1517 return tmp;
1524} 1518}
1525 1519
1526/* looks in a given direction, finds the first valid target, and calls 1520/* looks in a given direction, finds the first valid target, and calls
1527 * find_better_arrow to find a decent arrow to use. 1521 * find_better_arrow to find a decent arrow to use.
1528 * op = the shooter 1522 * op = the shooter
1529 * type = bow->race 1523 * type = bow->race
1530 * dir = fire direction 1524 * dir = fire direction
1531 */ 1525 */
1532 1526
1527object *
1533object *pick_arrow_target(object *op, const char *type, int dir) 1528pick_arrow_target (object *op, const char *type, int dir)
1534{ 1529{
1535 object *tmp = NULL; 1530 object *tmp = NULL;
1536 mapstruct *m; 1531 maptile *m;
1537 int i, mflags, found, number; 1532 int i, mflags, found, number;
1538 sint16 x, y; 1533 sint16 x, y;
1539 1534
1540 if (op->map == NULL) 1535 if (op->map == NULL)
1541 return find_arrow(op, type); 1536 return find_arrow (op, type);
1542 1537
1543 /* do a dex check */ 1538 /* do a dex check */
1544 number = (die_roll(2, 40, op, PREFER_LOW)-2)/2; 1539 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))) 1540 if (number > (op->stats.Dex + (op->chosen_skill ? op->chosen_skill->level : op->level)))
1546 return find_arrow(op, type); 1541 return find_arrow (op, type);
1547 1542
1548 m = op->map; 1543 m = op->map;
1549 x = op->x; 1544 x = op->x;
1550 y = op->y; 1545 y = op->y;
1551 1546
1552 /* find the first target */ 1547 /* find the first target */
1553 for (i=0, found=0; i<20; i++) { 1548 for (i = 0, found = 0; i < 20; i++)
1549 {
1554 x += freearr_x[dir]; 1550 x += freearr_x[dir];
1555 y += freearr_y[dir]; 1551 y += freearr_y[dir];
1556 mflags = get_map_flags(m, &m, x, y, &x, &y); 1552 mflags = get_map_flags (m, &m, x, y, &x, &y);
1557 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) { 1553 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1554 {
1558 tmp = NULL; 1555 tmp = NULL;
1559 break; 1556 break;
1557 }
1560 } else if (GET_MAP_MOVE_BLOCK(m, x, y) == MOVE_FLY_LOW) { 1558 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1559 {
1561 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1560 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1562 * perhaps a bad assumption. 1561 * perhaps a bad assumption.
1563 */ 1562 */
1564 tmp = NULL; 1563 tmp = NULL;
1565 break; 1564 break;
1566 } 1565 }
1567 if (mflags & P_IS_ALIVE) { 1566 if (mflags & P_IS_ALIVE)
1567 {
1568 for (tmp = GET_MAP_OB(m, x, y); tmp; tmp=tmp->above) 1568 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1569 if (QUERY_FLAG(tmp, FLAG_ALIVE)) { 1569 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1570 found++; 1570 {
1571 break; 1571 found++;
1572 } 1572 break;
1573 }
1573 if (found) 1574 if (found)
1574 break; 1575 break;
1575 } 1576 }
1576 } 1577 }
1577 if (tmp == NULL) 1578 if (tmp == NULL)
1578 return find_arrow(op, type); 1579 return find_arrow (op, type);
1579 1580
1580 if (tmp->head) 1581 if (tmp->head)
1581 tmp = tmp->head; 1582 tmp = tmp->head;
1582 1583
1583 return find_better_arrow(op, tmp, type, &i); 1584 return find_better_arrow (op, tmp, type, &i);
1584} 1585}
1585 1586
1586/* 1587/*
1587 * Creature fires a bow - op can be monster or player. Returns 1588 * Creature fires a bow - op can be monster or player. Returns
1588 * 1 if bow was actually fired, 0 otherwise. 1589 * 1 if bow was actually fired, 0 otherwise.
1591 * dir is the direction of fire. 1592 * dir is the direction of fire.
1592 * wc_mod is any special modifier to give (used in special player fire modes) 1593 * 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 1594 * sx, sy are coordinates to fire arrow from - also used in some of the special
1594 * player fire modes. 1595 * player fire modes.
1595 */ 1596 */
1597int
1596int fire_bow(object *op, object *part, object *arrow, int dir, int wc_mod, 1598fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1597 sint16 sx, sint16 sy)
1598{ 1599{
1599 object *left, *bow; 1600 object *left, *bow;
1600 tag_t left_tag, tag;
1601 int bowspeed, mflags; 1601 int bowspeed, mflags;
1602 mapstruct *m; 1602 maptile *m;
1603 1603
1604 if (!dir) { 1604 if (!dir)
1605 {
1605 new_draw_info(NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1606 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1606 return 0; 1607 return 0;
1607 } 1608 }
1609
1608 if (op->type == PLAYER) 1610 if (op->type == PLAYER)
1609 bow=op->contr->ranges[range_bow]; 1611 bow = op->contr->ranges[range_bow];
1610 else { 1612 else
1613 {
1611 for(bow=op->inv; bow; bow=bow->below) 1614 for (bow = op->inv; bow; bow = bow->below)
1612 /* Don't check for applied - monsters don't apply bows - in that way, they 1615 /* 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. 1616 * don't need to switch back and forth between bows and weapons.
1614 */ 1617 */
1615 if(bow->type==BOW) 1618 if (bow->type == BOW)
1616 break; 1619 break;
1617 1620
1618 if (!bow) { 1621 if (!bow)
1622 {
1619 LOG (llevError, "Range: bow without activated bow (%s).\n", op->name); 1623 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1620 return 0; 1624 return 0;
1621 } 1625 }
1622 } 1626 }
1627
1623 if( !bow->race || !bow->skill) { 1628 if (!bow->race || !bow->skill)
1629 {
1624 new_draw_info_format(NDI_UNIQUE, 0, op, "Your %s is broken.", bow->name); 1630 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1625 return 0; 1631 return 0;
1626 } 1632 }
1627 1633
1628 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex]; 1634 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1629 1635
1630 /* penalize ROF for bestarrow */ 1636 /* penalize ROF for bestarrow */
1631 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow) 1637 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1632 bowspeed -= dex_bonus[op->stats.Dex] + 5; 1638 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1639
1633 if (bowspeed < 1) 1640 if (bowspeed < 1)
1634 bowspeed = 1; 1641 bowspeed = 1;
1635 1642
1636 if (arrow == NULL) { 1643 if (arrow == NULL)
1644 {
1637 if ((arrow=find_arrow(op, bow->race)) == NULL) { 1645 if ((arrow = find_arrow (op, bow->race)) == NULL)
1646 {
1638 if (op->type == PLAYER) 1647 if (op->type == PLAYER)
1639 new_draw_info_format(NDI_UNIQUE, 0, op, 1648 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 */ 1649 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1642 else 1650 else
1643 CLEAR_FLAG(op, FLAG_READY_BOW); 1651 CLEAR_FLAG (op, FLAG_READY_BOW);
1644 return 0; 1652 return 0;
1645 } 1653 }
1646 } 1654 }
1655
1647 mflags = get_map_flags(op->map, &m, sx, sy, &sx, &sy); 1656 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1648 if (mflags & P_OUT_OF_MAP) { 1657 if (mflags & P_OUT_OF_MAP)
1649 return 0; 1658 return 0;
1650 } 1659
1651 if (GET_MAP_MOVE_BLOCK(m, sx, sy) == MOVE_FLY_LOW) { 1660 if (GET_MAP_MOVE_BLOCK (m, sx, sy) == MOVE_FLY_LOW)
1661 {
1652 new_draw_info(NDI_UNIQUE, 0,op,"Something is in the way."); 1662 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1653 return 0; 1663 return 0;
1654 } 1664 }
1655 1665
1656 /* this should not happen, but sometimes does */ 1666 /* this should not happen, but sometimes does */
1657 if (arrow->nrof==0) { 1667 if (arrow->nrof == 0)
1658 remove_ob(arrow);
1659 free_object(arrow);
1660 return 0;
1661 } 1668 {
1669 arrow->destroy ();
1670 return 0;
1671 }
1662 1672
1663 left = arrow; /* these are arrows left to the player */ 1673 left = arrow; /* these are arrows left to the player */
1664 left_tag = left->count;
1665 arrow = get_split_ob(arrow, 1); 1674 arrow = get_split_ob (arrow, 1);
1666 if (arrow == NULL) { 1675 if (!arrow)
1676 {
1667 new_draw_info_format(NDI_UNIQUE, 0, op, "You have no %s left.", 1677 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1668 bow->race); 1678 return 0;
1669 return 0;
1670 } 1679 }
1671 set_owner(arrow, op); 1680
1672 if (arrow->skill) free_string(arrow->skill); 1681 arrow->set_owner (op);
1673 arrow->skill = add_refcount(bow->skill); 1682 arrow->skill = bow->skill;
1674 1683
1675 arrow->direction=dir; 1684 arrow->direction = dir;
1676 arrow->x = sx; 1685 arrow->x = sx;
1677 arrow->y = sy; 1686 arrow->y = sy;
1678 1687
1679 if (op->type == PLAYER) { 1688 if (op->type == PLAYER)
1689 {
1680 op->speed_left = 0.01 - (float)FABS(op->speed) * 100 / bowspeed; 1690 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1681 fix_player(op); 1691 op->update_stats ();
1682 } 1692 }
1683 1693
1684 SET_ANIMATION(arrow, arrow->direction); 1694 SET_ANIMATION (arrow, arrow->direction);
1685 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1695 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1686 arrow->stats.hp = arrow->stats.dam; 1696 arrow->stats.hp = arrow->stats.dam;
1687 arrow->stats.grace = arrow->attacktype; 1697 arrow->stats.grace = arrow->attacktype;
1688 if (arrow->slaying != NULL) 1698 if (arrow->slaying != NULL)
1689 arrow->spellarg = strdup_local(arrow->slaying); 1699 arrow->spellarg = strdup (arrow->slaying);
1690 1700
1691 /* Note that this was different for monsters - they got their level 1701 /* Note that this was different for monsters - they got their level
1692 * added to the damage. I think the strength bonus is more proper. 1702 * added to the damage. I think the strength bonus is more proper.
1693 */ 1703 */
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 1704
1705 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1706
1699 /* update the speed */ 1707 /* update the speed */
1700 arrow->speed = (float)((QUERY_FLAG(bow, FLAG_NO_STRENGTH) ? 1708 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1701 0 : dam_bonus[op->stats.Str]) + 1709 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 1710
1705 if (arrow->speed < 1.0) 1711 if (arrow->speed < 1.0)
1706 arrow->speed = 1.0; 1712 arrow->speed = 1.0;
1707 update_ob_speed(arrow); 1713 update_ob_speed (arrow);
1708 arrow->speed_left = 0; 1714 arrow->speed_left = 0;
1709 1715
1710 if (op->type == PLAYER) { 1716 if (op->type == PLAYER)
1717 {
1711 arrow->stats.wc = 20 - bow->magic - arrow->magic - 1718 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1712 (op->chosen_skill?op->chosen_skill->level:op->level) - 1719 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1713 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - 1720 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 1721
1716 arrow->level = op->chosen_skill?op->chosen_skill->level:op->level; 1722 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1717 } else { 1723 }
1724 else
1725 {
1718 arrow->stats.wc= op->stats.wc - bow->magic - arrow->magic - 1726 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; 1727 arrow->level = op->level;
1722 } 1728 }
1729
1723 if (arrow->attacktype == AT_PHYSICAL) 1730 if (arrow->attacktype == AT_PHYSICAL)
1724 arrow->attacktype |= bow->attacktype; 1731 arrow->attacktype |= bow->attacktype;
1732
1725 if (bow->slaying != NULL) 1733 if (bow->slaying)
1726 arrow->slaying = add_string(bow->slaying); 1734 arrow->slaying = bow->slaying;
1727 1735
1728 arrow->map = m; 1736 arrow->map = m;
1729 arrow->move_type = MOVE_FLY_LOW; 1737 arrow->move_type = MOVE_FLY_LOW;
1730 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1738 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1731 1739
1732 play_sound_map(op->map, op->x, op->y, SOUND_FIRE_ARROW); 1740 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); 1741 insert_ob_in_map (arrow, m, op, 0);
1735 1742
1736 if (!was_destroyed(arrow, tag)) 1743 if (!arrow->destroyed ())
1737 move_arrow(arrow); 1744 move_arrow (arrow);
1738 1745
1739 if (op->type == PLAYER) { 1746 if (op->type == PLAYER)
1740 if (was_destroyed (left, left_tag)) 1747 {
1748 if (left->destroyed ())
1741 esrv_del_item(op->contr, left_tag); 1749 esrv_del_item (op->contr, left->count);
1742 else 1750 else
1743 esrv_send_item(op, left); 1751 esrv_send_item (op, left);
1744 } 1752 }
1753
1745 return 1; 1754 return 1;
1746} 1755}
1747 1756
1748/* Special fire code for players - this takes into 1757/* Special fire code for players - this takes into
1749 * account the special fire modes players can have 1758 * account the special fire modes players can have
1750 * but monsters can't. Putting that code here 1759 * but monsters can't. Putting that code here
1751 * makes the fire_bow code much cleaner. 1760 * makes the fire_bow code much cleaner.
1752 * this function should only be called if 'op' is a player, 1761 * this function should only be called if 'op' is a player,
1753 * hence the function name. 1762 * hence the function name.
1754 */ 1763 */
1764int
1755int player_fire_bow(object *op, int dir) 1765player_fire_bow (object *op, int dir)
1756{ 1766{
1757 int ret=0, wcmod=0; 1767 int ret = 0, wcmod = 0;
1758 1768
1759 if (op->contr->bowtype == bow_bestarrow) { 1769 if (op->contr->bowtype == bow_bestarrow)
1760 ret = fire_bow(op, op, 1770 {
1761 pick_arrow_target(op, op->contr->ranges[range_bow]->race, dir), 1771 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); 1772 }
1763 } else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) { 1773 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1774 {
1764 if (!similar_direction(dir, op->contr->bowtype - bow_n + 1)) 1775 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1765 wcmod =-1; 1776 wcmod = -1;
1766 ret = fire_bow(op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, 1777 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1767 op->x, op->y); 1778 }
1768 } else if (op->contr->bowtype == bow_threewide) { 1779 else if (op->contr->bowtype == bow_threewide)
1780 {
1769 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1781 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1770 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)]);
1771 ret |= fire_bow(op, op, NULL, dir, -5, op->x + freearr_x[absdir(dir-2)], op->y + freearr_y[absdir(dir-2)]); 1783 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1784 }
1772 } else if (op->contr->bowtype == bow_spreadshot) { 1785 else if (op->contr->bowtype == bow_spreadshot)
1786 {
1773 ret |= fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1787 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1774 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);
1775 ret |= fire_bow(op, op, NULL, absdir(dir+1), -5, op->x, op->y); 1789 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1776 1790
1777 } else { 1791 }
1792 else
1793 {
1778 /* Simple case */ 1794 /* Simple case */
1779 ret = fire_bow(op, op, NULL, dir, 0, op->x, op->y); 1795 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1780 } 1796 }
1781 return ret; 1797 return ret;
1782} 1798}
1783 1799
1784 1800
1785/* Fires a misc (wand/rod/horn) object in 'dir'. 1801/* Fires a misc (wand/rod/horn) object in 'dir'.
1786 * Broken apart from 'fire' to keep it more readable. 1802 * Broken apart from 'fire' to keep it more readable.
1787 */ 1803 */
1804void
1788void fire_misc_object(object *op, int dir) 1805fire_misc_object (object *op, int dir)
1789{ 1806{
1790 object *item; 1807 object *item;
1791 1808
1792 if (!op->contr->ranges[range_misc]) { 1809 if (!op->contr->ranges[range_misc])
1810 {
1793 new_draw_info(NDI_UNIQUE, 0,op,"You have range item readied."); 1811 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1794 return; 1812 return;
1795 } 1813 }
1796 1814
1797 item = op->contr->ranges[range_misc]; 1815 item = op->contr->ranges[range_misc];
1798 if (!item->inv) { 1816 if (!item->inv)
1817 {
1799 LOG(llevError,"Object %s lacks a spell\n", item->name); 1818 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1800 return; 1819 return;
1801 } 1820 }
1802 if (item->type == WAND) { 1821 if (item->type == WAND)
1822 {
1803 if(item->stats.food<=0) { 1823 if (item->stats.food <= 0)
1824 {
1804 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1825 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)); 1826 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1806 return; 1827 return;
1807 } 1828 }
1829 }
1808 } else if (item->type == ROD || item->type==HORN) { 1830 else if (item->type == ROD || item->type == HORN)
1831 {
1809 if(item->stats.hp<MAX(item->inv->stats.sp, item->inv->stats.grace)) { 1832 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1833 {
1810 play_sound_player_only(op->contr, SOUND_WAND_POOF,0,0); 1834 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1811 if (item->type== ROD) 1835 if (item->type == ROD)
1812 new_draw_info_format(NDI_UNIQUE, 0,op, 1836 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)); 1837 else
1814 else 1838 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; 1839 return;
1818 } 1840 }
1819 } 1841 }
1820 1842
1821 if(cast_spell(op,item,dir,item->inv,NULL)) { 1843 if (cast_spell (op, item, dir, item->inv, NULL))
1844 {
1822 SET_FLAG(op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1845 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */
1823 if (item->type == WAND) { 1846 if (item->type == WAND)
1847 {
1824 if (!(--item->stats.food)) { 1848 if (!(--item->stats.food))
1825 object *tmp; 1849 {
1826 if (item->arch) { 1850 object *tmp;
1851
1852 if (item->arch)
1853 {
1827 CLEAR_FLAG(item, FLAG_ANIMATE); 1854 CLEAR_FLAG (item, FLAG_ANIMATE);
1828 item->face = item->arch->clone.face; 1855 item->face = item->arch->clone.face;
1829 item->speed = 0; 1856 item->speed = 0;
1830 update_ob_speed(item); 1857 update_ob_speed (item);
1831 } 1858 }
1832 if ((tmp=is_player_inv(item))) 1859 if ((tmp = item->in_player ()))
1833 esrv_update_item(UPD_ANIM, tmp, item); 1860 esrv_update_item (UPD_ANIM, tmp, item);
1834 } 1861 }
1835 } 1862 }
1836 else if (item->type == ROD || item->type==HORN) { 1863 else if (item->type == ROD || item->type == HORN)
1864 {
1837 drain_rod_charge(item); 1865 drain_rod_charge (item);
1838 } 1866 }
1839 } 1867 }
1840} 1868}
1841 1869
1842/* Received a fire command for the player - go and do it. 1870/* Received a fire command for the player - go and do it.
1843 */ 1871 */
1872void
1844void fire(object *op,int dir) { 1873fire (object *op, int dir)
1874{
1845 int spellcost=0; 1875 int spellcost = 0;
1846 1876
1847 /* check for loss of invisiblity/hide */ 1877 /* check for loss of invisiblity/hide */
1848 if (action_makes_visible(op)) make_visible(op); 1878 if (action_makes_visible (op))
1879 make_visible (op);
1849 1880
1850 switch(op->contr->shoottype) { 1881 switch (op->contr->shoottype)
1882 {
1851 case range_none: 1883 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; 1884 return;
1888 default: 1885
1886 case range_bow:
1887 player_fire_bow (op, dir);
1888 return;
1889
1890 case range_magic: /* Casting spells */
1891 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0));
1892 return;
1893
1894 case range_misc:
1895 fire_misc_object (op, dir);
1896 return;
1897
1898 case range_golem: /* Control summoned monsters from scrolls */
1899 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1900 {
1901 op->contr->ranges[range_golem] = 0;
1902 op->contr->shoottype = range_none;
1903 }
1904 else
1905 control_golem (op->contr->ranges[range_golem], dir);
1906 return;
1907
1908 case range_skill:
1909 if (!op->chosen_skill)
1910 {
1911 if (op->type == PLAYER)
1912 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1913 return;
1914 }
1915 (void) do_skill (op, op, op->chosen_skill, dir, NULL);
1916 return;
1917 case range_builder:
1918 apply_map_builder (op, dir);
1919 return;
1920 default:
1889 new_draw_info(NDI_UNIQUE, 0,op,"Illegal shoot type."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1890 return; 1922 return;
1891 } 1923 }
1892} 1924}
1893 1925
1894 1926
1895 1927
1902 * inv is the objects inventory to searched 1934 * inv is the objects inventory to searched
1903 * door is the door we are trying to match against. 1935 * door is the door we are trying to match against.
1904 * This function can be called recursively to search containers. 1936 * This function can be called recursively to search containers.
1905 */ 1937 */
1906 1938
1939object *
1907object * find_key(object *pl, object *container, object *door) 1940find_key (object *pl, object *container, object *door)
1908{ 1941{
1909 object *tmp,*key; 1942 object *tmp, *key;
1910 1943
1911 /* Should not happen, but sanity checking is never bad */ 1944 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) return NULL; 1945 if (container->inv == NULL)
1946 return NULL;
1913 1947
1914 /* First, lets try to find a key in the top level inventory */ 1948 /* First, lets try to find a key in the top level inventory */
1915 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1949 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1950 {
1916 if (door->type==DOOR && tmp->type==KEY) break; 1951 if (door->type == DOOR && tmp->type == KEY)
1952 break;
1917 /* For sanity, we should really check door type, but other stuff 1953 /* For sanity, we should really check door type, but other stuff
1918 * (like containers) can be locked with special keys 1954 * (like containers) can be locked with special keys
1919 */ 1955 */
1920 if (tmp->slaying && tmp->type==SPECIAL_KEY && 1956 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1921 tmp->slaying==door->slaying) break; 1957 break;
1922 } 1958 }
1923 /* No key found - lets search inventories now */ 1959 /* No key found - lets search inventories now */
1924 /* If we find and use a key in an inventory, return at that time. 1960 /* 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 1961 * otherwise, if we search all the inventories and still don't find
1926 * a key, return 1962 * a key, return
1927 */ 1963 */
1928 if (!tmp) { 1964 if (!tmp)
1965 {
1929 for (tmp=container->inv; tmp!=NULL; tmp=tmp->below) { 1966 for (tmp = container->inv; tmp != NULL; tmp = tmp->below)
1967 {
1930 /* No reason to search empty containers */ 1968 /* No reason to search empty containers */
1931 if (tmp->type==CONTAINER && tmp->inv) { 1969 if (tmp->type == CONTAINER && tmp->inv)
1932 if ((key=find_key(pl, tmp, door))!=NULL) return key; 1970 {
1971 if ((key = find_key (pl, tmp, door)) != NULL)
1972 return key;
1973 }
1974 }
1975 if (!tmp)
1976 return NULL;
1933 } 1977 }
1934 }
1935 if (!tmp) return NULL;
1936 }
1937 /* We get down here if we have found a key. Now if its in a container, 1978 /* 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 1979 * see if we actually want to use it
1939 */ 1980 */
1940 if (pl!=container) { 1981 if (pl != container)
1982 {
1941 /* Only let players use keys in containers */ 1983 /* Only let players use keys in containers */
1942 if (!pl->contr) return NULL; 1984 if (!pl->contr)
1985 return NULL;
1943 /* cases where this fails: 1986 /* cases where this fails:
1944 * If we only search the player inventory, return now since we 1987 * If we only search the player inventory, return now since we
1945 * are not in the players inventory. 1988 * are not in the players inventory.
1946 * If the container is not active, return now since only active 1989 * If the container is not active, return now since only active
1947 * containers can be used. 1990 * containers can be used.
1948 * If we only search keyrings and the container does not have 1991 * If we only search keyrings and the container does not have
1949 * a race/isn't a keyring. 1992 * a race/isn't a keyring.
1950 * No checking for all containers - to fall through past here, 1993 * No checking for all containers - to fall through past here,
1951 * inv must have been an container and must have been active. 1994 * inv must have been an container and must have been active.
1952 * 1995 *
1953 * Change the color so that the message doesn't disappear with 1996 * Change the color so that the message doesn't disappear with
1954 * all the others. 1997 * all the others.
1955 */ 1998 */
1956 if (pl->contr->usekeys == key_inventory || 1999 if (pl->contr->usekeys == key_inventory ||
1957 !QUERY_FLAG(container, FLAG_APPLIED) || 2000 !QUERY_FLAG (container, FLAG_APPLIED) ||
1958 (pl->contr->usekeys == keyrings && 2001 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys"))))
1959 (!container->race || strcmp(container->race, "keys"))) 2002 {
1960 ) {
1961 new_draw_info_format(NDI_UNIQUE|NDI_BROWN, 0, pl, 2003 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1962 "The %s in your %s vibrates as you approach the door", 2004 "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; 2005 return NULL;
1965 } 2006 }
1966 } 2007 }
1967 return tmp; 2008 return tmp;
1968} 2009}
1969 2010
1970/* moved door processing out of move_player_attack. 2011/* moved door processing out of move_player_attack.
1971 * returns 1 if player has opened the door with a key 2012 * returns 1 if player has opened the door with a key
1972 * such that the caller should not do anything more, 2013 * such that the caller should not do anything more,
1973 * 0 otherwise 2014 * 0 otherwise
1974 */ 2015 */
2016static int
1975static int player_attack_door(object *op, object *door) 2017player_attack_door (object *op, object *door)
1976{ 2018{
1977
1978 /* If its a door, try to find a use a key. If we do destroy the door, 2019 /* 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 - 2020 * might as well return immediately as there is nothing more to do -
1980 * otherwise, we fall through to the rest of the code. 2021 * otherwise, we fall through to the rest of the code.
1981 */ 2022 */
1982 object *key=find_key(op, op, door); 2023 object *key = find_key (op, op, door);
1983 2024
1984 /* IF we found a key, do some extra work */ 2025 /* IF we found a key, do some extra work */
1985 if (key) { 2026 if (key)
2027 {
1986 object *container=key->env; 2028 object *container = key->env;
1987 2029
1988 play_sound_map(op->map, op->x, op->y, SOUND_OPEN_DOOR); 2030 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1989 if(action_makes_visible(op)) make_visible(op); 2031 if (action_makes_visible (op))
2032 make_visible (op);
1990 if(door->inv &&(door->inv->type ==RUNE || door->inv->type ==TRAP)) spring_trap(door->inv,op); 2033 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2034 spring_trap (door->inv, op);
1991 if (door->type == DOOR) { 2035 if (door->type == DOOR)
2036 {
1992 hit_player(door,9998,op,AT_PHYSICAL,1); /* Break through the door */ 2037 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 } 2038 }
1994 else if(door->type==LOCKED_DOOR) { 2039 else if (door->type == LOCKED_DOOR)
1995 new_draw_info_format(NDI_UNIQUE, NDI_BROWN, op, 2040 {
1996 "You open the door with the %s", query_short_name(key)); 2041 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 ;-) */ 2042 remove_door2 (door); /* remove door without violence ;-) */
1998 } 2043 }
1999 /* Do this after we print the message */ 2044 /* Do this after we print the message */
2000 decrease_ob(key); /* Use up one of the keys */ 2045 decrease_ob (key); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */ 2046 /* Need to update the weight the container the key was in */
2002 if (container != op) 2047 if (container != op)
2003 esrv_update_item(UPD_WEIGHT, op, container); 2048 esrv_update_item (UPD_WEIGHT, op, container);
2004 return 1; /* Nothing more to do below */ 2049 return 1; /* Nothing more to do below */
2050 }
2005 } else if (door->type==LOCKED_DOOR) { 2051 else if (door->type == LOCKED_DOOR)
2052 {
2006 /* Might as well return now - no other way to open this */ 2053 /* Might as well return now - no other way to open this */
2007 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 2054 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2008 return 1; 2055 return 1;
2009 } 2056 }
2010 return 0; 2057 return 0;
2011} 2058}
2012 2059
2013/* This function is just part of a breakup from move_player. 2060/* This function is just part of a breakup from move_player.
2014 * It should keep the code cleaner. 2061 * It should keep the code cleaner.
2015 * When this is called, the players direction has been updated 2062 * When this is called, the players direction has been updated
2016 * (taking into account confusion.) The player is also actually 2063 * (taking into account confusion.) The player is also actually
2017 * going to try and move (not fire weapons). 2064 * going to try and move (not fire weapons).
2018 */ 2065 */
2019 2066void
2020void move_player_attack(object *op, int dir) 2067move_player_attack (object *op, int dir)
2021{ 2068{
2022 object *tmp, *mon, *tpl; 2069 object *tmp, *mon;
2023 sint16 nx, ny; 2070 sint16 nx, ny;
2024 int on_battleground; 2071 int on_battleground;
2025 mapstruct *m; 2072 maptile *m;
2026 2073
2027 if (op->contr->transport) tpl = op->contr->transport;
2028 else tpl = op;
2029 nx=freearr_x[dir]+tpl->x; 2074 nx = freearr_x[dir] + op->x;
2030 ny=freearr_y[dir]+tpl->y; 2075 ny = freearr_y[dir] + op->y;
2031 2076
2032 on_battleground = op_on_battleground(tpl, NULL, NULL); 2077 on_battleground = op_on_battleground (op, 0, 0);
2033 2078
2034 /* If braced, or can't move to the square, and it is not out of the 2079 /* 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 2080 * 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 2081 * 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 2082 * 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 2083 * 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 2084 * 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 2085 * quite a bit of processing. However, it probably is less than what
2041 * move_ob uses. 2086 * move_ob uses.
2042 */ 2087 */
2043 if ((op->contr->braced || !move_ob(tpl,dir,tpl)) && !out_of_map(tpl->map,nx,ny)) { 2088 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2089 {
2044 if (OUT_OF_REAL_MAP(tpl->map, nx, ny)) { 2090 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2091 {
2045 m = get_map_from_coord(tpl->map, &nx, &ny); 2092 m = get_map_from_coord (op->map, &nx, &ny);
2046 if (!m) return; /* Don't think this should happen */ 2093 if (!m)
2047 } 2094 return; /* Don't think this should happen */
2048 else m =tpl->map; 2095 }
2049 2096 else
2050 if ((tmp=get_map_ob(m,nx,ny))==NULL) { 2097 m = op->map;
2098
2099 if ((tmp = GET_MAP_OB (m, nx, ny)) == NULL)
2100 {
2051 /* LOG(llevError,"player_move_attack: get_map_ob returns NULL, but player can not more there.\n");*/ 2101 /* LOG(llevError,"player_move_attack: GET_MAP_OB returns NULL, but player can not move there.\n"); */
2052 return; 2102 return;
2053 } 2103 }
2054 2104
2055 mon = NULL; 2105 mon = 0;
2056 /* Go through all the objects, and find ones of interest. Only stop if 2106 /* 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. 2107 * 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 2108 * if its a door or barrel (can roll) see if there may be monsters
2059 * on the space 2109 * on the space
2060 */ 2110 */
2061 while (tmp!=NULL) { 2111 while (tmp)
2112 {
2062 if (tmp == op) { 2113 if (tmp == op)
2063 tmp=tmp->above; 2114 {
2064 continue; 2115 tmp = tmp->above;
2065 } 2116 continue;
2117 }
2118
2066 if (QUERY_FLAG(tmp,FLAG_ALIVE)) { 2119 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2067 mon = tmp; 2120 {
2068 break; 2121 mon = tmp;
2069 } 2122 break;
2123 }
2124
2070 if (tmp->type==LOCKED_DOOR || QUERY_FLAG(tmp,FLAG_CAN_ROLL)) 2125 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2071 mon = tmp; 2126 mon = tmp;
2127
2072 tmp=tmp->above; 2128 tmp = tmp->above;
2073 } 2129 }
2074 2130
2075 if (mon==NULL) /* This happens anytime the player tries to move */ 2131 if (!mon) /* This happens anytime the player tries to move */
2076 return; /* into a wall */ 2132 return; /* into a wall */
2077 2133
2078 if(mon->head != NULL) 2134 if (mon->head)
2079 mon = mon->head; 2135 mon = mon->head;
2080 2136
2081 if ((mon->type==DOOR && mon->stats.hp>=0) || (mon->type==LOCKED_DOOR)) 2137 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2082 if (player_attack_door(op, mon)) return; 2138 if (player_attack_door (op, mon))
2139 return;
2083 2140
2084 /* The following deals with possibly attacking peaceful 2141 /* The following deals with possibly attacking peaceful
2085 * or frienddly creatures. Basically, all players are considered 2142 * or frienddly creatures. Basically, all players are considered
2086 * unaggressive. If the moving player has peaceful set, then the 2143 * unaggressive. If the moving player has peaceful set, then the
2087 * object should be pushed instead of attacked. It is assumed that 2144 * object should be pushed instead of attacked. It is assumed that
2088 * if you are braced, you will not attack friends accidently, 2145 * if you are braced, you will not attack friends accidently,
2089 * and thus will not push them. 2146 * and thus will not push them.
2090 */ 2147 */
2091 2148
2092 /* If the creature is a pet, push it even if the player is not 2149 /* 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 2150 * peaceful. Our assumption is the creature is a pet if the
2094 * player owns it and it is either friendly or unagressive. 2151 * player owns it and it is either friendly or unagressive.
2095 */ 2152 */
2096 if ((op->type==PLAYER) 2153 if ((op->type == PLAYER)
2097#if COZY_SERVER 2154#if COZY_SERVER
2098 && 2155 &&
2099 ( 2156 ((mon->owner && mon->owner->contr
2100 (get_owner(mon) && get_owner(mon)->contr
2101 && same_party (get_owner(mon)->contr->party, op->contr->party)) 2157 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op)
2102 || get_owner(mon) == op
2103 )
2104#else 2158#else
2105 && get_owner(mon)==op 2159 && mon->owner == op
2106#endif 2160#endif
2107 && (QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY))) 2161 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2162 {
2109 /* If we're braced, we don't want to switch places with it */ 2163 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) return; 2164 if (op->contr->braced)
2165 return;
2111 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2166 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2112 (void) push_ob(mon,dir,op); 2167 (void) push_ob (mon, dir, op);
2113 if(op->contr->tmp_invis||op->hide) make_visible(op); 2168 if (op->contr->tmp_invis || op->hide)
2169 make_visible (op);
2114 return; 2170 return;
2115 } 2171 }
2116 2172
2117 /* in certain circumstances, you shouldn't attack friendly 2173 /* in certain circumstances, you shouldn't attack friendly
2118 * creatures. Note that if you are braced, you can't push 2174 * creatures. Note that if you are braced, you can't push
2119 * someone, but put it inside this loop so that you won't 2175 * someone, but put it inside this loop so that you won't
2120 * attack them either. 2176 * attack them either.
2121 */ 2177 */
2122 if ((mon->type==PLAYER || mon->enemy != op) && 2178 if ((mon->type == PLAYER || mon->enemy != op) &&
2123 (mon->type==PLAYER || QUERY_FLAG(mon,FLAG_UNAGGRESSIVE) || QUERY_FLAG(mon, FLAG_FRIENDLY)) && 2179 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && (
2124 (
2125#ifdef PROHIBIT_PLAYERKILL 2180#ifdef PROHIBIT_PLAYERKILL
2126 (op->contr->peaceful || (mon->type == PLAYER && mon->contr->peaceful)) && 2181 (op->contr->peaceful
2182 || (mon->type == PLAYER
2183 && mon->contr->
2184 peaceful)) &&
2127#else 2185#else
2128 op->contr->peaceful && 2186 op->contr->peaceful &&
2129#endif 2187#endif
2130 !on_battleground 2188 !on_battleground))
2189 {
2190 if (!op->contr->braced)
2131 )) { 2191 {
2132 if (!op->contr->braced) {
2133 play_sound_map(tpl->map, tpl->x, tpl->y, SOUND_PUSH_PLAYER); 2192 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2134 (void) push_ob(mon,dir,op); 2193 (void) push_ob (mon, dir, op);
2135 } else { 2194 }
2195 else
2136 new_draw_info(0, 0,op,"You withhold your attack"); 2196 new_draw_info (0, 0, op, "You withhold your attack");
2137 }
2138 if(op->contr->tmp_invis||op->hide) make_visible(op);
2139 }
2140 2197
2198 if (op->contr->tmp_invis || op->hide)
2199 make_visible (op);
2200 }
2201
2141 /* If the object is a boulder or other rollable object, then 2202 /* 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. 2203 * roll it if not braced. You can't roll it if you are braced.
2143 */ 2204 */
2144 else if(QUERY_FLAG(mon,FLAG_CAN_ROLL)&&(!op->contr->braced)) { 2205 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2206 {
2145 recursive_roll(mon,dir,op); 2207 recursive_roll (mon, dir, op);
2146 if(action_makes_visible(op)) make_visible(op); 2208 if (action_makes_visible (op))
2147 } 2209 make_visible (op);
2210 }
2148 2211
2149 /* Any generic living creature. Including things like doors. 2212 /* Any generic living creature. Including things like doors.
2150 * Way it works is like this: First, it must have some hit points 2213 * 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: 2214 * 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 2215 * 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. 2216 * that party_number -1 is no party, so attacks can still happen.
2154 */ 2217 */
2155 2218
2156 else if ((mon->stats.hp>=0) && QUERY_FLAG(mon, FLAG_ALIVE) && 2219 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2157 ((mon->type!=PLAYER || op->contr->party==NULL || 2220 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2158 op->contr->party!=mon->contr->party))) { 2221 {
2159 2222
2160 /* If the player hasn't hit something this tick, and does 2223 /* If the player hasn't hit something this tick, and does
2161 * so, give them speed boost based on weapon speed. Doing 2224 * so, give them speed boost based on weapon speed. Doing
2162 * it here is better than process_players2, which basically 2225 * it here is better than process_players2, which basically
2163 * incurred a 1 tick offset. 2226 * incurred a 1 tick offset.
2164 */ 2227 */
2165 if (!op->contr->has_hit) { 2228 if (!op->contr->has_hit)
2229 {
2166 op->speed_left += op->speed / op->contr->weapon_sp; 2230 op->speed_left += op->speed / op->contr->weapon_sp;
2167 2231
2168 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */ 2232 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2169 } 2233 }
2170 2234
2171 skill_attack(mon, op, 0, NULL, NULL); 2235 skill_attack (mon, op, 0, 0, 0);
2172 2236
2173 /* If attacking another player, that player gets automatic 2237 /* If attacking another player, that player gets automatic
2174 * hitback, and doesn't loose luck either. 2238 * hitback, and doesn't loose luck either.
2175 * Disable hitback on the battleground or if the target is 2239 * Disable hitback on the battleground or if the target is
2176 * the wiz. 2240 * the wiz.
2177 */ 2241 */
2178 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && 2242 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)) { 2243 {
2180 short luck = mon->stats.luck; 2244 short luck = mon->stats.luck;
2245
2181 mon->contr->has_hit = 1; 2246 mon->contr->has_hit = 1;
2182 skill_attack(op, mon, 0, NULL, NULL); 2247 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck; 2248 mon->stats.luck = luck;
2184 } 2249 }
2185 if(action_makes_visible(op)) make_visible(op); 2250
2186 } 2251 if (action_makes_visible (op))
2252 make_visible (op);
2253 }
2187 } /* if player should attack something */ 2254 } /* if player should attack something */
2188} 2255}
2189 2256
2257int
2190int move_player(object *op,int dir) { 2258move_player (object *op, int dir)
2259{
2191 int pick; 2260 int pick;
2192 object *transport = op->contr->transport;
2193 2261
2194 if(!transport && (op->map == NULL || op->map->in_memory != MAP_IN_MEMORY)) 2262 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; 2263 return 0;
2264
2265 /* Sanity check: make sure dir is valid */
2266 if ((dir < 0) || (dir >= 9))
2267 {
2268 LOG (llevError, "move_player: invalid direction %d\n", dir);
2269 return 0;
2270 }
2271
2272 /* peterm: added following line */
2273 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2274 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
2275
2276 op->facing = dir;
2277
2278 if (op->hide)
2279 do_hidden_move (op);
2280
2281 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2282 /*nop */ ;
2283 else if (op->contr->fire_on)
2284 fire (op, dir);
2285 else
2286 {
2287 move_player_attack (op, dir);
2288 pick = check_pick (op);
2289 }
2290
2291 /* Add special check for newcs players and fire on - this way, the
2292 * server can handle repeat firing.
2293 */
2294 if (op->contr->fire_on || (op->contr->run_on && pick != 0))
2295 op->direction = dir;
2296 else
2297 op->direction = 0;
2298
2299 /* Update how the player looks. Use the facing, so direction may
2300 * get reset to zero. This allows for full animation capabilities
2301 * for players.
2302 */
2303 animate_object (op, op->facing);
2304 return 0;
2256} 2305}
2257 2306
2258/* This is similar to handle_player, below, but is only used by the 2307/* This is similar to handle_player, below, but is only used by the
2259 * new client/server stuff. 2308 * new client/server stuff.
2260 * This is sort of special, in that the new client/server actually uses 2309 * This is sort of special, in that the new client/server actually uses
2261 * the new speed values for commands. 2310 * the new speed values for commands.
2262 * 2311 *
2263 * Returns true if there are more actions we can do. 2312 * Returns true if there are more actions we can do.
2264 */ 2313 */
2314int
2265int handle_newcs_player(object *op) 2315handle_newcs_player (object *op)
2266{ 2316{
2267 if (op->contr->hidden) { 2317 if (op->contr->hidden)
2318 {
2268 op->invisible = 1000; 2319 op->invisible = 1000;
2269 /* the socket code flashes the player visible/invisible 2320 /* the socket code flashes the player visible/invisible
2270 * depending on the value of invisible, so we need to 2321 * depending on the value of invisible, so we need to
2271 * alternate it here for it to work correctly. 2322 * alternate it here for it to work correctly.
2272 */ 2323 */
2273 if (pticks & 2) op->invisible--; 2324 if (pticks & 2)
2325 op->invisible--;
2274 } 2326 }
2275 else if(op->invisible&&!(QUERY_FLAG(op,FLAG_MAKE_INVIS))) { 2327 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2328 {
2276 op->invisible--; 2329 op->invisible--;
2277 if(!op->invisible) { 2330 if (!op->invisible)
2331 {
2278 make_visible(op); 2332 make_visible (op);
2279 new_draw_info(NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2333 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2280 } 2334 }
2281 } 2335 }
2282 2336
2283 if (QUERY_FLAG(op, FLAG_SCARED)) { 2337 if (QUERY_FLAG (op, FLAG_SCARED))
2338 {
2284 flee_player(op); 2339 flee_player (op);
2285 /* If player is still scared, that is his action for this tick */ 2340 /* If player is still scared, that is his action for this tick */
2286 if (QUERY_FLAG(op, FLAG_SCARED)) { 2341 if (QUERY_FLAG (op, FLAG_SCARED))
2342 {
2287 op->speed_left--; 2343 op->speed_left--;
2288 return 0; 2344 return 0;
2289 } 2345 }
2290 } 2346 }
2291 2347
2292 /* I've been seeing crashes where the golem has been destroyed, but 2348 /* 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 2349 * 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 2350 * 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. 2351 * put this in a a workaround to clean up the golem pointer.
2296 */ 2352 */
2297 if (op->contr->ranges[range_golem] && 2353 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; 2354 op->contr->ranges[range_golem] = 0;
2301 op->contr->golem_count = 0;
2302 }
2303 2355
2304 /* call this here - we also will call this in do_ericserver, but 2356 /* call this here - we also will call this in do_ericserver, but
2305 * the players time has been increased when doericserver has been 2357 * the players time has been increased when doericserver has been
2306 * called, so we recheck it here. 2358 * called, so we recheck it here.
2307 */ 2359 */
2308 HandleClient(&op->contr->socket, op->contr); 2360 //TODO: better than handling 8 commands, use some more intelligent rate-limiting
2309 if (op->speed_left<0) return 0; 2361 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 } 2362 ;
2363
2364 if (op->speed_left < 0)
2323 return 0; 2365 return 0;
2324}
2325 2366
2367 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2368 {
2369 /* All move commands take 1 tick, at least for now */
2370 op->speed_left--;
2371
2372 /* Instead of all the stuff below, let move_player take care
2373 * of it. Also, some of the skill stuff is only put in
2374 * there, as well as the confusion stuff.
2375 */
2376 move_player (op, op->direction);
2377 if (op->speed_left > 0)
2378 return 1;
2379 else
2380 return 0;
2381 }
2382
2383 return 0;
2384}
2385
2386int
2326int save_life(object *op) { 2387save_life (object *op)
2327 object *tmp; 2388{
2328
2329 if(!QUERY_FLAG(op,FLAG_LIFESAVE)) 2389 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; 2390 return 0;
2391
2392 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2393 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2394 {
2395 play_sound_map (op->map, op->x, op->y, SOUND_OB_EVAPORATE);
2396 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2397
2398 if (op->contr)
2399 esrv_del_item (op->contr, tmp->count);
2400
2401 tmp->destroy ();
2402 CLEAR_FLAG (op, FLAG_LIFESAVE);
2403
2404 if (op->stats.hp < 0)
2405 op->stats.hp = op->stats.maxhp;
2406
2407 if (op->stats.food < 0)
2408 op->stats.food = 999;
2409
2410 op->update_stats ();
2411 return 1;
2412 }
2413
2414 LOG (llevError, "Error: LIFESAVE set without applied object.\n");
2415 CLEAR_FLAG (op, FLAG_LIFESAVE);
2416 enter_player_savebed (op); /* bring him home. */
2417 return 0;
2354} 2418}
2355 2419
2356/* This goes throws the inventory and removes unpaid objects, and puts them 2420/* 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 2421 * 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 2422 * function will descend into containers. op is the object to start the search
2359 * from. 2423 * from.
2360 */ 2424 */
2425void
2361void remove_unpaid_objects(object *op, object *env) 2426remove_unpaid_objects (object *op, object *env)
2362{ 2427{
2363 object *next; 2428 object *next;
2364 2429
2365 while (op) { 2430 while (op)
2431 {
2366 next=op->below; /* Make sure we have a good value, in case 2432 next = op->below; /* Make sure we have a good value, in case
2367 * we remove object 'op' 2433 * we remove object 'op'
2368 */ 2434 */
2369 if (QUERY_FLAG(op, FLAG_UNPAID)) { 2435 if (QUERY_FLAG (op, FLAG_UNPAID))
2370 remove_ob(op); 2436 {
2437 op->remove ();
2371 op->x = env->x; 2438 op->x = env->x;
2372 op->y = env->y; 2439 op->y = env->y;
2373 if (env->type == PLAYER) 2440 if (env->type == PLAYER)
2374 esrv_del_item(env->contr, op->count); 2441 esrv_del_item (env->contr, op->count);
2375 insert_ob_in_map(op, env->map, NULL,0); 2442 insert_ob_in_map (op, env->map, NULL, 0);
2376 } 2443 }
2377 else if (op->inv) remove_unpaid_objects(op->inv, env); 2444 else if (op->inv)
2378 op=next; 2445 remove_unpaid_objects (op->inv, env);
2379 }
2380}
2381 2446
2447 op = next;
2448 }
2449}
2382 2450
2383/* 2451/*
2384 * Returns pointer a static string containing gravestone text 2452 * Returns pointer a static string containing gravestone text
2385 * Moved from apply.c to player.c - player.c is what 2453 * Moved from apply.c to player.c - player.c is what
2386 * actually uses this function. player.c may not be quite the 2454 * actually uses this function. player.c may not be quite the
2387 * best, a misc file for object actions is probably better, 2455 * best, a misc file for object actions is probably better,
2388 * but there isn't one in the server directory. 2456 * but there isn't one in the server directory.
2389 */ 2457 */
2458char *
2390char *gravestone_text (object *op) 2459gravestone_text (object *op)
2391{ 2460{
2392 static char buf2[MAX_BUF]; 2461 static char buf2[MAX_BUF];
2393 char buf[MAX_BUF]; 2462 char buf[MAX_BUF];
2394 time_t now = time (NULL); 2463 time_t now = time (NULL);
2395 2464
2396 strcpy (buf2, " R.I.P.\n\n"); 2465 strcpy (buf2, " R.I.P.\n\n");
2397 if (op->type == PLAYER) 2466 if (op->type == PLAYER)
2398 sprintf (buf, "%s the %s\n", op->name, op->contr->title); 2467 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2399 else 2468 else
2400 sprintf (buf, "%s\n", op->name); 2469 sprintf (buf, "%s\n", &op->name);
2470
2401 strncat (buf2, " ", 20 - strlen (buf) / 2); 2471 strncat (buf2, " ", 20 - strlen (buf) / 2);
2402 strcat (buf2, buf); 2472 strcat (buf2, buf);
2403 if (op->type == PLAYER) 2473 if (op->type == PLAYER)
2404 sprintf (buf, "who was in level %d when killed\n", op->level); 2474 sprintf (buf, "who was in level %d when killed\n", op->level);
2405 else 2475 else
2406 sprintf (buf, "who was in level %d when died.\n\n", op->level); 2476 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2477
2407 strncat (buf2, " ", 20 - strlen (buf) / 2); 2478 strncat (buf2, " ", 20 - strlen (buf) / 2);
2408 strcat (buf2, buf); 2479 strcat (buf2, buf);
2409 if (op->type == PLAYER) { 2480 if (op->type == PLAYER)
2481 {
2410 sprintf (buf, "by %s.\n\n", op->contr->killer); 2482 sprintf (buf, "by %s.\n\n", op->contr->killer);
2411 strncat (buf2, " ", 21 - strlen (buf) / 2); 2483 strncat (buf2, " ", 21 - strlen (buf) / 2);
2412 strcat (buf2, buf); 2484 strcat (buf2, buf);
2413 } 2485 }
2486
2414 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now)); 2487 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2415 strncat (buf2, " ", 20 - strlen (buf) / 2); 2488 strncat (buf2, " ", 20 - strlen (buf) / 2);
2416 strcat (buf2, buf); 2489 strcat (buf2, buf);
2490
2417 return buf2; 2491 return buf2;
2418} 2492}
2419 2493
2420 2494void
2421
2422void do_some_living(object *op) { 2495do_some_living (object *op)
2496{
2423 int last_food=op->stats.food; 2497 int last_food = op->stats.food;
2424 int gen_hp, gen_sp, gen_grace; 2498 int gen_hp, gen_sp, gen_grace;
2425 int over_hp, over_sp, over_grace; 2499 int over_hp, over_sp, over_grace;
2426 int i; 2500 int i;
2427 int rate_hp = 1200; 2501 int rate_hp = 1200;
2428 int rate_sp = 2500; 2502 int rate_sp = 2500;
2429 int rate_grace = 2000; 2503 int rate_grace = 2000;
2430 const int max_hp = 1; 2504 const int max_hp = 1;
2431 const int max_sp = 1; 2505 const int max_sp = 1;
2432 const int max_grace = 1; 2506 const int max_grace = 1;
2433 2507
2434 if (op->contr->outputs_sync) { 2508 if (op->contr->outputs_sync)
2509 {
2435 for (i=0; i<NUM_OUTPUT_BUFS; i++) 2510 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2436 if (op->contr->outputs[i].buf!=NULL && 2511 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]); 2512 flush_output_element (op, &op->contr->outputs[i]);
2439 } 2513 }
2440 2514
2441 if(op->contr->state==ST_PLAYING) { 2515 if (op->contr->ns->state == ST_PLAYING)
2442 2516 {
2443 /* these next three if clauses make it possible to SLOW DOWN 2517 /* these next three if clauses make it possible to SLOW DOWN
2444 hp/grace/spellpoint regeneration. */ 2518 hp/grace/spellpoint regeneration. */
2445 if(op->contr->gen_hp >= 0 ) 2519 if (op->contr->gen_hp >= 0)
2446 gen_hp=(op->contr->gen_hp+1)*op->stats.maxhp; 2520 gen_hp = (op->contr->gen_hp + 1) * op->stats.maxhp;
2447 else { 2521 else
2522 {
2448 gen_hp = op->stats.maxhp; 2523 gen_hp = op->stats.maxhp;
2449 rate_hp -= rate_hp/2 * op->contr->gen_hp; 2524 rate_hp -= rate_hp / 2 * op->contr->gen_hp;
2450 } 2525 }
2526
2451 if(op->contr->gen_sp >= 0 ) 2527 if (op->contr->gen_sp >= 0)
2452 gen_sp=(op->contr->gen_sp+1)*op->stats.maxsp; 2528 gen_sp = (op->contr->gen_sp + 1) * op->stats.maxsp;
2453 else { 2529 else
2530 {
2454 gen_sp = op->stats.maxsp; 2531 gen_sp = op->stats.maxsp;
2455 rate_sp -= rate_sp/2 * op->contr->gen_sp; 2532 rate_sp -= rate_sp / 2 * op->contr->gen_sp;
2456 } 2533 }
2534
2457 if(op->contr->gen_grace >= 0) 2535 if (op->contr->gen_grace >= 0)
2458 gen_grace=(op->contr->gen_grace+1)*op->stats.maxgrace; 2536 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2459 else { 2537 else
2538 {
2460 gen_grace = op->stats.maxgrace; 2539 gen_grace = op->stats.maxgrace;
2461 rate_grace -= rate_grace/2 * op->contr->gen_grace; 2540 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2462 } 2541 }
2463 2542
2464 /* Regenerate Spell Points */ 2543 /* Regenerate Spell Points */
2465 if(op->contr->ranges[range_golem]==NULL && --op->last_sp<0) { 2544 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0)
2545 {
2466 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10? 10 : op->contr->gen_sp_armour); 2546 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) { 2547 if (op->stats.sp < op->stats.maxsp)
2468 op->stats.sp++; 2548 {
2549 op->stats.sp++;
2469 /* dms do not consume food */ 2550 /* dms do not consume food */
2470 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2551 if (!QUERY_FLAG (op, FLAG_WIZ))
2471 op->stats.food--; 2552 {
2553 op->stats.food--;
2472 if(op->contr->digestion<0) 2554 if (op->contr->digestion < 0)
2473 op->stats.food+=op->contr->digestion; 2555 op->stats.food += op->contr->digestion;
2474 else if(op->contr->digestion>0 && 2556 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; 2557 op->stats.food = last_food;
2558 }
2559 }
2560
2561 if (max_sp > 1)
2562 {
2563 over_sp = (gen_sp + 10) / rate_sp;
2564 if (over_sp > 0)
2565 {
2566 if (op->stats.sp < op->stats.maxsp)
2567 {
2568 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2569
2570 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2571 op->stats.sp--;
2572
2573 if (op->stats.sp > op->stats.maxsp)
2574 op->stats.sp = op->stats.maxsp;
2575 }
2576 op->last_sp = 0;
2577 }
2578 else
2579 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2580 }
2581 else
2582 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2477 } 2583 }
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 2584
2498 /* Regenerate Grace */ 2585 /* Regenerate Grace */
2499 /* I altered this a little - maximum grace is ony achieved through prayer -b.t.*/ 2586 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2500 if(--op->last_grace<0) { 2587 if (--op->last_grace < 0)
2588 {
2501 if(op->stats.grace<op->stats.maxgrace/2) 2589 if (op->stats.grace < op->stats.maxgrace / 2)
2502 op->stats.grace++; /* no penalty in food for regaining grace */ 2590 op->stats.grace++; /* no penalty in food for regaining grace */
2503 if(max_grace>1) { 2591
2592 if (max_grace > 1)
2593 {
2504 over_grace = (gen_grace<20 ? 30 : gen_grace+10)/rate_grace; 2594 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace;
2505 if (over_grace > 0) { 2595 if (over_grace > 0)
2506 op->stats.sp += over_grace 2596 {
2597 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; 2598 + (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; 2599 op->last_grace = 0;
2509 } else { 2600 }
2601 else
2602 {
2510 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2603 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2511 } 2604 }
2512 } else { 2605 }
2606 else
2607 {
2513 op->last_grace=rate_grace/(gen_grace<20 ? 30 : gen_grace+10); 2608 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2514 } 2609 }
2515 /* wearing stuff doesn't detract from grace generation. */ 2610 /* wearing stuff doesn't detract from grace generation. */
2516 } 2611 }
2517 2612
2518 /* Regenerate Hit Points */ 2613 /* Regenerate Hit Points */
2519 if(--op->last_heal<0) { 2614 if (--op->last_heal < 0)
2615 {
2520 if(op->stats.hp<op->stats.maxhp) { 2616 if (op->stats.hp < op->stats.maxhp)
2521 op->stats.hp++; 2617 {
2618 op->stats.hp++;
2522 /* dms do not consume food */ 2619 /* dms do not consume food */
2523 if (!QUERY_FLAG(op,FLAG_WIZ)) { 2620 if (!QUERY_FLAG (op, FLAG_WIZ))
2524 op->stats.food--; 2621 {
2622 op->stats.food--;
2525 if(op->contr->digestion<0) 2623 if (op->contr->digestion < 0)
2526 op->stats.food+=op->contr->digestion; 2624 op->stats.food += op->contr->digestion;
2527 else if(op->contr->digestion>0 && 2625 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; 2626 op->stats.food = last_food;
2627 }
2628 }
2629
2630 if (max_hp > 1)
2631 {
2632 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2633 if (over_hp > 0)
2634 {
2635 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2636 op->last_heal = 0;
2637 }
2638 else
2639 {
2640 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2641 }
2642 }
2643 else
2644 {
2645 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2646 }
2530 } 2647 }
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 2648
2546 /* Digestion */ 2649 /* Digestion */
2547 if(--op->last_eat<0) { 2650 if (--op->last_eat < 0)
2651 {
2548#ifdef COZY_SERVER 2652#ifdef COZY_SERVER
2549 int dg = op->contr->digestion>=0 && op->contr->digestion<2 ? 2 : op->contr->digestion; 2653 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2550 int bonus=dg>0?dg:0, 2654 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2551 penalty=dg<0?-dg:0;
2552#else 2655#else
2553 int bonus=op->contr->digestion>0?op->contr->digestion:0, 2656 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 2657#endif
2556 2658
2557 if(op->contr->gen_hp > 0) 2659 if (op->contr->gen_hp > 0)
2558 op->last_eat=25*(1+bonus)/(op->contr->gen_hp+penalty+1); 2660 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2559 else 2661 else
2560 op->last_eat=25*(1+bonus)/(penalty +1); 2662 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2663
2561 /* dms do not consume food */ 2664 /* dms do not consume food */
2562 if (!QUERY_FLAG(op,FLAG_WIZ)) op->stats.food--; 2665 if (!QUERY_FLAG (op, FLAG_WIZ))
2563 } 2666 op->stats.food--;
2564 } 2667 }
2565 2668
2566 if(op->contr->state==ST_PLAYING&&op->stats.food<0&&op->stats.hp>=0) { 2669 if (op->stats.food < 0 && op->stats.hp >= 0)
2567 object *tmp, *flesh=NULL; 2670 {
2671 object *tmp, *flesh = 0;
2568 2672
2569 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) { 2673 for (tmp = op->inv; tmp; tmp = tmp->below)
2674 {
2570 if(!QUERY_FLAG(tmp, FLAG_UNPAID)) { 2675 if (!QUERY_FLAG (tmp, FLAG_UNPAID))
2676 {
2571 if (tmp->type==FOOD || tmp->type==DRINK || tmp->type==POISON) { 2677 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2678 {
2572 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2679 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2573 manual_apply(op,tmp,0); 2680 manual_apply (op, tmp, 0);
2574 if(op->stats.food>=0||op->stats.hp<0) 2681 if (op->stats.food >= 0 || op->stats.hp < 0)
2575 break; 2682 break;
2576 } 2683 }
2577 else if (tmp->type==FLESH) flesh=tmp; 2684 else if (tmp->type == FLESH)
2578 } /* End if paid for object */ 2685 flesh = tmp;
2579 } /* end of for loop */ 2686 } /* End if paid for object */
2687 } /* end of for loop */
2688
2580 /* If player is still starving, it means they don't have any food, so 2689 /* If player is still starving, it means they don't have any food, so
2581 * eat flesh instead. 2690 * eat flesh instead.
2582 */ 2691 */
2583 if (op->stats.food<0 && op->stats.hp>=0 && flesh) { 2692 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2693 {
2584 new_draw_info(NDI_UNIQUE, 0,op,"You blindly grab for a bite of food."); 2694 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2585 manual_apply(op,flesh,0); 2695 manual_apply (op, flesh, 0);
2586 } 2696 }
2587 } /* end if player is starving */ 2697 }
2588 2698
2589 while(op->stats.food<0&&op->stats.hp>0) 2699 while (op->stats.food < 0 && op->stats.hp >= 0)
2590 op->stats.food++,op->stats.hp--; 2700 op->stats.food++, op->stats.hp--;
2591 2701
2592 if (!op->contr->state&&!QUERY_FLAG(op,FLAG_WIZ)&&(op->stats.hp<0||op->stats.food<0)) 2702 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2593 kill_player(op); 2703 kill_player (op);
2704 }
2594} 2705}
2595
2596
2597 2706
2598/* If the player should die (lack of hp, food, etc), we call this. 2707/* 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 2708 * 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 2709 * permadeath, no lifesave), this will take care of removing the player
2601 * file. 2710 * file.
2602 */ 2711 */
2712void
2603void kill_player(object *op) 2713kill_player (object *op)
2604{ 2714{
2605 char buf[MAX_BUF]; 2715 char buf[MAX_BUF];
2606 int x,y,i; 2716 int x, y;
2717
2718 //int i;
2607 mapstruct *map; /* this is for resurrection */ 2719 maptile *map; /* this is for resurrection */
2720
2608 int z; 2721 /* int z;
2609 int num_stats_lose; 2722 int num_stats_lose;
2610 int lost_a_stat; 2723 int lost_a_stat;
2611 int lose_this_stat; 2724 int lose_this_stat;
2612 int this_stat; 2725 int this_stat; */
2613 int will_kill_again; 2726 int will_kill_again;
2614 archetype *at; 2727 archetype *at;
2615 object *tmp; 2728 object *tmp;
2616 2729
2617 if(save_life(op)) 2730 if (save_life (op))
2618 return; 2731 return;
2619 2732
2620 2733
2621 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2734 /* 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. 2735 * in cities ONLY!!! It is very important that this doesn't get abused.
2623 * Look at op_on_battleground() for more info --AndreasV 2736 * Look at op_on_battleground() for more info --AndreasV
2624 */ 2737 */
2625 if (op_on_battleground(op, &x, &y)) { 2738 if (op_on_battleground (op, &x, &y))
2626 new_draw_info(NDI_UNIQUE | NDI_NAVY, 0,op, 2739 {
2627 "You have been defeated in combat!"); 2740 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, 2741 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2629 "Local medics have saved your life..."); 2742
2630
2631 /* restore player */ 2743 /* restore player */
2632 at = find_archetype("poisoning"); 2744 at = archetype::find ("poisoning");
2633 tmp=present_arch_in_ob(at,op); 2745 tmp = present_arch_in_ob (at, op);
2634 if (tmp) { 2746 if (tmp)
2635 remove_ob(tmp); 2747 {
2636 free_object(tmp); 2748 tmp->destroy ();
2637 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2749 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2638 } 2750 }
2639 2751
2640 at = find_archetype("confusion"); 2752 at = archetype::find ("confusion");
2641 tmp=present_arch_in_ob(at,op); 2753 tmp = present_arch_in_ob (at, op);
2642 if (tmp) { 2754 if (tmp)
2643 remove_ob(tmp); 2755 {
2644 free_object(tmp); 2756 tmp->destroy ();
2645 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2757 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2646 } 2758 }
2647 2759
2648 cure_disease(op,0); /* remove any disease */ 2760 cure_disease (op, 0); /* remove any disease */
2649 op->stats.hp=op->stats.maxhp; 2761 op->stats.hp = op->stats.maxhp;
2650 if (op->stats.food<=0) op->stats.food=999; 2762 if (op->stats.food <= 0)
2651 2763 op->stats.food = 999;
2764
2652 /* create a bodypart-trophy to make the winner happy */ 2765 /* create a bodypart-trophy to make the winner happy */
2653 tmp=arch_to_object(find_archetype("finger")); 2766 tmp = arch_to_object (archetype::find ("finger"));
2654 if (tmp != NULL) 2767 if (tmp != NULL)
2655 { 2768 {
2656 sprintf(buf,"%s's finger",op->name); 2769 sprintf (buf, "%s's finger", &op->name);
2657 tmp->name = add_string(buf); 2770 tmp->name = buf;
2658 sprintf(buf," This finger has been cut off %s\n" 2771 sprintf (buf, " This finger has been cut off %s\n"
2659 " the %s, when he was defeated at\n level %d by %s.\n", 2772 " the %s, when he was defeated at\n level %d by %s.\n",
2660 op->name, op->contr->title, (int)(op->level), 2773 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2661 op->contr->killer); 2774 tmp->msg = buf;
2662 tmp->msg=add_string(buf);
2663 tmp->value=0, tmp->material=0, tmp->type=0; 2775 tmp->value = 0, tmp->material = 0, tmp->type = 0;
2664 tmp->materialname = NULL; 2776 tmp->materialname = NULL;
2665 tmp->x = op->x, tmp->y = op->y; 2777 tmp->x = op->x, tmp->y = op->y;
2666 insert_ob_in_map(tmp,op->map,op,0); 2778 insert_ob_in_map (tmp, op->map, op, 0);
2667 }
2668 2779 }
2780
2669 /* teleport defeated player to new destination*/ 2781 /* teleport defeated player to new destination */
2670 transfer_ob(op, x, y, 0, NULL); 2782 transfer_ob (op, x, y, 0, NULL);
2671 op->contr->braced=0; 2783 op->contr->braced = 0;
2672 return; 2784 return;
2673 } 2785 }
2674 2786
2675 INVOKE_PLAYER (DEATH, op->contr); 2787 INVOKE_PLAYER (DEATH, op->contr);
2676 2788
2677 command_kill_pets (op, 0); 2789 command_kill_pets (op, 0);
2678 2790
2679 if(op->stats.food<0) { 2791 if (op->stats.food < 0)
2792 {
2680 if (op->contr->explore) { 2793 if (op->contr->explore)
2794 {
2681 new_draw_info(NDI_UNIQUE, 0,op,"You would have starved, but you are"); 2795 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..."); 2796 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2683 op->stats.food=999; 2797 op->stats.food = 999;
2684 return; 2798 return;
2685 } 2799 }
2686 sprintf(buf,"%s starved to death.",op->name); 2800 sprintf (buf, "%s starved to death.", &op->name);
2687 strcpy(op->contr->killer,"starvation"); 2801 strcpy (op->contr->killer, "starvation");
2802 }
2803 else
2688 } 2804 {
2689 else {
2690 if (op->contr->explore) { 2805 if (op->contr->explore)
2806 {
2691 new_draw_info(NDI_UNIQUE, 0,op,"You would have died, but you are"); 2807 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..."); 2808 new_draw_info (NDI_UNIQUE, 0, op, "in explore mode, so...");
2693 op->stats.hp=op->stats.maxhp; 2809 op->stats.hp = op->stats.maxhp;
2694 return; 2810 return;
2695 } 2811 }
2696 sprintf(buf,"%s died.",op->name); 2812 sprintf (buf, "%s died.", &op->name);
2697 } 2813 }
2698 play_sound_player_only(op->contr, SOUND_PLAYER_DIES,0,0); 2814 play_sound_player_only (op->contr, SOUND_PLAYER_DIES, 0, 0);
2699 2815
2700 /* save the map location for corpse, gravestone*/ 2816 /* save the map location for corpse, gravestone */
2701 x=op->x;y=op->y;map=op->map; 2817 x = op->x;
2818 y = op->y;
2819 map = op->map;
2702 2820
2703 2821
2704 if (settings.not_permadeth == TRUE) {
2705 /* NOT_PERMADEATH code. This basically brings the character back to 2822 /* NOT_PERMADEATH code. This basically brings the character back to
2706 * life if they are dead - it takes some exp and a random stat. 2823 * 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. 2824 * See the config.h file for a little more in depth detail about this.
2708 */ 2825 */
2709 2826
2710 /* Basically two ways to go - remove a stat permanently, or just 2827 /* Basically two ways to go - remove a stat permanently, or just
2711 * make it depletion. This bunch of code deals with that aspect 2828 * make it depletion. This bunch of code deals with that aspect
2712 * of death. 2829 * of death.
2713 */ 2830 */
2714#ifndef COZY_SERVER 2831#ifndef COZY_SERVER
2715 if (settings.balanced_stat_loss) { 2832 if (settings.balanced_stat_loss)
2833 {
2716 /* If stat loss is permanent, lose one stat only. */ 2834 /* If stat loss is permanent, lose one stat only. */
2717 /* Lower level chars don't lose as many stats because they suffer 2835 /* Lower level chars don't lose as many stats because they suffer
2718 more if they do. */ 2836 more if they do. */
2719 /* Higher level characters can afford things such as potions of 2837 /* Higher level characters can afford things such as potions of
2720 restoration, or better, stat potions. So we slug them that 2838 restoration, or better, stat potions. So we slug them that
2721 little bit harder. */ 2839 little bit harder. */
2722 /* GD */ 2840 /* GD */
2723 if (settings.stat_loss_on_death) 2841 if (settings.stat_loss_on_death)
2724 num_stats_lose = 1; 2842 num_stats_lose = 1;
2725 else 2843 else
2726 num_stats_lose = 1 + op->level/BALSL_NUMBER_LOSSES_RATIO; 2844 num_stats_lose = 1 + op->level / BALSL_NUMBER_LOSSES_RATIO;
2727 } else { 2845 }
2846 else
2847 {
2728 num_stats_lose = 1; 2848 num_stats_lose = 1;
2729 } 2849 }
2730 lost_a_stat = 0; 2850 lost_a_stat = 0;
2731 2851
2732 for (z=0; z<num_stats_lose; z++) { 2852 for (z = 0; z < num_stats_lose; z++)
2853 {
2733 i = RANDOM() % NUM_STATS; 2854 i = RANDOM () % NUM_STATS;
2734 2855
2735 if (settings.stat_loss_on_death) { 2856 if (settings.stat_loss_on_death)
2857 {
2736 /* Pick a random stat and take a point off it. Tell the player 2858 /* Pick a random stat and take a point off it. Tell the player
2737 * what he lost. 2859 * what he lost.
2738 */ 2860 */
2739 change_attr_value(&(op->stats), i,-1); 2861 change_attr_value (&(op->stats), i, -1);
2740 check_stat_bounds(&(op->stats)); 2862 check_stat_bounds (&(op->stats));
2741 change_attr_value(&(op->contr->orig_stats), i,-1); 2863 change_attr_value (&(op->contr->orig_stats), i, -1);
2742 check_stat_bounds(&(op->contr->orig_stats)); 2864 check_stat_bounds (&(op->contr->orig_stats));
2743 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2865 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2744 lost_a_stat = 1; 2866 lost_a_stat = 1;
2745 } else { 2867 }
2868 else
2869 {
2746 /* deplete a stat */ 2870 /* deplete a stat */
2747 archetype *deparch=find_archetype("depletion"); 2871 archetype *deparch = archetype::find ("depletion");
2748 object *dep; 2872 object *dep;
2873
2874 dep = present_arch_in_ob (deparch, op);
2875 if (!dep)
2749 2876 {
2750 dep = present_arch_in_ob(deparch,op);
2751 if(!dep) {
2752 dep = arch_to_object(deparch); 2877 dep = arch_to_object (deparch);
2753 insert_ob_in_ob(dep, op); 2878 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 2879 }
2783 if (lose_this_stat) { 2880 lose_this_stat = 1;
2881 if (settings.balanced_stat_loss)
2882 {
2883 /* GD */
2884 /* Get the stat that we're about to deplete. */
2784 this_stat = get_attr_value(&(dep->stats), i); 2885 this_stat = get_attr_value (&(dep->stats), i);
2886 if (this_stat < 0)
2887 {
2888 int loss_chance = 1 + op->level / BALSL_LOSS_CHANCE_RATIO;
2889 int keep_chance = this_stat * this_stat;
2890
2891 /* Yes, I am paranoid. Sue me. */
2892 if (keep_chance < 1)
2893 keep_chance = 1;
2894
2895 /* There is a maximum depletion total per level. */
2896 if (this_stat < -1 - op->level / BALSL_MAX_LOSS_RATIO)
2897 {
2898 lose_this_stat = 0;
2899 /* Take loss chance vs keep chance to see if we
2900 retain the stat. */
2901 }
2902 else
2903 {
2904 if (random_roll (0, loss_chance + keep_chance - 1, op, PREFER_LOW) < keep_chance)
2905 lose_this_stat = 0;
2906 /* LOG(llevDebug, "Determining stat loss. Stat: %d Keep: %d Lose: %d Result: %s.\n",
2907 this_stat, keep_chance, loss_chance,
2908 lose_this_stat?"LOSE":"KEEP"); */
2909 }
2910 }
2911 }
2912
2913 if (lose_this_stat)
2914 {
2915 this_stat = get_attr_value (&(dep->stats), i);
2785 /* We could try to do something clever like find another 2916 /* We could try to do something clever like find another
2786 * stat to reduce if this fails. But chances are, if 2917 * stat to reduce if this fails. But chances are, if
2787 * stats have been depleted to -50, all are pretty low 2918 * stats have been depleted to -50, all are pretty low
2788 * and should be roughly the same, so it shouldn't make a 2919 * and should be roughly the same, so it shouldn't make a
2789 * difference. 2920 * difference.
2790 */ 2921 */
2791 if (this_stat>=-50) { 2922 if (this_stat >= -50)
2923 {
2792 change_attr_value(&(dep->stats), i, -1); 2924 change_attr_value (&(dep->stats), i, -1);
2793 SET_FLAG(dep, FLAG_APPLIED); 2925 SET_FLAG (dep, FLAG_APPLIED);
2794 new_draw_info(NDI_UNIQUE, 0,op, lose_msg[i]); 2926 new_draw_info (NDI_UNIQUE, 0, op, lose_msg[i]);
2795 fix_player(op); 2927 op->update_stats ();
2796 lost_a_stat = 1; 2928 lost_a_stat = 1;
2797 } 2929 }
2798 } 2930 }
2931 }
2799 } 2932 }
2800 }
2801 /* If no stat lost, tell the player. */ 2933 /* If no stat lost, tell the player. */
2802 if (!lost_a_stat) 2934 if (!lost_a_stat)
2803 { 2935 {
2804 /* determine_god() seems to not work sometimes... why is this? 2936 /* determine_god() seems to not work sometimes... why is this?
2805 Should I be using something else? GD */ 2937 Should I be using something else? GD */
2806 const char *god = determine_god(op); 2938 const char *god = determine_god (op);
2939
2807 if (god && (strcmp(god, "none"))) 2940 if (god && (strcmp (god, "none")))
2808 new_draw_info_format(NDI_UNIQUE, 0, op, "For a brief " 2941 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" 2942 else
2810 " you.", god); 2943 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 } 2944 }
2945#else
2946 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely.");
2815#endif 2947#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 2948
2819 /* Put a gravestone up where the character 'almost' died. List the 2949 /* Put a gravestone up where the character 'almost' died. List the
2820 * exp loss on the stone. 2950 * exp loss on the stone.
2821 */ 2951 */
2822 tmp=arch_to_object(find_archetype("gravestone")); 2952 tmp = arch_to_object (archetype::find ("gravestone"));
2823 sprintf(buf,"%s's gravestone",op->name); 2953 sprintf (buf, "%s's gravestone", &op->name);
2824 FREE_AND_COPY(tmp->name, buf); 2954 tmp->name = buf;
2825 sprintf(buf,"%s's gravestones",op->name); 2955 sprintf (buf, "%s's gravestones", &op->name);
2826 FREE_AND_COPY(tmp->name_pl, buf); 2956 tmp->name_pl = buf;
2827 sprintf(buf,"RIP\nHere rests the hero %s the %s,\n" 2957 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" 2958 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; 2959 tmp->x = op->x, tmp->y = op->y;
2834 insert_ob_in_map (tmp, op->map, NULL,0); 2960 insert_ob_in_map (tmp, op->map, NULL, 0);
2835 2961
2836 /**************************************/ 2962 /**************************************/
2837 /* */ 2963 /* */
2838 /* Subtract the experience points, */ 2964 /* Subtract the experience points, */
2839 /* if we died cause of food, give us */ 2965 /* if we died cause of food, give us */
2840 /* food, and reset HP's... */ 2966 /* food, and reset HP's... */
2841 /* */ 2967 /* */
2842 /**************************************/ 2968 /**************************************/
2843 2969
2844 /* remove any poisoning and confusion the character may be suffering.*/ 2970 /* remove any poisoning and confusion the character may be suffering. */
2845 /* restore player */ 2971 /* restore player */
2846 at = find_archetype("poisoning"); 2972 at = archetype::find ("poisoning");
2847 tmp=present_arch_in_ob(at,op); 2973 tmp = present_arch_in_ob (at, op);
2974
2848 if (tmp) { 2975 if (tmp)
2849 remove_ob(tmp); 2976 {
2850 free_object(tmp); 2977 tmp->destroy ();
2851 new_draw_info(NDI_UNIQUE, 0,op, "Your body feels cleansed"); 2978 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2852 } 2979 }
2853 2980
2854 at = find_archetype("confusion"); 2981 at = archetype::find ("confusion");
2855 tmp=present_arch_in_ob(at,op); 2982 tmp = present_arch_in_ob (at, op);
2856 if (tmp) { 2983 if (tmp)
2857 remove_ob(tmp); 2984 {
2858 free_object(tmp); 2985 tmp->destroy ();
2859 new_draw_info(NDI_UNIQUE, 0,tmp, "Your mind feels clearer"); 2986 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2860 } 2987 }
2988
2861 cure_disease(op,0); /* remove any disease */ 2989 cure_disease (op, 0); /* remove any disease */
2862 2990
2863 /*add_exp(op, (op->stats.exp * -0.20)); */ 2991 /*add_exp(op, (op->stats.exp * -0.20)); */
2864 apply_death_exp_penalty(op); 2992 apply_death_exp_penalty (op);
2865 if(op->stats.food < 100) op->stats.food = 900; 2993 if (op->stats.food < 100)
2994 op->stats.food = 900;
2866 op->stats.hp = op->stats.maxhp; 2995 op->stats.hp = op->stats.maxhp;
2867 op->stats.sp = MAX(op->stats.sp, op->stats.maxsp); 2996 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2868 op->stats.grace = MAX(op->stats.grace, op->stats.maxgrace); 2997 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2869 2998
2870 /* 2999 /*
2871 * Check to see if the player is in a shop. IF so, then check to see if 3000 * 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 3001 * the player has any unpaid items. If so, remove them and put them back
2873 * in the map. 3002 * in the map.
2874 */ 3003 */
2875 3004
2876 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3005 if (is_in_shop (op))
2877 if (tmp->type == SHOP_FLOOR) {
2878 remove_unpaid_objects(op->inv, op); 3006 remove_unpaid_objects (op->inv, op);
2879 break;
2880 }
2881 }
2882
2883 3007
2884 /****************************************/ 3008 /****************************************/
2885 /* */ 3009 /* */
2886 /* Move player to his current respawn- */ 3010 /* Move player to his current respawn- */
2887 /* position (usually last savebed) */ 3011 /* position (usually last savebed) */
2888 /* */ 3012 /* */
2889 /****************************************/ 3013 /****************************************/
2890 3014
2891 enter_player_savebed(op); 3015 enter_player_savebed (op);
2892 3016
2893 /* Save the player before inserting the force to reduce 3017 /* Save the player before inserting the force to reduce
2894 * chance of abuse. 3018 * chance of abuse.
2895 */ 3019 */
2896 op->contr->braced=0; 3020 op->contr->braced = 0;
2897 save_player(op,1); 3021 op->contr->save ();
2898 3022
2899 /* it is possible that the player has blown something up 3023 /* it is possible that the player has blown something up
2900 * at his savebed location, and that can have long lasting 3024 * at his savebed location, and that can have long lasting
2901 * spell effects. So first see if there is a spell effect 3025 * spell effects. So first see if there is a spell effect
2902 * on the space that might harm the player. 3026 * on the space that might harm the player.
2903 */ 3027 */
2904 will_kill_again=0; 3028 will_kill_again = 0;
2905 for (tmp= get_map_ob(op->map, op->x, op->y); tmp; tmp=tmp->above) { 3029 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp; tmp = tmp->above)
2906 if (tmp->type ==SPELL_EFFECT) 3030 if (tmp->type == SPELL_EFFECT)
2907 will_kill_again|=tmp->attacktype; 3031 will_kill_again |= tmp->attacktype;
2908 } 3032
2909 if (will_kill_again) { 3033 if (will_kill_again)
3034 {
2910 object *force; 3035 object *force;
2911 int at; 3036 int at;
2912 3037
2913 force=get_archetype(FORCE_NAME); 3038 force = get_archetype (FORCE_NAME);
2914 /* 50 ticks should be enough time for the spell to abate */ 3039 /* 50 ticks should be enough time for the spell to abate */
2915 force->speed=0.1; 3040 force->speed = 0.1;
2916 force->speed_left=-5.0; 3041 force->speed_left = -5.0;
2917 SET_FLAG(force, FLAG_APPLIED); 3042 SET_FLAG (force, FLAG_APPLIED);
2918 for (at=0; at<NROFATTACKS; at++) { 3043 for (at = 0; at < NROFATTACKS; at++)
2919 if (will_kill_again & (1 << at)) 3044 if (will_kill_again & (1 << at))
2920 force->resist[at] = 100; 3045 force->resist[at] = 100;
2921 } 3046
2922 insert_ob_in_ob(force, op); 3047 insert_ob_in_ob (force, op);
2923 fix_player(op); 3048 op->update_stats ();
2924
2925 }
2926 /**************************************/
2927 /* */
2928 /* Repaint the characters inv, and */
2929 /* stats, and show a nasty message ;) */
2930 /* */
2931 /**************************************/
2932 3049
3050 }
3051
2933 new_draw_info(NDI_UNIQUE, 0,op,"YOU HAVE DIED."); 3052 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} 3053}
2999 3054
3000 3055void
3001void loot_object(object *op) { /* Grab and destroy some treasure */ 3056loot_object (object *op)
3057{ /* Grab and destroy some treasure */
3002 object *tmp,*tmp2,*next; 3058 object *tmp, *tmp2, *next;
3003 3059
3060 if (op->container)
3004 if (op->container) { /* close open sack first */ 3061 esrv_apply_container (op, op->container); /* close open sack first */
3005 esrv_apply_container (op, op->container);
3006 }
3007 3062
3008 for(tmp=op->inv;tmp!=NULL;tmp=next) { 3063 for (tmp = op->inv; tmp; tmp = next)
3064 {
3009 next=tmp->below; 3065 next = tmp->below;
3010 if (tmp->type==EXPERIENCE || tmp->invisible) continue; 3066
3011 remove_ob(tmp); 3067 if (tmp->invisible)
3068 continue;
3069
3070 tmp->remove ();
3012 tmp->x=op->x,tmp->y=op->y; 3071 tmp->x = op->x, tmp->y = op->y;
3013 if (tmp->type == CONTAINER) { /* empty container to ground */ 3072 if (tmp->type == CONTAINER)
3014 loot_object(tmp); 3073 { /* empty container to ground */
3015 } 3074 loot_object (tmp);
3016 if(!QUERY_FLAG(tmp, FLAG_UNIQUE) && (QUERY_FLAG(tmp, FLAG_STARTEQUIP) 3075 }
3017 || QUERY_FLAG(tmp,FLAG_NO_DROP) || !(RANDOM()%3))) { 3076 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3)))
3077 {
3018 if(tmp->nrof>1) { 3078 if (tmp->nrof > 1)
3079 {
3019 tmp2=get_split_ob(tmp,1+RANDOM()%(tmp->nrof-1)); 3080 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3020 free_object(tmp2); 3081 tmp2->destroy ();
3021 insert_ob_in_map(tmp,op->map,NULL,0); 3082 insert_ob_in_map (tmp, op->map, NULL, 0);
3083 }
3084 else
3085 tmp->destroy ();
3086 }
3022 } else 3087 else
3023 free_object(tmp);
3024 } else
3025 insert_ob_in_map(tmp,op->map,NULL,0); 3088 insert_ob_in_map (tmp, op->map, NULL, 0);
3026 } 3089 }
3027} 3090}
3028 3091
3029/* 3092/*
3030 * fix_weight(): Check recursively the weight of all players, and fix 3093 * fix_weight(): Check recursively the weight of all players, and fix
3031 * what needs to be fixed. Refresh windows and fix speed if anything 3094 * what needs to be fixed. Refresh windows and fix speed if anything
3032 * was changed. 3095 * was changed.
3033 */ 3096 */
3034 3097
3098void
3035void fix_weight(void) { 3099fix_weight (void)
3036 player *pl; 3100{
3037 for (pl = first_player; pl != NULL; pl = pl->next) { 3101 for (player *pl = first_player; pl; pl = pl->next)
3102 {
3038 int old = pl->ob->carrying, sum = sum_weight(pl->ob); 3103 int old = pl->ob->carrying, sum = sum_weight (pl->ob);
3104
3039 if(old == sum) 3105 if (old == sum)
3040 continue; 3106 continue;
3041 fix_player(pl->ob); 3107 pl->ob->update_stats ();
3042 LOG(llevDebug,"Fixed inventory in %s (%d -> %d)\n", 3108 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum);
3043 pl->ob->name, old, sum);
3044 } 3109 }
3045} 3110}
3046 3111
3112void
3047void fix_luck(void) { 3113fix_luck (void)
3048 player *pl; 3114{
3049 for (pl = first_player; pl != NULL; pl = pl->next) 3115 for (player *pl = first_player; pl; pl = pl->next)
3050 if (!pl->ob->contr->state) 3116 if (!pl->ob->contr->ns->state)
3051 change_luck(pl->ob, 0); 3117 pl->ob->change_luck (0);
3052} 3118}
3053
3054 3119
3055/* cast_dust() - handles op throwing objects of type 'DUST'. 3120/* cast_dust() - handles op throwing objects of type 'DUST'.
3056 * This is much simpler in the new spell code - we basically 3121 * This is much simpler in the new spell code - we basically
3057 * just treat this as any other spell casting object. 3122 * just treat this as any other spell casting object.
3058 */ 3123 */
3059
3060void 3124void
3061cast_dust (object * op, object * throw_ob, int dir) 3125cast_dust (object *op, object *throw_ob, int dir)
3062{ 3126{
3063 object *skop, *spob; 3127 object *skop, *spob;
3064 3128
3065 skop = find_skill_by_name (op, throw_ob->skill); 3129 skop = find_skill_by_name (op, throw_ob->skill);
3066 3130
3067 /* casting POTION 'dusts' is really a use_magic_item skill */ 3131 /* casting POTION 'dusts' is really a use_magic_item skill */
3068 if (op->type == PLAYER && throw_ob->type == POTION && !skop) 3132 if (op->type == PLAYER && throw_ob->type == POTION && !skop)
3069 { 3133 {
3070 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", 3134 LOG (llevError, "Player %s lacks critical skill use_magic_item!\n", &op->name);
3071 op->name);
3072 return; 3135 return;
3073 } 3136 }
3074 3137
3075 spob = throw_ob->inv; 3138 spob = throw_ob->inv;
3076 3139
3077 // elmex Tue Aug 15 17:19:46 CEST 2006: Added this check to 3140 // 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 3141 // not pass NULL to cast_spell (which did indeed check itself, but
3079 // errors should be reported as early as possible IMHO) 3142 // errors should be reported as early as possible IMHO)
3080 if (!spob) 3143 if (!spob)
3081 { 3144 {
3082 LOG (llevError, "cast_dust: thrown object %s (by %s) had no spell in it!", 3145 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; 3146 return;
3085 } 3147 }
3086 3148
3087 if (op->type == PLAYER) 3149 if (op->type == PLAYER)
3088 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", spob->name); 3150 new_draw_info_format (NDI_UNIQUE, 0, op, "You cast %s.", &spob->name);
3089 3151
3090 cast_spell (op, throw_ob, dir, spob, NULL); 3152 cast_spell (op, throw_ob, dir, spob, NULL);
3091 3153
3092 if (!QUERY_FLAG (throw_ob, FLAG_REMOVED)) 3154 throw_ob->destroy ();
3093 remove_ob (throw_ob);
3094 free_object (throw_ob);
3095} 3155}
3096 3156
3157void
3097void make_visible (object *op) { 3158make_visible (object *op)
3159{
3098 op->hide = 0; 3160 op->hide = 0;
3099 op->invisible = 0; 3161 op->invisible = 0;
3100 if(op->type==PLAYER) { 3162 if (op->type == PLAYER)
3163 {
3101 op->contr->tmp_invis = 0; 3164 op->contr->tmp_invis = 0;
3102 if (op->contr->invis_race) FREE_AND_CLEAR_STR(op->contr->invis_race); 3165 op->contr->invis_race = 0;
3103 } 3166 }
3104 update_object(op,UP_OBJ_FACE); 3167 update_object (op, UP_OBJ_FACE);
3105} 3168}
3106 3169
3170int
3107int is_true_undead(object *op) { 3171is_true_undead (object *op)
3172{
3108 object *tmp=NULL; 3173 object *tmp = NULL;
3109 3174
3110 if(QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) return 1; 3175 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3176 return 1;
3111 3177
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; 3178 return 0;
3117} 3179}
3118 3180
3119/* look at the surrounding terrain to determine 3181/* look at the surrounding terrain to determine
3120 * the hideability of this object. Positive levels 3182 * the hideability of this object. Positive levels
3121 * indicate greater hideability. 3183 * indicate greater hideability.
3122 */ 3184 */
3123 3185
3186int
3124int hideability(object *ob) { 3187hideability (object *ob)
3188{
3125 int i,level=0, mflag; 3189 int i, level = 0, mflag;
3126 sint16 x,y; 3190 sint16 x, y;
3127 3191
3128 if(!ob||!ob->map) return 0; 3192 if (!ob || !ob->map)
3193 return 0;
3129 3194
3130 /* so, on normal lighted maps, its hard to hide */ 3195 /* so, on normal lighted maps, its hard to hide */
3131 level=ob->map->darkness - 2; 3196 level = ob->map->darkness - 2;
3132 3197
3133 /* this also picks up whether the object is glowing. 3198 /* this also picks up whether the object is glowing.
3134 * If you carry a light on a non-dark map, its not 3199 * If you carry a light on a non-dark map, its not
3135 * as bad as carrying a light on a pitch dark map */ 3200 * as bad as carrying a light on a pitch dark map */
3136 if(has_carried_lights(ob)) level =- (10 + (2*ob->map->darkness)); 3201 if (has_carried_lights (ob))
3202 level = -(10 + (2 * ob->map->darkness));
3137 3203
3138 /* scan through all nearby squares for terrain to hide in */ 3204 /* 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]) { 3205 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3206 {
3140 mflag = get_map_flags(ob->map, NULL, x, y, NULL, NULL); 3207 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3141 if (mflag & P_OUT_OF_MAP) { continue; } 3208 if (mflag & P_OUT_OF_MAP)
3209 {
3210 continue;
3211 }
3142 if(mflag & P_BLOCKSVIEW) /* something to hide near! */ 3212 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3143 level += 2; 3213 level += 2;
3144 else /* open terrain! */ 3214 else /* open terrain! */
3145 level -= 1; 3215 level -= 1;
3146 } 3216 }
3147 3217
3148#if 0 3218#if 0
3149 LOG(llevDebug,"hideability of %s is %d\n",ob->name,level); 3219 LOG (llevDebug, "hideability of %s is %d\n", ob->name, level);
3150#endif 3220#endif
3151 return level; 3221 return level;
3152} 3222}
3153 3223
3154/* For Hidden creatures - a chance of becoming 'unhidden' 3224/* For Hidden creatures - a chance of becoming 'unhidden'
3155 * every time they move - as we subtract off 'invisibility' 3225 * every time they move - as we subtract off 'invisibility'
3156 * AND, for players, if they move into a ridiculously unhideable 3226 * AND, for players, if they move into a ridiculously unhideable
3157 * spot (surrounded by clear terrain in broad daylight). -b.t. 3227 * spot (surrounded by clear terrain in broad daylight). -b.t.
3158 */ 3228 */
3159 3229
3230void
3160void do_hidden_move (object *op) { 3231do_hidden_move (object *op)
3232{
3161 int hide=0, num=random_roll(0, 19, op, PREFER_LOW); 3233 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3162 object *skop; 3234 object *skop;
3163 3235
3164 if(!op || !op->map) return; 3236 if (!op || !op->map)
3237 return;
3165 3238
3166 skop = find_obj_by_type_subtype(op, SKILL, SK_HIDING); 3239 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
3167 3240
3168 /* its *extremely* hard to run and sneak/hide at the same time! */ 3241 /* its *extremely* hard to run and sneak/hide at the same time! */
3169 if(op->type==PLAYER && op->contr->run_on) { 3242 if (op->type == PLAYER && op->contr->run_on)
3243 {
3170 if(!skop || num >= skop->level) { 3244 if (!skop || num >= skop->level)
3245 {
3171 new_draw_info(NDI_UNIQUE,0,op,"You ran too much! You are no longer hidden!"); 3246 new_draw_info (NDI_UNIQUE, 0, op, "You ran too much! You are no longer hidden!");
3172 make_visible(op); 3247 make_visible (op);
3173 return; 3248 return;
3174 } else num += 20; 3249 }
3250 else
3251 num += 20;
3175 } 3252 }
3176 num += op->map->difficulty; 3253 num += op->map->difficulty;
3177 hide = hideability(op); /* modify by terrain hidden level */ 3254 hide = hideability (op); /* modify by terrain hidden level */
3178 num -= hide; 3255 num -= hide;
3179 if((op->type==PLAYER && hide<-10) || ((op->invisible-=num)<=0)) { 3256 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3257 {
3180 make_visible(op); 3258 make_visible (op);
3181 if(op->type==PLAYER) new_draw_info(NDI_UNIQUE, 0,op, 3259 if (op->type == PLAYER)
3182 "You moved out of hiding! You are visible!"); 3260 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3183 } 3261 }
3184 else if (op->type == PLAYER && skop) { 3262 else if (op->type == PLAYER && skop)
3263 {
3185 change_exp(op, calc_skill_exp(op, NULL, skop), skop->skill, 0); 3264 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3186 } 3265 }
3187} 3266}
3188 3267
3189/* determine if who is standing near a hostile creature. */ 3268/* determine if who is standing near a hostile creature. */
3190 3269
3270int
3191int stand_near_hostile( object *who ) { 3271stand_near_hostile (object *who)
3272{
3192 object *tmp=NULL; 3273 object *tmp = NULL;
3193 int i,friendly=0,player=0, mflags; 3274 int i, friendly = 0, player = 0, mflags;
3194 mapstruct *m; 3275 maptile *m;
3195 sint16 x,y; 3276 sint16 x, y;
3196 3277
3197 if(!who) return 0; 3278 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; 3279 return 0;
3280
3281 if (who->type == PLAYER)
3282 player = 1;
3283
3284 else
3285 friendly = QUERY_FLAG (who, FLAG_FRIENDLY);
3286
3287 /* search adjacent squares */
3288 for (i = 1; i < 9; i++)
3289 {
3290 x = who->x + freearr_x[i];
3291 y = who->y + freearr_y[i];
3292 m = who->map;
3293 mflags = get_map_flags (m, &m, x, y, &x, &y);
3294 /* space must be blocked if there is a monster. If not
3295 * blocked, don't need to check this space.
3296 */
3297 if (mflags & P_OUT_OF_MAP)
3298 continue;
3299 if (OB_TYPE_MOVE_BLOCK (who, GET_MAP_MOVE_BLOCK (m, x, y)))
3300 continue;
3301
3302 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
3303 {
3304 if ((player ||friendly) &&QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
3305 return 1;
3306 else if (tmp->type == PLAYER)
3307 {
3308 /*don't let a hidden DM prevent you from hiding */
3309 if (!QUERY_FLAG (tmp, FLAG_WIZ) || tmp->contr->hidden == 0)
3310 return 1;
3311 }
3312 }
3313 }
3314 return 0;
3227} 3315}
3228 3316
3229/* check the player los field for viewability of the 3317/* check the player los field for viewability of the
3230 * object op. This function works fine for monsters, 3318 * object op. This function works fine for monsters,
3231 * but we dont worry if the object isnt the top one in 3319 * 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. 3326 * for them to differ. Sigh, this fctn could get a bit more complex.
3239 * -b.t. 3327 * -b.t.
3240 * This function is now map tiling safe. 3328 * This function is now map tiling safe.
3241 */ 3329 */
3242 3330
3331int
3243int player_can_view (object *pl,object *op) { 3332player_can_view (object *pl, object *op)
3333{
3244 rv_vector rv; 3334 rv_vector rv;
3245 int dx,dy; 3335 int dx, dy;
3246 3336
3247 if(pl->type!=PLAYER) { 3337 if (pl->type != PLAYER)
3338 {
3248 LOG(llevError,"player_can_view() called for non-player object\n"); 3339 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; 3340 return -1;
3274 op = op->more;
3275 } 3341 }
3342 if (!pl || !op)
3276 return 0; 3343 return 0;
3344
3345 if (op->head)
3346 {
3347 op = op->head;
3348 }
3349 get_rangevector (pl, op, &rv, 0x1);
3350
3351 /* starting with the 'head' part, lets loop
3352 * through the object and find if it has any
3353 * part that is in the los array but isnt on
3354 * a blocked los square.
3355 * we use the archetype to figure out offsets.
3356 */
3357 while (op)
3358 {
3359 dx = rv.distance_x + op->arch->clone.x;
3360 dy = rv.distance_y + op->arch->clone.y;
3361
3362 /* only the viewable area the player sees is updated by LOS
3363 * code, so we need to restrict ourselves to that range of values
3364 * for any meaningful values.
3365 */
3366 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3367 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3368 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3369 return 1;
3370 op = op->more;
3371 }
3372 return 0;
3277} 3373}
3278 3374
3279/* routine for both players and monsters. We call this when 3375/* routine for both players and monsters. We call this when
3280 * there is a possibility for our action distrubing our hiding 3376 * there is a possibility for our action distrubing our hiding
3281 * place or invisiblity spell. Artefact invisiblity is not 3377 * place or invisiblity spell. Artefact invisiblity is not
3282 * effected by this. If we arent invisible to begin with, we 3378 * effected by this. If we arent invisible to begin with, we
3283 * return 0. 3379 * return 0.
3284 */ 3380 */
3381int
3285int action_makes_visible (object *op) { 3382action_makes_visible (object *op)
3383{
3286 3384
3287 if(op->invisible && QUERY_FLAG(op,FLAG_ALIVE)) { 3385 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3386 {
3288 if(QUERY_FLAG(op,FLAG_MAKE_INVIS)) 3387 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3289 return 0; 3388 return 0;
3290 3389
3291 if (op->contr && op->contr->tmp_invis == 0) return 0; 3390 if (op->contr && op->contr->tmp_invis == 0)
3391 return 0;
3292 3392
3293 /* If monsters, they should become visible */ 3393 /* If monsters, they should become visible */
3294 if(op->hide || !op->contr || (op->contr && op->contr->tmp_invis)) { 3394 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3395 {
3295 new_draw_info_format(NDI_UNIQUE, 0,op,"You become %s!",op->hide?"unhidden":"visible"); 3396 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3296 return 1; 3397 return 1;
3297 } 3398 }
3298 } 3399 }
3299 return 0; 3400 return 0;
3300} 3401}
3301 3402
3302/* op_on_battleground - checks if the given object op (usually 3403/* op_on_battleground - checks if the given object op (usually
3303 * a player) is standing on a valid battleground-tile, 3404 * a player) is standing on a valid battleground-tile,
3304 * function returns TRUE/FALSE. If true x, y returns the battleground 3405 * function returns TRUE/FALSE. If true x, y returns the battleground
3305 * -exit-coord. (and if x, y not NULL) 3406 * -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 3407 * 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 3408 * 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 3409 * Default is to do the same as before, so only people wanting to have different points need worry about this
3309 */ 3410 */
3411int
3310int op_on_battleground (object *op, int *x, int *y) { 3412op_on_battleground (object *op, int *x, int *y)
3413{
3311 object *tmp; 3414 object *tmp;
3312 3415
3313 /* A battleground-tile needs the following attributes to be valid: 3416 /* 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), 3417 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3315 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3418 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3316 * and the exit-coordinates sp/hp must both be > 0. 3419 * and the exit-coordinates sp/hp must both be > 0.
3317 * => The intention here is to prevent abuse of the battleground- 3420 * => The intention here is to prevent abuse of the battleground-
3318 * feature (like pickable or hidden battleground tiles). */ 3421 * feature (like pickable or hidden battleground tiles). */
3319 for (tmp=op->below; tmp!=NULL; tmp=tmp->below) { 3422 for (tmp = op->below; tmp != NULL; tmp = tmp->below)
3423 {
3320 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) { 3424 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3425 {
3321 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3426 if (QUERY_FLAG (tmp, FLAG_NO_PICK) &&
3322 strcmp(tmp->name, "battleground")==0 && 3427 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp))
3323 tmp->type == BATTLEGROUND && EXIT_X(tmp) && EXIT_Y(tmp)) { 3428 {
3324 /*before we assign the exit, check if this is a teambattle*/ 3429 /*before we assign the exit, check if this is a teambattle */
3325 if ( EXIT_ALT_X(tmp) && EXIT_ALT_Y(tmp) && EXIT_PATH(tmp) ){ 3430 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3431 {
3326 object *invtmp; 3432 object *invtmp;
3433
3327 for(invtmp=op->inv; invtmp != NULL; invtmp=invtmp->below) { 3434 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below)
3328 if(invtmp->type==FORCE && invtmp->slaying && 3435 {
3329 !strcmp(EXIT_PATH(tmp), invtmp->slaying)){ 3436 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying))
3437 {
3438 if (x != NULL && y != NULL)
3439 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3440 return 1;
3441 }
3442 }
3443 }
3330 if (x != NULL && y != NULL) 3444 if (x != NULL && y != NULL)
3331 *x=EXIT_ALT_X(tmp), *y=EXIT_ALT_Y(tmp); 3445 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3332 return 1; 3446 return 1;
3333 } 3447 }
3334 } 3448 }
3335 }
3336 if (x != NULL && y != NULL)
3337 *x=EXIT_X(tmp), *y=EXIT_Y(tmp);
3338 return 1;
3339 } 3449 }
3340 }
3341 }
3342 /* If we got here, did not find a battleground */ 3450 /* If we got here, did not find a battleground */
3343 return 0; 3451 return 0;
3344} 3452}
3345 3453
3346/* 3454/*
3350 * attributes: 3458 * attributes:
3351 * object *who the dragon player 3459 * object *who the dragon player
3352 * int atnr the attack-number of the ability focus 3460 * int atnr the attack-number of the ability focus
3353 * int level ability level 3461 * int level ability level
3354 */ 3462 */
3463void
3355void dragon_ability_gain(object *who, int atnr, int level) { 3464dragon_ability_gain (object *who, int atnr, int level)
3465{
3356 treasurelist *trlist = NULL; /* treasurelist */ 3466 treasurelist *trlist = NULL; /* treasurelist */
3357 treasure *tr; /* treasure */ 3467 treasure *tr; /* treasure */
3358 object *tmp,*skop; /* tmp. object */ 3468 object *tmp, *skop; /* tmp. object */
3359 object *item; /* treasure object */ 3469 object *item; /* treasure object */
3360 char buf[MAX_BUF]; /* tmp. string buffer */ 3470 char buf[MAX_BUF]; /* tmp. string buffer */
3361 int i=0, j=0; 3471 int i = 0, j = 0;
3362 3472
3363 /* get the appropriate treasurelist */ 3473 /* get the appropriate treasurelist */
3364 if (atnr == ATNR_FIRE) 3474 if (atnr == ATNR_FIRE)
3365 trlist = find_treasurelist("dragon_ability_fire"); 3475 trlist = find_treasurelist ("dragon_ability_fire");
3366 else if (atnr == ATNR_COLD) 3476 else if (atnr == ATNR_COLD)
3367 trlist = find_treasurelist("dragon_ability_cold"); 3477 trlist = find_treasurelist ("dragon_ability_cold");
3368 else if (atnr == ATNR_ELECTRICITY) 3478 else if (atnr == ATNR_ELECTRICITY)
3369 trlist = find_treasurelist("dragon_ability_elec"); 3479 trlist = find_treasurelist ("dragon_ability_elec");
3370 else if (atnr == ATNR_POISON) 3480 else if (atnr == ATNR_POISON)
3371 trlist = find_treasurelist("dragon_ability_poison"); 3481 trlist = find_treasurelist ("dragon_ability_poison");
3372 3482
3373 if (trlist == NULL || who->type != PLAYER) 3483 if (trlist == NULL || who->type != PLAYER)
3374 return; 3484 return;
3375 3485
3376 for (i=0, tr = trlist->items; tr != NULL && i<level-1; 3486 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3377 tr = tr->next, i++); 3487
3378
3379 if (tr == NULL || tr->item == NULL) { 3488 if (tr == NULL || tr->item == NULL)
3489 {
3380 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3490 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3381 return; 3491 return;
3382 } 3492 }
3383 3493
3384 /* everything seems okay - now bring on the gift: */ 3494 /* everything seems okay - now bring on the gift: */
3385 item = &(tr->item->clone); 3495 item = &(tr->item->clone);
3386 3496
3387 if (item->type == SPELL) { 3497 if (item->type == SPELL)
3498 {
3388 if (check_spell_known (who, item->name)) 3499 if (check_spell_known (who, item->name))
3389 return; 3500 return;
3390 3501
3391 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->name); 3502 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); 3503 do_learn_spell (who, item, 0);
3393 return; 3504 return;
3394 } 3505 }
3395 3506
3396 /* grant direct spell */ 3507 /* grant direct spell */
3397 if (item->type == SPELLBOOK) { 3508 if (item->type == SPELLBOOK)
3509 {
3398 if (!item->inv) { 3510 if (!item->inv)
3511 {
3399 LOG(llevDebug,"dragon_ability_gain: Broken spellbook %s\n", 3512 LOG (llevDebug, "dragon_ability_gain: Broken spellbook %s\n", &item->name);
3400 item->name);
3401 return; 3513 return;
3402 } 3514 }
3403 if (check_spell_known (who, item->inv->name)) 3515 if (check_spell_known (who, item->inv->name))
3404 return; 3516 return;
3405 if (item->invisible) { 3517 if (item->invisible)
3518 {
3406 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained the ability of %s", item->inv->name); 3519 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); 3520 do_learn_spell (who, item->inv, 0);
3408 return; 3521 return;
3409 } 3522 }
3410 } 3523 }
3411 else if (item->type == SKILL_TOOL && item->invisible) { 3524 else if (item->type == SKILL_TOOL && item->invisible)
3525 {
3412 if (item->subtype == SK_CLAWING && (skop=find_skill_by_name(who, item->skill))!=NULL) { 3526 if (item->subtype == SK_CLAWING && (skop = find_skill_by_name (who, item->skill)) != NULL)
3527 {
3413 3528
3414 /* should this perhaps be (skop->attackyp & item->attacktype)!=item->attacktype ... 3529 /* 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 3530 * 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, 3531 * them. As it is now, if the player has any that match the granted skill,
3417 * but not all of them, he gets nothing. 3532 * but not all of them, he gets nothing.
3418 */ 3533 */
3419 if (!(skop->attacktype & item->attacktype)) { 3534 if (!(skop->attacktype & item->attacktype))
3535 {
3420 /* Give new attacktype */ 3536 /* Give new attacktype */
3421 skop->attacktype |= item->attacktype; 3537 skop->attacktype |= item->attacktype;
3422 3538
3423 /* always add physical if there's none */ 3539 /* always add physical if there's none */
3424 skop->attacktype |= AT_PHYSICAL; 3540 skop->attacktype |= AT_PHYSICAL;
3425 3541
3426 if (item->msg != NULL) 3542 if (item->msg != NULL)
3427 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3543 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3428 3544
3429 /* Give player new face */ 3545 /* Give player new face */
3430 if (item->animation_id) { 3546 if (item->animation_id)
3547 {
3431 who->face = skop->face; 3548 who->face = skop->face;
3432 who->animation_id = item->animation_id; 3549 who->animation_id = item->animation_id;
3433 who->anim_speed = item->anim_speed; 3550 who->anim_speed = item->anim_speed;
3434 who->last_anim = 0; 3551 who->last_anim = 0;
3435 who->state = 0; 3552 who->state = 0;
3436 animate_object(who, who->direction); 3553 animate_object (who, who->direction);
3437 } 3554 }
3555 }
3556 }
3438 } 3557 }
3439 }
3440 }
3441 else if (item->type == FORCE) { 3558 else if (item->type == FORCE)
3559 {
3442 /* forces in the treasurelist can alter the player's stats */ 3560 /* forces in the treasurelist can alter the player's stats */
3443 object *skin; 3561 object *skin;
3562
3444 /* first get the dragon skin force */ 3563 /* first get the dragon skin force */
3445 for (skin=who->inv; skin!=NULL && strcmp(skin->arch->name, "dragon_skin_force")!=0; 3564 shstr_cmp dragon_skin_force ("dragon_skin_force");
3446 skin=skin->below); 3565 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below)
3447 if (skin == NULL) return; 3566 ;
3448 3567
3568 if (!skin)
3569 return;
3570
3449 /* adding new spellpath attunements */ 3571 /* adding new spellpath attunements */
3450 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned)) { 3572 if (item->path_attuned > 0 && !(skin->path_attuned & item->path_attuned))
3573 {
3451 skin->path_attuned |= item->path_attuned; /* add attunement to skin */ 3574 skin->path_attuned |= item->path_attuned; /* add attunement to skin */
3452 3575
3453 /* print message */ 3576 /* print message */
3454 sprintf(buf, "You feel attuned to "); 3577 sprintf (buf, "You feel attuned to ");
3455 for(i=0, j=0; i<NRSPELLPATHS; i++) { 3578 for (i = 0, j = 0; i < NRSPELLPATHS; i++)
3456 if(item->path_attuned & (1<<i)) { 3579 {
3457 if (j) 3580 if (item->path_attuned & (1 << i))
3458 strcat(buf," and "); 3581 {
3459 else 3582 if (j)
3460 j = 1; 3583 strcat (buf, " and ");
3584 else
3585 j = 1;
3461 strcat(buf, spellpathnames[i]); 3586 strcat (buf, spellpathnames[i]);
3462 } 3587 }
3463 } 3588 }
3464 strcat(buf,"."); 3589 strcat (buf, ".");
3465 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 3590 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
3466 } 3591 }
3467 3592
3468 /* evtl. adding flags: */ 3593 /* evtl. adding flags: */
3469 if(QUERY_FLAG(item, FLAG_XRAYS)) 3594 if (QUERY_FLAG (item, FLAG_XRAYS))
3470 SET_FLAG(skin, FLAG_XRAYS); 3595 SET_FLAG (skin, FLAG_XRAYS);
3471 if(QUERY_FLAG(item, FLAG_STEALTH)) 3596 if (QUERY_FLAG (item, FLAG_STEALTH))
3472 SET_FLAG(skin, FLAG_STEALTH); 3597 SET_FLAG (skin, FLAG_STEALTH);
3473 if(QUERY_FLAG(item, FLAG_SEE_IN_DARK)) 3598 if (QUERY_FLAG (item, FLAG_SEE_IN_DARK))
3474 SET_FLAG(skin, FLAG_SEE_IN_DARK); 3599 SET_FLAG (skin, FLAG_SEE_IN_DARK);
3475 3600
3476 /* print message if there is one */ 3601 /* print message if there is one */
3477 if (item->msg != NULL) 3602 if (item->msg != NULL)
3478 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, item->msg); 3603 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3604 }
3605 else
3479 } 3606 {
3480 else {
3481 /* generate misc. treasure */ 3607 /* generate misc. treasure */
3482 tmp = arch_to_object (tr->item); 3608 tmp = arch_to_object (tr->item);
3483 new_draw_info_format(NDI_UNIQUE|NDI_BLUE, 0, who, "You gained %s", query_short_name(tmp)); 3609 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); 3610 tmp = insert_ob_in_ob (tmp, who);
3485 if (who->type == PLAYER) 3611 if (who->type == PLAYER)
3486 esrv_send_item(who, tmp); 3612 esrv_send_item (who, tmp);
3487 } 3613 }
3488} 3614}
3489 3615
3490/** 3616/**
3491 * Unready an object for a player. This function does nothing if the object was 3617 * Unready an object for a player. This function does nothing if the object was
3492 * not readied. 3618 * not readied.
3493 */ 3619 */
3620void
3494void player_unready_range_ob(player *pl, object *ob) { 3621player_unready_range_ob (player *pl, object *ob)
3622{
3495 rangetype i; 3623 rangetype i;
3496 3624
3497 for (i = (rangetype)0; i < range_size; i = (rangetype) ((int)i + 1)) { 3625 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3626 {
3498 if (pl->ranges[i] == ob) { 3627 if (pl->ranges[i] == ob)
3628 {
3499 pl->ranges[i] = NULL; 3629 pl->ranges[i] = NULL;
3500 if (pl->shoottype == i) { 3630 if (pl->shoottype == i)
3631 {
3501 pl->shoottype = range_none; 3632 pl->shoottype = range_none;
3502 } 3633 }
3503 } 3634 }
3504 } 3635 }
3505} 3636}

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